Saturday, February 13, 2016

[Standard] Displacer Deck Optimized

I added a one-drop and reduced the bigger creatures from 4 to 3 after a couple of losses. I also took Pilgrim's Eye to 2 from 4.





Here are the three Solitaire drawn hands and end states


Turn 5 end with lots of counters and two Pacifisms in hand.



Turn 5 as a blow-out with lots of options in hand.



Another turn 5. This deck is smooth.



[Modern] Green Devotion Updated

My favorite Modern deck, Green Devotion, showed its age in gameplay over the last couple of days. I decided to update it by running two fewer lands, and changing the creature mix. I added Eternal Witness, of which I now have a play-set. Eternal Witness is one of the best two-for-ones in Modern since it can recover any card in your deck from the graveyard. I also added more Undying with Vorapede. Mistcutter Hydra is another crowd favorite. It can enter the battlefield at whatever mana I have, it has Haste, and it cannot be countered.





Here are five Solitaire games. The deck has more variance, and also more power.


Here are a few wins. This version of the deck is better for the current metagame, especially the abundance of Eldrazi dual lands. Here I rescue a Vorapede and then swing for the win.


Here is a win against a Pathrazer of Ulamog. With Annihilator 3, I know I am sacrificing three permanents every time it swings. It also needs to be blocked by at least three creatures. This is one of my favorite Eldrazi. Look in my opponent's graveyard as I destroy many of their special lands.


I know I can sacrifice one of the Elvish Mystics, the token, and Strangleroot Geist-latter recovered because of Undying.


By this point I can sacrifice Garruk Primal Hunter, a token, and Eternal Witness.


I was able to cast an Acidic Slime, and my opponent lost their Pathbreaker of Ulamog to it (not a good move, I would have recommended a stall, although it is true I took out enough of the special lands). I could then swing for the win.


Here is another really fun game, and a win. I love large board states, win or lose. Here I take out a Treetop Village.


It feels good to revamp my favorite deck. The old somewhat linear strategy was showing age. This is one of the aspects of Magic the Gathering I love the most: nothing stays still, all decks require updating as the metagame (casual or competitive), and that's fun as well.

Friday, February 12, 2016

[Modern] Green Devotion 20 Solitaire Games Part 4

Link to Part 3

From the 20 Solitaire games, we have:



Turn 4 wins had Nykthos 9 out of 10, turn 5 games had it 6 out 9. Turn 4 games had souldbond 6 out of 10, turn 5 games had it 4 out of 9. GPH was only in two turn 4 games. It adds a lot late game, that's for sure. Four turn 4 games did not have soulbond or GPH, but all had Nykthos. There is nothing surprising from these results for me because I have played this deck hundreds of times, except for how much more important Nykthos is than the other cards in getting the game to end earlier.

These Solitaire results are very interesting, but need to be combined with the results of real games. This deck has remained unchanged since Theros block. It has zero cards from the last six sets. I wonder if there are any cards in these later sets that would make this deck stronger.

The most interesting games in this sample are games 9 and 14 because all of the deck's pieces came out. Here is game 14.


I am at 7 devotion turn 3 (2 in Solitaire) and I hit for 5.


Turn 4 (3 in Solitaire) I soulbond and hit for 10.


Turn 5 (4 in Solitaire) I play GPH for its card draw of eight and it goes in my graveyard. I hit for 23!


[Modern] Green Devotion 20 Solitaire Games Part 3

Link to Part 2

Here are the drawn hands and end states of the second batch of 10 Solitaire games.

Game 11's drawn hand has too much mana.


The game ends on turn 5 just barely. This is one of the weaker games in this setup.


Game 12 has a solid hand, but not enough forests to drop Predator Ooze just from these cards.


It still ends turn 4 and decisively. Those two Bramblecrushes in my hand would have been used by now in a real game-such an effective removal card in this deck.


Game 13 had a solid starting hand.


