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The Nose Knows – The Ten Card Commandments, Part 2 (Plus Bonus Standard Brew)

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Tuesday, May 4th – Last week, Kyle Boggemes presented the first fine of his Ten Card Commandments. Today, he rounds of the list with some sage advice, and provides an intriguing Standard deck that looks well-placed to attack the Standard metagame. If you’re looking for an edge in the upcoming Nationals Qualifier tournaments, look no further!

We left off last week with five rules that help you improve your game. I hope they have come in handy for any tournaments that you may have played since. This week, I am going to continue with these commandments, as well as talk about a deck I have been working on for the PTQ season. These rules are still just as important as the ones I discussed last week.

I was criticized last week for only talking about some rules that everyone had heard before, so this week I wanted to include the latest Kastner/Boggemes concoction. Hopefully this article will prove popular. I suppose I should have also put a disclaimer that these commandments are for the aspiring Pro Tour players out there. The advice can apply to anyone, but is specifically targeted towards competitive players.

I want to start out with the new Standard deck I have been working on, just in case you are into that sort of thing.


This deck has been testing very well against the Jund menace as well as U/W Tap-Out Control, so I figured it would be a good choice to consider for the PTQ season. This deck functions as a WGU midrange deck that saves up Time Warps for a couple of sick turns that will end the game quickly. Make sure to slow-roll your Time Warps until there are some permanents out that can take advantage of the card, such as a Planeswalker or Awakening Zone.

This is easier said than done in certain matchups, but is easy to do versus decks like U/W, which is why the matchup has been favorable so far. Against faster decks, it serves as an Explore that ramps you to Martial Coup.

This deck was once again created in my basement, with most of the work being done by DJ Kastner. The idea came about because we both have an affinity for Time Warp and Planeswalkers. Donald was also a big fan of Awakening Zone, so we tried it and it was very good. It played a different role in each match. They are the key to winning against U/W Tap-Out, so basing the deck off this would be a good metagame call.

This is also a good starting point to another U/W Big Mana deck that uses Time Walk if you choose not to include Green. I have been very happy so far with Explore and Garruk , since the mana is very good. I think this is one of the most powerful strategies in Standard, and it is not getting the respect it deserves.

You have probably noticed that I have been talking a lot about the matchup against U/W Tap-Out, and how the deck functions similarly. This is because most writers have been mentioning how good it has been performing on the MTGO PTQ circuit. When a deck gets so much press in such a short period of time, players tend to take a second look and its popularity increases. Having a good U/W matchup is going to be very important for the next couple of weeks.

The cards that are good against aggro are also good against control, too. Wall of Omens cycles and gives your Path To Exiles something constructive to do. The Martial Coups serve as the best win condition as well, because It works very well with Garruk and Time Warp.

The sideboard is pretty standard. It has Negates and an extra Elspeth against control decks. The Oblivion Ring is for Planeswalker-based control as well as midrange decks. There are four Flashfreeze since I could not find room for Spreading Seas, and there should be plenty of hate against the most popular deck in the format.

The Baneslayer Angels serve the same purpose as they did in Control decks. There will be a lot of removal game 1, but it will be good after sideboard. It is alright if your opponent has a good idea that you have them in your deck, because there are other targets for them to blow their removal on, such as Wall of Omens. It will be a surprise at the beginning because this is a new archetype, so there is a good chance your opponent won’t be playing around sideboard strategies at this point.

The Day of Judgments are for Vampires, Naya, Bant… I think you get the picture. There are only a few because this deck can ramp to Martial Coup quickly. The Wall of Omens and Awakening Zones also serve as a good way to stall the initial beats.

Another option that was considered for the sideboard was a Polymorph package instead of the Baneslayer Angel plan. You can have a set of Polymorphs and two to three creatures to put onto the battlefield. I was a fan of Progenitus, Sphinx of the Steel Wind, and Iona, Shield of Emeria.

Remember that if you choose to play this, the Wall of Omens must be boarded out. It would be pretty awkward to flip that guy when you cast a Polymorph. I Put in Sphinx of the Steel Wind against Jund, and one of the two other monsters, since drawing one could be awkward if you don’t draw a Jace. Always put in two monsters depending on the matchup, but leave the third in the sideboard since you don’t want a deck full of spells that cannot be cast.

