A guest feature article by follower Andrew Frank who recently went 6-3 to make Day 2 at the Starcitygames SCG Richmond Open and was featured in a deck tech. Andrew and John brewed up the ideas for the deck and tested prior to the event, this is Andrew’s post-tournament report.
Sullivan Red at #SCGRICH by Andrew Frank
Here is a brief tournament report from my run at the Richmond Open, as well as some thoughts about the deck.
R1 – GB Aggro – (win; 2-0)
This went the way most of the GB matchups did, I killed all the creatures they played and played my own menace creatures, chipped in a lot of damage and burned them out when they stabilized. In game 2 they were unable to block enough menace creatures to avoid lethal.
R2 – GB Aggro – (win; 2-0)
A fast start out of the gates and once again killing their creatures as I could made for a relatively easy victory.
R3 – GB Aggro – (win; 2-1)
In game 1 I swung in with the team, losing almost all of them to put my opponent to 2. I had just enough life to survive the crackback. I knew that at that point I just needed to draw any one of a million outs; either a 2 power creature or a burn spell, and sure enough, Shock came to the party to save the day. Game 2 he made massive creatures with Gearhulk and I couldn’t get them off the board. Game 3 was a fast start that chipped in enough damage to get him in burn range.
R4 – 4-color Saheeli (loss; 0-2 vs Caleb Scherer)
Caleb Shearer dismantled me with ease, though the saddest part was melding a Writhing Township only to have it be tapped down by an Elder Deep-Fiend. It didn’t help that I horribly mis-sideboarded. After this round John and I discussed better ways to sideboard against the combo; staying aggressive while bringing in Devour in Flames to try and end the game as soon as possible and immediately kill any combo piece.
R5 – GB Aggro – (win; 2-0)
Ah yes, another GB deck. I came out aggressively game 1 and eventually melded a Writhing Township to seal victory. Game 2 I was able to stick a Chandra and kill all his creatures. Later Chandra went ultimate, which allowed me to cast both a hasty Skyship Stalker and a Release the Gremlins for 0 to deal 10 damage and finish the match.
R6 – Jeskai Saheeli – (win; 2-1)
My opponent killed me on turn 4 in game 1 with the combo and only saw Sin Prodder. Game 2 I used the sideboard advice from John and was able to be aggressive and burn him out with a Flame Lash. Game 3 I disrupted the combo with instant speed removal and was able to stay the aggressor yet again.
R7 – Temur Eldrazi – (loss; 0-2)
This deck took me by surprise and his combination of big creatures, removal and Drowner of Hope/Elder Deep-Fiend felt really hard to beat. I pushed him to a single digit life total in the second game but couldn’t close it out.
R8 – GB Aggro – (loss; 1-2)
I swiftly took game 1, but lost game 2 as he was able to dump a pile of Gearhulks, Demons and Ballistas on the table. Game 3 I attacked with a pumped Stalker for exactly lethal as I knew I was going to die the next turn and he had to have removal to win. Last card in his hand was. . .
Grasp of Darkness. Better luck next time.
R9 – UR Dynaovlt – (win; 2-1)
Pressure cooker time. I knew I had to win this round to make Day 2. I mulled to 5 in game 1 and my opponent countered everything I was doing and killed me with multiple Gearhulks. Game 2 I managed to stay ahead of a Dynavolt Tower and killed him with creatures. Game 3 I used Release the Gremlins to kill his early Tower and he was way behind from then on out.
While Day 2 was an unfortunate turnaround from Day 1, it was mostly on my end. My game simply wasn’t as sharp and had I played better it was very likely we’d have a few more “Ws” on the finishing stat line.
R10 – 4 Color Saheeli (loss; 0-2)
I played poorly and my opponent navigated the round well to exhaust me of my removal before playing the combo in both games.
R11 – Jeskai Saheeli (loss; 0-2)
This felt similar to the previous round, opponent played well while I did not and was able to combo off on me.
R12 – GB Aggro (loss; 1-2)
I lost game 1, won game 2, but in game 3 with my opponent at 2 life my deck failed to deliver.
R13 – Jeskai Saheeli (loss; 0-2)
I kept slow hands with not enough interaction and was combo’d out. This was a matchup I was hoping to have more time to test prior to the tournament and it showed, something to definitely work on for the future.
