The governments of Ontario and Québec have respectfully asked us to close our doors starting tomorrow at midnight. This moratorium will extend from Wednesday, March 25th until Monday, April 13th, unless otherwise noted. This applies to both of our retail locations as well as our warehouse.
Here is what you need to know:
Both of our retail spaces will be fully closed starting Wednesday, March 25th, 2019.
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The 35% trade bonus and free shipping options will remain available during the closure.
This is a very difficult moment for all of us, but we still want to take a moment to thank you all for your continued support and loyalty throughout the years. We’re ready to come back even stronger and we look forward to continue serving the best MTG community on earth.
Stay safe everyone,
Before the onset of COVID-19 relegated all of our competitive Magic playing to the comfort of our own homes, my teammates and I were all high on Azorius Control in Pioneer for SCG Baltimore. Since the Players Tour the Tier 1 decks have remained fairly consistent: White Devotion, Inverter, Breach, Sultai, Spirits and Mono Red/Black.
Both big and small Teferi’s are the main sources of power for Azorius. Both do a significant amount of work against the field and can single-handily take over games. Being able to deal with creatures, countering spells and utilizing planeswalkers is the best of all worlds when the format allows for it. With this deck, you don’t play to win, you play not to lose. As safe as possible until you grind them into the dust with your card advantage and planeswalkers.
In case you never played [Card]Teferi, Hero of Dominaria[/Card] in old Standard. You can utilize the ultimate ability, retain Teferi, and then continue to minus three on itself to keep from running out of cards. Meanwhile each draw step exiles a card from the opponent’s board until eventual victory is assured.
My team — BCW — actually has a lot of control players on the squad. Corey Baumeister, Shaheen Soorani and Peter Ingram all put in a great amount of work to bring this beautiful list together. Battle plans for each of the top five decks have been designed so that games one through three are very favourable. This is what we came up with:
[Deck Title= Azorius Control – Eli Kassis]
2 Essence Scatter
1 Search for Azcanta
1 Tale’s End
4 Azorius Charm
1 Mystical Dispute
4 Narset, Parter of Veils
2 Sinister Sabotage
3 Teferi, Time Raveler
4 Supreme Verdict
3 Teferi, Hero of Dominaria
3 Dig Through Time
2 Castel Ardenvale
2 Castel Vantress
1 Fabled Passage
2 Field of Ruin
1 Geier Reach Sanitarium
2 Glacial Fortress
4 Hallowed Fountain
3 Irrigated Farmland
2 Rest in Peace
1 Surge of Righteousness
2 Dovin’s Veto
3 Mystical Dispute
2 Gideon of the Trials
1 Gideon Ally of Zendikar
1 Settle the Wreckage
3 Dream Trawler
When a card is a singleton in the deck it typically meets a few criteria. It’s situationally broken against the right deck ([Card]Mystical Dispute[/Card] versus Blue Decks), we want to draw it in a long game ([Card]Geier Reach Sanitarium[/Card] with a Narset), or it’s broken enough on it’s own that sometimes it can spike a game ([Card]Search for Azcanta[/Card] on two). The fundamental game plan however is early game attrition and toslow the pace of play down. Then its [Card]Dig Through Time[/Card] for the best play-pattern and slowly pull further and further ahead. To that end you are highly encouraged to cycle your spells and not miss land-drops. This game plan works really well with all of the nice one-ofs in our deck because Dig ensures you can find them later on.
It’s almost like playing Urza online, the hope is that your opponent realizes what’s up and scoops before you drain the clock too much. Definitely recommend learning your lines well to bring up your pace-of-play with this deck. Otherwise you may just draw yourself out of a tournament. Sideboarding is fairly straight forward. [Card]Rest in Peace[/Card] for the graveyard decks like Breach and Inverter. Surge for the Black and Red aggressive decks. Veto for decks you can get into prolonged counter wars with. [Card]Gideon of the Trials[/Card] to shutdown Inverter and a few select other aggressive decks. [Card]Gideon, Ally of Zendikar[/Card] for when additional win-conditions are wanted. [Card]Settle the wreckage[/Card] to blow-out aggressive decks in general. [Card]Dream Trawler[/Card] comes in against quite a bit and usually ends up being MVP post-board. When the opposition has access to more interaction post-board Trawler makes for a great top-deck that can close the game when you’re forced to play a tap-out game.
