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The Guide To Modern’s Top Matchups

Ignore this one at your own peril! Pro Tour Champion Ari Lax is giving SCG Philadelphia’s Modern players the tools they need to succeed in one easy place!

According to recent event results, the top six decks in Modern are:







This makes sense. Going back a few months, these are the decks that have
consistently performed across format evolutions, with a bit of recent
favorable winds pushing Tron up towards the top. Burn was a close seventh,
but its results are very recent and I have seen enough horrible outcomes
with it that I’m skeptical of its staying power.

What does this top of the metagame look like when they go head to head with
each other?

Humans versus Tron

Early:

  • On the play most Tron nut draws are good enough, and on the draw
    Tron probably needs a turn four sweeper.
  • Humans’ disruption is best if it can stop the assembly of Tron as
    there are so many threats that do something.
  • Humans functions best here when it has a strong clock with enough
    disruption, not a bunch of slow lock pieces.

Mid to Late:

Technical Details:

  • If Humans is going after Tron’s threats with disruption it should
    do some clock math. If it costs more than a turn of Humans’ clock
    to disrupt them, going for the fast kill is likely better. If it
    costs exactly a turn, have fun with that judgment call.
  • If Tron is on the draw with an Urza land and a Chromatic Star
    effect, Humans might just want to Meddling Mage Sylvan Scrying.

Sideboarding:

  • Tron must worry about Damping Sphere. Hedging with some Nature’s
    Claims is low cost as it still hits Aether Vial, and killing a
    Chromatic Star to gain four life can save it from a turn four death
    in spots.
  • If Tron runs out Oblivion Stone without activation mana it can get
    Reclamation Sage’d, but that is a narrow concern.
  • Thragtusk is fine but unexciting for Tron. The Beast doesn’t win
    the runaway games Tron loses.

Overall:

Tron was solidly ahead before Dominaria. It is still ahead but
lost enough percentage points in sideboarded games to make me worry that
Humans is no longer a reason to play the deck.

Humans versus Blue Control

Early:

  • Humans is trying to clock Blue Control under a sweeper. Blue
    Control has enough other answers to make the usual disruption
    merely temporary. Humans wants to present a clock and pepper in
    disruption at the most inopportune times, but often it must hope to
    fade a sweeper.

Mid to Late:

  • If given any window, the Blue Control deck is going to stick a
    planeswalker and win the game. Slow threat deployment from Humans
    doesn’t work against Teferi, Hero of Dominaria and Jace, the Mind
    Sculptor.

Technical Details:

Sideboarding:

Overall:

Things are even worse than they were in the Tron matchup. Blue Control is a
heavy favorite here.

Humans versus Mardu Pyromancer

Early:

  • Mardu can lose games early if it doesn’t do enough things for one
    mana. It doesn’t have reset buttons, so hands of Lingering Souls
    will be chump blocking giant Humans and dying.
  • Conversely, Thalia, Guardian of Thraben is Humans’ best hope of
    running away with a game. Making their one mana stuff cost two then
    overrunning them is good stuff.
  • Champion of the Parish isn’t the best one-drop. Making multiple
    plays a turn via Noble Hierarch is how you get ahead of the cheap
    removal, and Champion not dying early is often a sign anything
    would have killed them.
  • Young Pyromancer can run away with a game if Mardu gets to
    establish it early. Humans has Reflector Mage to briefly stall it,
    which makes multiple Pyromancers a liability.

Mid to Late:

  • At the start of the mid-game, if Humans is ahead it can stay ahead
    and can close, if it is behind Mardu can just keep pace turn for
    turn and win.
  • Mardu has an easy win button of keeping the battlefield clear and
    slamming a Blood Moon at the start of the mid-game. This turns
    Humans being behind into a clean-cut win.
  • Given parity, mana flood often decides the game. That means Mardu
    needs to maximize Faithless Lootings, holding extra lands and only
    filtering less than two dead cards if really needed.
  • One way Humans has to get back into a losing game is Phantasmal
    Image on Bedlam Reveler. Phantasmal Images should be saved for
    worthy targets, and Mardu casting Bedlam Reveler without a
    discard-cleared path is a definite risk.

Technical Details:

Sideboarding:

Overall:

Mardu is ahead by default, but Humans has a clear route to wins. Get ahead
on tempo, pressure hard, and don’t flood.

Humans versus Ironworks

Early:

  • Anything short of the Humans’ disruption hardlock is fragile, with
    the hardlocks being three Meddling Mages set to Krark-Clan
    Ironworks, Engineered Explosives, and Pyrite Spellbomb or two
    non-Image Mages that you then boost to 3/3s to dodge a Pyrite
    Spellbomb.
  • Thalia, Guardian of Thraben is a bit of a bust against Ironworks
    fast mana and the fact Engineered Explosives counts the extra
    payment for sunburst, making Explosives for two counters still cost
    two mana.
  • As with Tron, Humans wants a good clock with some disruption.