But I didn't draw my big threats and ended up a really slow game, ending on turn 7. In a real-life game this would have most definitely been a loss. Of course, I did end up with all four Bramblecrushes. Its hard to say in a real game if I would have bought myself a few extra turns with these four removal cards.


Game 14's hand is tricky, but a mana dork is the glue of this deck.


This is a very decisive turn 4 win.


Game 15's hand also is a little tricky. I have my big threats, but I need a smooth way to cast them all.


This game ends turn 5 and I am able to mega-draw for eight with GPH.


Game 16 is similar, except I do start off with Nykthos.


Another turn 5 win with eight cards out of GPH.


Game 17 has an easy hand. I can play all of these cards just with this hand.


Not surprisingly, it ends turn 4, and with one Bramblecrush in my hand.


Game 18 is another tricky draw with two five-drops.


This game ended turn 5 in a blow-out thanks to soulbonding both Wolfir Silverhearts. I have done this in real games, but not often on account of how often one or both get removed.


Game 19 has an easy hand.


It ends turn 5 in a blow-out with two Bramblecrushes. That would have likely been a solid game.


Game 20 is another easy hand.


It ends turn 4 in a blow-out with two Bramblecrushes in hand.


Link to Part 4

[Modern] Green Devotion 20 Solitaire Games Part 2

Link to Part 1

Here I compare the opening hand to the final outcome for each game. Here are the first batch of 10 games. This deck is not designed to live or die on the opening hand, but every deck needs a good opening hand.

Game 1: I can play two mana dorks from my opening hand. One land works fine.


Turn 4 in Solitaire translates to turn 5 in Constructed if I am first out. This one is not a blowout and I did not draw any Bramblecrush, which is the card I can use to remove any non-land permanent, including planeswalkers.


Game 2's opening hand is much better, and quite close to the best hand I can draw. I have one mana dork and one land. As soon as I draw an additional land I can play Predator Ooze, and with it and Nykthos, I can play out my entire hand in two turns. Game 2 is more of a blow-out, but one turn later (5 in Solitaire).


Soulbonding with Wulfir Silverheart will boost a creature by +4/+4. The two go-to options are Predator Ooze because it is Indestructible, and Witchstalker because it has Hexproof-and a bonus many players miss that it gains a +1/+1counter when a blue or black spell is played by your opponent during your turn.


In Game 3 I start with Nykthos, Elvish Mystic (my mana dork), and a forest. This hand begins a steady ramp.


This game ended turn 4 with a blow-out. I have one Bamblecrush.


In game 4 I start with three lands and a mana dork, perfect to drop a Predator Ooze as soon as possible, which is great to build a high devotion count.


Turn 4 win with a Soulbonded Wolfir Silverheart.


I start off a little on the heavy side. It actually is better to draw Garruk Primal Hunter and Wolfir Silverheart later in the game.


Turn 5 win, a slower game. One Bramblecrush in hand. No Nykthos.


Game 6 starts off with Nykthos and both Burning-Tree Emissary's in the main deck. I used to run all four in the main deck, but for reasons I don't remember I sent two of them to the sideboard.


Another quicker game, ending Turn 4.


Game 7 starts off with an over-loaded hand.


This game ends on turn 5, and with too many Predator Oozes. Still, what is missing from the shadow-boxing of a Solitaire game is that Predator Ooze is indestructible. In a real game my chump blockers would have been dead by now, and Predator Ooze is usually the last creature standing.


Game 8 also starts heavy with two GPHs.


It also ends turn 5 and with a bigger blow-out thanks to a soulbonded Wolfir Silverheart. I didn't get to play either GPH.


Game 9 has lots of land and a mana dork.


This is one of the stronger games. It ends turn 4 and I still have a large hand from GPH drawing me eight cards.


Game 10 starts with a solid hand. I can hit with Haste early thanks to Strangleroot Geist. What does not show in Solitaire is this creature's resilience thanks to Undying, one of my favorite abilities.



Link to Part 3