Figuring out what to sideboard out is a tad more complicated as we try to play cards that are flexible versus the field in game one. Your first intuition may be to take out the Narsets versus aggressive strategies for instance. However, finding [Card]Supreme Verdict[/Card] and lining up your plays on turn three and four can be extremely important. Also, cards like Narset eat up damage intended for your face and feed the graveyard for a future [Card]Dig Through Time[/Card]s. [Card]Censor[/Card] is a good one to cut after your opponent has seen it and is likely to play around it anyway, especially on the draw. Cards like [Card]Essence Scatter[/Card] are obviously really bad against decks like Breach.
I try to teach people in coaching lessons that preserving the curve of a deck post-board is also of paramount importance. It can be hard to visualize this at a live event. That’s why structuring a sideboard guide before you go to a live tournament is also good practice. Also, your sideboard strategy for games two and three should probably change as your opponent will be compensating for your new plan.
When you’re playing a control deck it’s important to know your own weaknesses to understand how your opponents can exploit them. When your goal is to play as many turns as possible you have to know how each deck can beat you on turn 50.
White devotion decks can setup a combo without attacking and if they play Heliod first which allows them to play around [Card]Supreme Verdict[/Card] quite well. Spirits will try to overwhelm us fast and accrue damage while disrupting our answers with cards like [Card]Spell Queller[/Card] and [Card]Selfless Spirit[/Card]. I’d recommend that you tap-out on turn three to play planeswalkers even if they’re not always going to stick around, because if we can slow the opponent down enough to make enough land-drops. Eventually we will be able to recapture control of the game.
Inverter eats away at our specific answers and then tries to attack us on whatever front we are weakest. For this matchup a nice density of interactive spells can help, but I’ve also utilized the strategy of slowing myself down. Meaning I won’t cycle [Card]Censor[/Card]s and [Card]Opt[/Card]s until the first few turns are out of the way. After that I find they’ve burned through their [Card]Thoughtseize[/Card]s without having the pinnacle of options as we have retained cards strictly meant to be cycled. From there our top decking potential is maximized and they may have a difficult time navigating the game.
As always don’t forget to have fun with Magic. This deck can get on some people’s nerves and being cognizant of that can help you to be respectful. That said, I think this deck is really fun, and you get to play with some of the most fun printings in recent memories.
That said, like many of you I’m not sure when my next IRL event will be. But I will be jamming a ton online while we all stay inside and make sure we’re keeping healthy. You can check me out at Twitch.tv/elikassis where I’ll be battling a ton in both Pioneer and Modern. I’ll see you there!
Have you ever wanted to do a throwback and build a deck based around an old legend, and it can open up some neat build-around effects. After searching through some shards I switched to guilds and found [Card]Vhati Il-Dal[/Card]. I searched on EDHREC and found that there is a very common theme — -1/-1 counters. Looking at Vhati, it’s clear why this is the dominant theme, it’s very strong. Big bad [Card]Blightsteel Colossus[/Card] staring you down? Just drop it to one toughness, then reduce its toughness by one. [Card]Night of Soul’s Betrayal[/Card] makes Vhati a better [Card]Avatar of Woe[/Card]. If you want this deck to be stronger, feel free to add these effects. Instead let’s take Vhati off the beaten path, and see what he can do as a big stompy commander.
I want to go big, trample on in, and not be worried about wraths. Let’s get the biggest creatures we can, give them trample then use Vhati to drop the blockers to one toughness. To make it fun, we’ll play a good chunk of instants so we can react after dropping huge threats. There will also need to be sufficient ramp to get us up curve. Since we’re in Golgari colours we can leverage some of the [Card]Bonehoard[/Card] creatures to apply the pressure in the late game. We’ll run a few wraths to fill the yard with creatures and if we really need card advantage, we could sacrifice an eight plus power creature to [Card]Life’s Legacy[/Card]. Let’s see how much [Card]Timmy[/Card] we can squeeze into this deck.
Ideally we’ll want to get to a point where we have a really big creature, which will mean going late. To make that happen we can play low to the ground for the first few turns and focus on ramping. In the midgame we’ll want to apply some pressure with wraths, so strong card draw will be key. Once we make it to the late game, we can start bringing in some medium threats, bait out an opposing wrath, then come in for the kill. By this time we should be able to get a huge creature like [Card]Lord of Extinction[/Card] out, a trample combat trick in handlike [Card]Seedling Charm[/Card] or [Card]Berserk[/Card], and have [Card]Vhati Il-Dal[/Card] in play.