Mid to Late:

  • Ironworks needs to be careful about deploying Scrap Trawler as a
    chump blocker as getting it Reflector Mage’d is a Time Walk
    problem. Myr Retriever infinite loops are easier to live without as
    a couple Engineered Explosives activations is enough to safely pass
    turns and kill later.

Technical Details:

  • Humans curves that produce lethal threats that cost one or three
    alongside hate are slightly better as those don’t die to Engineered
    Explosives.

Sideboarding:

Overall:

I would rather be on the Ironworks side of this, which explains the recent
success of that deck.

Humans versus Hollow One

Early:

  • Hollow One’s best draws produce multiple very early 4/4s or 5/5s.
    The goal is to clock Humans as fast as possible with multiple
    things they have to chump block. Multiple forced chump blocks
    eventually break parity and it’s Reflector Mage proof.
  • Humans wants to rapidly grow a creature to 6/6 so it can block
    anything. If the game goes longer, Humans overwhelms Hollow One. If
    Hollow One has removal, it should aim it at things that can grow.
  • Phantasmal Image copying a big Hollow One creature forces a removal
    spell and is big a problem.

Mid to Late:

  • A turning point against slower Hollow One hands is if Humans gets
    to double block something profitably. This often is the result of
    Reflector Mage’s 2/3 body after an attack slow down.
  • Hollow One’s plan in longer games is to close with Flamewake
    Phoenixes and burn. This makes Mantis Rider important for Humans,
    allowing them to stymie these chip shot attacks.

Technical Details:

Sideboarding:

Overall:

Humans has too many tools that mess up Hollow One’s progression. Their best
draws are good enough, but sometimes just barely.

Tron versus Blue Control

Early:

  • Jeskai Control is just going to die. Let’s talk about U/W.
  • Phase one for U/W is keeping Tron off Tron. There might be a turn
    where Tron gets to run a threat into a counter before U/W destroys
    a land, but multiple turns almost assures Tron wins.
  • If Tron stumbles in reassembling, a planeswalker can quickly run
    away with the game. Jace is optimal, Teferi can do it but isn’t
    also disruption.

Mid to Late:

  • Tron hits seven mana after U/W has spent some time stopping that,
    often by finding a Forest on every Field of Ruin.
  • The mid-game is about U/W answering every threat Tron deploys
    appropriately. It needs to Path to Exile creatures and counter
    planeswalkers.
  • The late game starts when U/W has run the Tron player’s hand out of
    threats. The goal then becomes starting to kill the Tron player
    without exposing itself to a blowout.
  • One blowout is U/W letting two threats get exiled by the same
    Ulamog, the Ceaseless Hunger or die to the same Oblivion Stone.
    Threat pacing is key.

Technical Details:

  • In early games, if U/W can keep Field of Ruining the same land it
    is better as there are just less copies left to find with Ancient
    Stirrings.
  • With Spreading Seas, U/W doesn’t want to start by targeting the
    same land it Field of Ruin’ed if possible. This is because Oblivion
    Stone eventually unlocks those lands making it harder to re-lock
    Tron.
  • U/W does not want to Detention Sphere a planeswalker if possible,
    as it is easy for Tron to break the enchantment with a threat and
    suddenly have multiple issues at once.
  • If Tron draws a Sanctum of Ugin later on, it is usually better to
    save it in hand until it can be immediately triggered to minimize
    the Field of Ruin window.
  • Celestial Colonnade is often the best U/W win condition as it
    doesn’t die to Oblivion Stone, allowing U/W to disregard those.
  • U/W can Cryptic Command to counter Ulamog, the Ceaseless Hunger and
    bounce one of the targets. This doesn’t work so well versus World
    Breaker.

Sideboarding:

  • U/W gains a lot of ways to hold Tron in the early game here. Things
    get real rough then and often stop at the planeswalker taking over
    the game phase.

Overall:

U/W doesn’t want to play Tron, but it has a plan. Jeskai is still dead.

Tron versus Mardu Pyromancer

Early:

  • Mardu needs to assemble a clock and use discard to stop Tron’s
    assembly process. Young Pyromancer is key.
  • Walking Ballista from Tron stops Mardu’s fast clocks without full
    Tron, making it one of Tron’s best threats.

Mid to Late:

  • If Mardu lands a Blood Moon, it is still under a clock where Tron
    can hit seven mana the normal way or just activate an Oblivion
    Stone. Blood Moon with no action is an easy way to lose.
  • Tron wins eventually. Big spells are too strong.

