GP Orlando Hype!

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Thursday, March 23rd

Modern Masters 2017 has obscured the real Limited main event this week: Grand Prix Orlando! If you need a quick fix to get you ready to stake a claim on the Pro Tour with us this weekend, Pro Tour Champion Ari Lax has the best breakdown for you! If you can't make it, we've still got new Modern decks with Chris Lansdell as well as an excellent study on Planeswalkers and their relationship to Standard health by Ross Merriam.

Danny West, Content Coordinator


Ari Lax

  Your Limited Guide To
Grand Prix Orlando

  By Ari LaxFacebookTwitter

This is a story of Aether Revolt Limited in three cards.

Countless Gears Renegade looks like it should be great. Plenty of ways to recycle it, fine baseline two-drop, and with revolt you get a Glint-Sleeve Artisan for one less. Turns out the cost of enabling revolt makes it inefficient, slows the benefit to the point a 1/1 doesn't matter much, and that a random 2/2 doesn't do a lot. Weird and tricky payoffs aren't the name of the game here, just good rates.

Irontread Crusher is a card that looks mediocre, like Ballista Charger in Kaladesh, but in practice is very good. If the format is about good rates, presenting one card for 6/6 of stats is huge. Creature sizing hovers in the 3/3 for mid-game and caps around 5/5, so the 6/6 bashes over all the other big things and forces two-for-ones with smaller cards. Irontread Crusher also forces the kind of synergy Aether Revolt is about: small shifts to maximize powerful effects. You want to be playing Bastion Enforcer and other three-power creatures with it, not Ghirapur Osprey and two-power ones. There are a lot of mediocre filler cards to choose from in the format, and you should select them to make your unique effects as good as possible.

Cowl Prowler should be an Irontread Crusher without a drawback, but it is pretty bad. There aren't many good ways to spend excess mana in the format as the Automaton cycle is low-reward for the cost. Your sixth land maybe helps one or two cards in your deck and puts you down a full card in a format where few things pull ahead card for card parity. By default I am playing sixteen lands in this format to reduce the chance of drawing extras.

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GP Orlando March 24-26
April 8-9

April 8-9
Legacy
 

 
April 29-30

April 29-30
Standard
 

 
May 5-7

May 5-7
AKH Limited
 


Chris Lansdell

  Porting Other Format Favorites To Modern
  By Chris LansdellTwitter

We almost definitely want mana rocks, but whether we risk playing Mind Stone or go for any of the multitude of three-mana rocks is up for debate. Hedron Archive is probably an auto-include. At the top end we can go with Wurmcoil Engine, Spine of Ish Sah, Steel Hellkite, Myr Battlesphere, or even Eldrazi titans.

Do we want Tron lands for this deck? Without question they provide us the best mana base for the big mana strategy we have at our top end, and unlike traditional Tron decks, we can still function well without assembling Voltron. Trinisphere does prevent us from playing Expedition Map efficiently, so we'd have to draw them naturally.

Most of the powerful cards outside the lands in the Legacy builds of the deck are Modern-legal. We don't need the super-fast starts that Legacy MUD gets, but we do need consistency. Card draw is not exactly rife unless we dip into colored spells, but that will adversely impact our mana consistency. Temple Bell, Staff of Nin, Endbringer, and Ghirapur Orrery are all options to help us fly through our deck.

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Ross Merriam

  In Defense Of Planeswalkers
  By Ross MerriamTwitter

So what has happened since Oath of the Gatewatch to create the stale and/or broken formats we've seen recently?

The notion of a systemic design issue is attractive because it naturally lends itself to potential solutions, but alas, I don't see that argument holding up after close scrutiny. After all, bans in Standard are exceedingly rare, happening for only the second time in the Planeswalker era this winter. Also, we've seen more healthy, popular Standard formats in that time than the opposite, suggesting that the issue is not innate to how the cards are designed.

Rather than design issues, I think we've been victims of an unlikely glut of individual mistakes in development that have occurred over the last 14 months. As I noted earlier, I've identified three such mistakes: Reflector Mage / Collected Company; Emrakul, the Promised End; and Felidar Guardian. Importantly, each of these mistakes created a squeeze on the metagame that prevented counterplay, and I'll be careful to show where that squeeze was as I go through them individually.

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