This list features a standard green ramp package with [Card]Goreclaw, Terror of Qal Sisma[/Card] and [Card]Ulvenwald Hydra[/Card] fitting in perfectly with the stompy theme. Most of the draw spells are higher CMC to net more cards, but some all stars that stand out are [Card]Return of the Wildspeaker[/Card], [Card]Rishkar’s Expertise[/Card] and often over-looked [Card]Benefactor’s Draught[/Card]. Benefactor’s Draught synergizes so well with our stompy theme putting our opponents in some tricky spots. To further this, there’s one hidden gem in [Card]Camouflage[/Card]. We flip all of our attacking creatures down, and rearrange them as we please, forcing our opponent to block blind, hopefully opening them up to more surprise trample damage. Since this deck aims to rumble in to win, all of the wincons relate to stapling trample onto a big creature, of which we have some juicy ones. [Card]Impervious Greatwurm[/Card] is big on paper, but a late game [Card]Nighthowler[/Card] or [Card]Lhurgoyf[/Card] can be downright terrifying. The only thing worse could be a [Card]Sutured Ghoul[/Card] with those monstrosities stitched together.
Most of the removal hits non-permanent targets and half of the wraths only hit creatures and come with upside ([Card]Decree of Pain[/Card] can let you draw a lot of cards). I can’t wait to sleeve this up and see how my opponents react to extra trample damage, hopefully leaning on the more fun instant approach. If not, classics like [Card]Pathbreaker Ibex[/Card] and budget friendly [Card]End-Raze Forerunners[/Card] can be tutored into play to force the issue. As a final back up, [Card]O-Naginata[/Card], [Card]Shadowspear[/Card] and [Card]Stonehoof Chieftain[/Card] get us there in an obvious way. The mana base should be consistent with 30 green sources and 27 black, making the greedy devotion of this deck less of a problem. Overall, the list is quite well-rounded, getting close to 15 targets for reliability (more on why I think that here).
There we have it, a stompy [Card]Vhati Il-Dal[/Card]. Of course you could modify this list quite easily by swapping in some of the more efficient removal options, but I’d urge you to try it without first. What did you think of this new take on an old legendary? Any interesting finds in this list that you’ve never seen before? Any picks you would’ve made differently? Let me know in the comments below.
J’aimerais vous mettrent à jour concernant nos efforts de ralentissement du virus Covid-19. Nous allons cesser plusieurs de nos services afin de protéger nos employés, notre clientèle et le public. Nous avons mis en place des services en lignes additionnels afin que vous puissiez continuer à compléter vos collections. Nous offrirons également un système de livraison gratuit, un bonus sur toutes les buylists et des évaluations gratuites de collections.
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Nous appliquerons les bonis manuellement (8% sur chèque / PayPal et 35% sur crédit magasin)
Laissez nous faire le travail – Déposée en boutique
Apportez nous votre collection et nous nous en occuperons. Nous créons un ticket manuellement pour vous. Un spécialiste des chats fera une .valuation de votre collection et nous vous informerons du total. Si vous n’êtes pas satisfaits du résultat, nous vous enverrons les cartes sans frais.
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I would like to take this opportunity to update you on our new efforts to reduce the spread of Covid-19. These changes will take place immediately. We will be closing many of our services in order to protect our employees, customers and the general public. We will be providing additional services to our customers via our website so that they can continue to build and maintain their TCG collections. We will also be instituting a free shipping model, a buy list bonus, and free appraisals.
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Being one of the most popular formats in Magic, Modern is frequently a hot topic in the community – no matter what the competitive level. One draw to this format is that you can essentially play anything you want. Yes, even Jund in 2020!
If you know me or have read some of my articles, you know that Modern Jund is one of my favourite archetypes in Magic, even though it hasn’t been Tier 1 in years. And I’m not alone here. Jund players love to continue to jam their Lilianas and [Card]Tarmogoyf[/Card]s no matter what is going on in the format.
But what has caused the recent resurgence in Jund support among other players? Let me get into it:
The Jund Strategy
If you are new to the Jund archetype, the first thing you need to know is that this strategy relies on a steady stream of “one-for-one” answers – meaning, you play one card to get rid of one of your opponent’s cards. This is most often done by using a discard spell ([Card]Thoughtseize[/Card] or [Card]Inquisition of Kozilek[/Card]) or by using a removal spell ([Card]Fatal Push[/Card], [Card]Lightning Bolt[/Card], etc.).
The idea here is that you do everything you can to make the text boxes on your opponents cards blank. With so many blanket answers, you want to trade cardboard for cardboard as much as possible.