Technical Details:

  • Tron wants to avoid running into Kolaghan’s Command on all fronts.
    Don’t cast Walking Ballista into nothing if you might need it,
    don’t play an extra land for no reason and run out of discard
    fodder.

Sideboarding:

Overall:

Tron is a massive favorite here, as Gerry

often runs into on The GAM Podcast.

Tron versus Ironworks

Early:

  • Tron’s big issue here is that none of its threats do quite enough.
    Ironworks can out mana a Karn Liberated via Mind Stone or Mox Opal
    and Oblivion Stone can be run right through with an untapped Buried
    Ruin. Tron needs multiple things to bury the Ironworks player.
  • Relic of Progenitus is fairly easy to leave up and can represent a
    big problem for Ironworks given the other angles of pressure.

Mid to Late:

  • Colorless combo mirrors end early.

Technical Details:

  • Ironworks should consider Dismember mid-combo as a thing that can
    happen to them.
  • Ironworks should consider slow rolling value lands like Inventors’
    Fair so Karn or a Ghost Quarter doesn’t eat them.

Sideboarding:

Overall:

Ironworks is a favorite. Even if it wasn’t a bit faster it has ways to
steal games from Tron nut draws in ways few other decks do.

Tron versus Hollow One

Early:

  • This is an uninteractive race between the two decks to start.

Mid to Late:

Technical Details:

Sideboarding:

  • Not much changes on either side. Thragtusk is a minor bonus, but
    not a fundamental shift.

Overall:

Hollow One is ahead on average, but either deck’s best hands beat the
average.

Blue Control versus Mardu Pyromancer

Early:

  • Blue Control can quickly die if it can’t kill a Young Pyromancer,
    giving Mardu an early discard exploit to focus on.
  • Blood Moon can be a huge issue for Blue Control, especially since
    Cryptic Command is a key component for the long game.

Mid to Late:

  • Blue Control wins if a planeswalker gets running, otherwise Mardu
    has less lands and more card draw.
  • Bedlam Reveler is the only sure must-counter, and Kolaghan’s
    Command recurring it usually is.
  • This is another Faithless Looting maximum value matchup.

Technical Details:

  • Blue Control needs to be careful with its life total. Six or eight
    life can be scary burn ranges.
  • Blue Control should try to keep the Spirit token count from
    Lingering Souls low if it plans on landing a fast planeswalker.
    Path to Exile on one sucks, but sometimes it maths out to Teferi
    not dying to Lightning Bolt.
  • Jace, the Mind Sculptor is not safe at three loyalty. Scry or
    fateseal with it as soon as it resolves.

Sideboarding:

  • If Blue Control has Rest in Peace, it’s game-breaking. All of
    Mardu’s best grindy action is graveyard-based.
  • Mardu’s Molten Rains are fairly annoying for Blue Control and can
    trap their average draws in some bad spots.

Overall:

Mardu is ahead due to a higher density of card filtering and advantage, as
well as a better plan to steal games.

Blue Control versus Ironworks

Early:

  • Blue Control sticking a turn two Search for Azcanta is good, but
    otherwise the goal is to just not die and hit every land possible.
  • Ironworks just does normal stuff and shrugs off counters. Buried
    Ruin means nothing is really wasted if it gets countered.

Mid to Late:

  • Blue Control only starts casting planeswalkers when it can also
    leave up counter magic.
  • If Blue Control can’t stick a card advantage engine, it eventual
    gets overrun by Ironworks cantrips and value lands.

Technical Details:

Sideboarding:

  • Blue Control gets the obvious hate permanents and the game focuses
    on protecting them.
  • Vendilion Clique is quietly insane as a threat-disruption combo.
  • Ironworks also gets good value out of Ghirapur Aether Grid as
    another hard to handle threat that stops all of Blue Control’s win
    conditions through Stony Silence.

Overall:

Despite the powerful hate, Ironworks has a lot maneuverability to fight
through it. I think a well-practiced Ironworks player is the favorite
against Blue Control.

Blue Control versus Hollow One

Early:

  • Hollow One just makes creatures, and it is on Blue Control to blunt
    the fast Hollow One action before taking too much damage.

Mid to Late:

  • Blue Control’s priority here is just exile all the Bloodghasts and
    Flamewake Phoenixes. You may notice both this and the early goal
    take Path to Exiles, making it a strained resource. Until this
    happens, planeswalkers aren’t that safe.
  • Hollow One can be a bit looser with late card draw as its best hits
    are graveyard active threats. You just need some random value, not
    tons of it. Even lands are good to draw to recur Bloodghast.