R14 – GB Aggro (win; 2-1)
I was able to use the combination of menace and burn to chip in damage and win despite him getting out Ishkanah with delirium every game. Devour in Flames and Sin Prodder were especially important, helping me overcome insurmountable odds.
R15 – 4-color Colossus (loss; 1-2)
Played against my friend Brandon (the other deck tech from Day 1). I got him to 4 in game 1 by being as aggressive as possible but he was able to get a lethal Colossus out the turn before I could kill him. Game 2 featured a blazing fast opener and I was able to win through two Fumigates. Game 3 I kept too slow of a hand and he was able to answer everything before killing me yet again with Colossus.
Looking back, the deck felt great. I think there are different directions to take the list and I plan on putting in heavy man hours to get it to where it needs to be. I think the area that could use the most improvement is the sideboard. More instant speed removal would help, as well as ways to deal with bigger creatures. The one-drops can be trimmed down possibly as they are miserable late draws most of the time.
Splashing Black for Glint Sleeve Siphoner and Unlicensed Disintegration could give the deck a bit more gas as well as unconditional removal. White could be used for Thalia and Authority of the Consuls to combat Saheeli. Colorless for Reality Smasher and Thought-Knot Seer would open up some aggressive angles. My concern is the mana may become much worse, taking away from the deck’s advantage of a fluid engine. Like I said, the cards are on MTGO now so I plan on testing all these configurations.
This is an overall snapshot of how I was sideboarding, but it will be subject to change as the list evolves.
I normally would cut Shocks and Falkenrath Gorgers for the Devour in Flames, Harnessed Lightning and Flame Lash. Depending on their build I might also find ways in for Destructive Tampering (Ishkanah or Gearhulk), 1 Release the Gremlins (Gearhulk and Ballista) and/or Lightning Axe (lots of high toughness creatures like Mindwrack Demon and Ishkanah). The plan is to slow down a little and focus more on killing everything they play while you develop your board. They generally only play one creature at a time for the beginning and middle of the game so you should be able to keep their board clear or at parity so your menace creatures are unblockable. I normally play creatures in increasing order of importance since if you assume they always have a removal spell for your guys, you want to save the best for last. Generally this means I play Sin Prodders before Garrisons but that can be build specific. Killing Winding Constrictor on first sight is of the utmost importance; he’s their number one card to run away with a game if left unchecked. As the game progresses focus less on burning their creatures and more on burning them, or holding back burn for a final push.
This is where the deck could use the most help. On paper it feels like this should be a good matchup, and it is very possible I played the matchup incorrectly, as I always struggled with the Twin matchup in Modern. In general the plan is to hold back instant speed removal and use sorcery speed removal on your turn to dodge the combo. You also want to go faster than them to put them on the defensive if possible. There is the normal combo deck tension of wanting to hold up an answer but also develop your board. My rule is generally if you are playing to not lose you will not win.
I cut the Harnessed Lightning and Goblin Dark-Dwellers for Devour in Flames, Lightning Axe, and Flame Lash. Since some of the decks run Shock I often considered cutting some number of Sin Prodders for Collective Defiance and/or Release the Gremlins (for their Gearhulks). One thought I’ve been toying with for this matchup is to create a madness package post-board with Fiery Temper and Lightning Axe (upping numbers on the latter). This would give the deck a little bit more instant-speed interaction and reach, while also being able to deal with both halves of the combo and synergizing with Insolent Neonate. Implement of Combustion could be another option since it is an early play, can be held up easily and is uncounterable damage to break up the combo (unless they have Disallow). Still messing with this matchup and I feel if this can be improved then the deck will be strongly positioned in the meta.
Similar gameplan to Saheeli combo, you want to go faster and bring in all the burn. You transform more into a burn deck and try to get under them before they can start countering your spells and removing your creatures.
I haven’t played against vehicles yet, but on paper we have a lot of control elements to meddle with their tempo and can be transformational post-board. I would probably cut the Gorgers, Neonates and maybe Dark-Dwellers for Destructive Tampering, Release the Gremlins, Flame Lash, Harnessed Lightning, Lightning Axe and possibly Collective Defiance.
Thanks for reading!
– Andrew Frank