Some of your more potent spells pull double-duty like [Card]Liliana of the Veil[/Card] of [Card]Kolaghan’s Command[/Card]. These cards can be increasingly powerful depending on the matchup.
That leaves the creatures. [Card]Tarmogoyf[/Card] synergizes really well with the rest of the deck because you are constantly putting different card types in both graveyards with your discard , removal, Liliana and your suite of cheap interaction. [Card]Scavenging Ooze[/Card] works well to combat any graveyard shenanigans your opponent might try against you and can easily take over the game in creatures matchups in conjunction with a couple Bolts. [Card]Bloodbraid Elf[/Card] is a semi-recent re-addition to Jund after her unbanning. Getting to cast a random spell plus a 3/2 creature with haste is pretty broken when the quality of cards in your deck is this high.
With all these moving parts, you can get the picture of what a true midrange deck looks like — the ability to switch up plans based on what you’re playing against. Moving from an aggressive deck one round when you’re paired against big mana and the shifting to a deck that values temp or control against creature strategies. Jund tailors the game plan based around what the opponent is playing.
Another key aspect of the Jund is that it’s one of the best decks at tailoring it’s sideboard for the metagame. I wrote an article a couple of months ago depicting different strategies in sideboard building through the lens of a Jund deck, which might be another good article to read if you haven’t already.
Such malleable post-board plans make Jund good at attacking a known metagame, so when you’re confident about your matchups you can really hone in on your post-board plans.
The New Cards
[Card]Assassin’s Trophy[/Card], [Card]Wrenn and Six[/Card] and most recently, [Card]Kroxa, Titan of Death’s Hunger[/Card], have all contributed to Jund’s recent uprising in the Modern metagame.
[Card]Assassin’s Trophy[/Card] gave Jund a way to combat decks, cards and strategies that the archetype has traditionally struggled against. Cards like [Card]Urza’s Tower[/Card], [Card]Primeval Titan[/Card] and [Card]Jace, the Mind Sculptor[/Card] are no longer considered “Game Over” for Jund like they were when you were packing a ton of [Card]Abrupt Decay[/Card]s. While [Card]Assassin’s Trophy[/Card] may not have swung unfavorable matchups into the “favourable” category, we are well on our way to having a fighting chance.
[Card]Wrenn and Six[/Card] was a card printed in Modern Horizons that originally propelled Jund into the forefront of people’s minds again. Modern Horizons brought forth many powerful strategies, and unfortunately Jund was overlooked while decks like Hogaak and Whirza overtook Modern for many months.
Now that we have escaped Hogaak and (kinda) Whirza, we can take a look at what [Card]Wrenn and Six[/Card] really added to Jund, which is a lot. First, the deck fundamentally took a turn by completely removing [Card]Dark Confidant[/Card] from most lists, which was a Jund staple for years. [Card]Wrenn and Six[/Card] helped both grindy games and against small creature decks. This was a shift in the right direction for the Humans matchup, as well as just another way to shut out Infect (that is, until they got [Card]Veil of Summer[/Card]). Fundamentally, Wrenn also added a sticky threat to the deck that was less susceptible to spot-removal. While Confidant can snowball a game, Wrenn is much better at provided guaranteed incremental advantage, which is something Jund is always in the market for.
Finally, our newest addition to the Jund family is [Card]Kroxa, Titan of Death’s Hunger[/Card]. Kroxa puts additional pressure on Jund’s manabase to pay for the double red in her escape cost. However, I personally have not had an issue after adapting my manabase. Kroxa serves as an additional discard spell, as well as an aggressive threat after she is escaped. Everything you want out of a Jund card, a two-for-one that can get them dead.
A lot of the time Jund matches come down to both you and your opponent top-decking, and Kroxa is especially good here. You opponent will often lose three life to Kroxa by being unable to discard. Additionally, after you have dealt with all of your opponent’s cards in hand and creatures on the battlefield, Kroxa is ready to be escaped uncontested by your opponent. A 6/6 body isn’t negligible either.
At SCG Regionals I went 5-3 with Jund, losing to Infect twice and Golgari Titan. Based on this, I would likely find room in the sideboard for [Card]Anger of the Gods[/Card] to generally help the small creature matchups, as well as to deal with the zombies from [Card]Field of the Dead[/Card] out of Titan decks.
Overall, I felt favored in a lot of the matchups I played. Titan decks felt close, and even favoured when they didn’t have [Card]Field of the Dead[/Card]. W
If you love the deck, now is an acceptable time to play it. Jund has strong play and sideboarding options against the best decks in Modern, which is exactly where Jund wants to be to thrive.