Technical Details:

  • Blue Control should try to stay above ten life to avoid hasted
    Bloodghasts. Games where they stabilize lower are dicey.
  • Hollow One should watch their Bloodghast timing later on. Returning
    them with haste or at the end of Control’s turn helps mitigate
    Detention Sphere and Terminus.

Sideboarding:

  • This all comes down to Blue Control must exile more things. Rest in
    Peace and Runed Halo are both exceptional as one card covers many
    threats, and Celestial Purge is just fine. If Control is short on
    these effects, it won’t win.

Overall:

Hollow One is baseline ahead. Blue Control can submit a list with enough
tools to be ahead, but if they skimp on answers they will be extremely
behind.

Mardu Pyromancer versus Ironworks

Early:

  • Ironworks is just doing its thing through discard. It was kinda
    built to do this.
  • Mardu needs to establish a clock. Ironworks will win if given time
    to activate its lands and filter through Chromatic Stars.

Mid to Late:

  • Blood Moon can shut down Ironworks’ resilience to discard but isn’t
    a permanent or standalone answer.
  • Kolaghan’s Command on Krark-Clan Ironworks is a lot of mana to
    leave up. Depending on the game state, Mardu might be better off
    going after mana sources and life totals after the first time their
    opponent doesn’t start going off.

Technical Details:

  • Ironworks should pay close attention to its hand size and available
    cantrips. Drawing a card off Chromatic Star it won’t be immediately
    casting just lets it get discarded, and floating a cantrip or card
    in hand to protect draws from Kolaghan’s Command also helps.

Sideboarding:

  • Mardu has an assortment of random hate it can show up with. The
    only things that really change Ironworks’ plans are the Surgical
    Extractions, which basically mean it wants a Buried Ruin to protect
    combo loops, and Kambal, Consul of Allocation which makes it want
    some extra removal.
  • Ironworks gains few cards but a lot of value. Ghirapur Aether Grid
    is a very strong backup win condition that stonewalls token win
    conditions and clears Kambal, and the tutor target Wurmcoil Engine
    just wins a lot of games.

Overall:

Ironworks has the advantage. The Brazillian Grand Prix Mardu list is
approaching the amount of hate it needs to catch up, but it takes a lot of
pieces.

Mardu Pyromancer versus Hollow One

Early:

Mid to Late:

  • The turning point is often a Kolghan’s Command. Because the Shatter
    mode kills Hollow One, Mardu gets to regain a lot of advantage with
    whatever the best second mode is.
  • The other turning point is once Mardu just has chump blocks forever
    locked up. Lingering Souls can effectively do this if Bedlam
    Reveler is clocking in, and Young Pyromancer almost always does
    this.
  • Thanks to Bedlam Reveler and Young Pyromancer, Mardu often has a
    surplus of resources to quickly win with once it turns the corner.
    Unless the Hollow One player got real close before getting stopped
    Mardu is usually safe from top decked burn.

Technical Details:

  • If Mardu has established a tokens wall and looks to be churning
    even more things out, it is often better to chump block a big
    Hollow One creature than to block it down. The later opens you up
    to weird things going wrong.
  • Burning Inquiry is a liability against Mardu, which is also a
    graveyard deck.

Sideboarding:

  • Hollow One’s best options are graveyard hate and token sweepers.
    Engineered Explosives reopens a window in the mid-game for Hollow
    One, and Leyline of the Void shuts off a few of Mardu’s more
    powerful end game tooks.
  • The big question out of Mardu is whether it has access to Ensnaring
    Bridge. Hollow One can’t reliably answer that card.

Overall:

Mardu is ahead, and I’m not sure what Hollow One is supposed to do to
change that. All the non-linear stuff just makes them more exposed to the
fair game Mardu plays so well.

Ironworks versus Hollow One

Early:

  • This is just a race. Neither side has interaction that does
    anything. The closest thing is Ironworks chump blocking with Scrap
    Trawler or Myr Retriever. Mulligan slow draws.

Late:

  • What’s a late game?

Technical Details:

Sideboarding:

Overall:

Ironworks is faster than Hollow One in a pure race, and the sideboard only
changes things a bit.

What if I’m Not Playing These Decks?

There are still about a million decks in Modern. Even if these six are the
most prevalent, any of those could win an event.

If you’re playing a different deck, use this data to think about what
directions other people’s sideboards are going. Krark-Clan Ironworks is
winning, so people will have artifact and graveyard hate. Humans is not in
a great spot right now and you can expect a little less Meddling Mage and
Thalia, Guardian of Thraben.

Even if you aren’t playing with or against one of these six decks every
round, they impact your tournament indirectly every single game you play.