Let us move on to some strategy and sideboard plans.

Jund
This deck is much faster, so you need to operate like a control deck. Wall of Omens will help you forget about Sprouting Thrinax for a while. Go up to five counters on Jace, the Mind Sculptor in order to keep it alive. The Planeswalkers are important to keep around, since your Time Warps go up in value. The main way to win is a giant Martial Coup with a way to stop the Maelstrom Pulse that is sure to follow. The best way to do this is with a Path To Exile or a Deprive, if you have one. Try to keep a land in hand to serve as Blightning protection. Sometimes the Jund player will have the option of casting Sprouting Thrinax or Blightning on turn 3, so play a Wall of Omens on turn 2 over Explore in some situations. This is good because they will be more inclined to Blightning you before you stick a Planeswalker.

+4 Flashfreeze; +3 Baneslayer Angel; -3 Awakening Zone; -1 Oblivion Ring; -1 Path to Exile; —1 Jace, the Mind Sculptor; -1 Mind Spring

Jace, the Mind Sculptor is the hardest planeswalker to protect against Jund, so one of them can leave to make room for the expensive Baneslayer Angel. Depending on their list, it is alright to board in the Day of Judgments if they have all of the token-making creatures. Try to play Baneslayer Angel when you have Deprive or Flashfreeze mana available, then use your Time Warps to get in for a bunch of damage.

U/W Tap-Out
This plays out like a classic control game, where you have a lot of time to set up your master plan. Your master plan is to resolve the last Martial Coup. This plan is where Awakening Zone shines, because it is like an Everflowing Chalice that gains a counter every turn. The other plan that you have is to resolve some Planeswalkers and get some much needed value off Time Warp. Elspeth is key when it comes to fighting Jace, the Mind Sculptor, since the tokens can jump over Wall of Omens. The Elspeth Ultimate is also very good, since your Martial Coup tokens will stick around and bash. Build up your mana by using Path to Exile on your walls and plant tokens.

+4 Negate; +1 Elspeth, Knight-Errant; +1 Oblivion Ring; +2 Baneslayer Angel; -4 Path to Exile; -4 Wall of Omens

Only play Baneslayer Angel when you have a counter ready for their Martial Coup. It would be a shame to see you get blown out like that. Elspeth’s ability to keep up with Jace is enough for me to want a second one after sideboard. You are also not the only one to get Negates, so make sure to play around theirs. There are a number of other sideboard options you can play that are good in this matchup depending on how much of this deck you expect. Mind Spring, Martial Coup, and Jace are all good options. Gideon Jura can also be an option over a Baneslayer Angel, since it does not get bounced by Jace, the Mind Sculptor, survives Wrath effects, and still bashes Planeswalkers.

Bant
The creature decks play out pretty similarly. Stall at the beginning and use Time Walk to accelerate into a Martial Coup. I chose Bant as the one to discuss in detail because it does not get a lot of respect, and it’ll kill you out of nowhere if you get sloppy. Elspeth or Rafiq of the Many can make any creature an instant threat, so keep your friends close and your Path to Exiles closer. There is another version that plays Sovereigns of Lost Alara and Eldrazi Conscription. That version cut Rafiq, so it is a less dangerous version. Every life point matters here, so don’t get greedy. Jace, the Mind Sculptor really shines here, since it can bounce a midrange creature for maximum tempo.

+2 Day of Judgment, +1 Oblivion Ring, +1 Baneslayer Angel, -4 Wall of Omens

Wall of Omens just is not great in this match, since exalted gives every good threat the ability to run it over. Make sure to play around Negate if possible, because every good Bant player is sure to have a set in their sideboard.

This is an exciting new deck that is much more fun to play than Jund. In that case, I would suggest it to anyone looking to play something new. It has a surprise factor so that will also give you an edge in any match you play.

Now, let us continue our list of commandments…

The Fifth Commandment: Don’t Get Burned Out

You may think that the key to success in Magic is to play continuously, but finding a delicate balance is very important. Many players do better after they come off a long hiatus. Take a look at Jon Finkel: he took a long break, then came back and won Pro Tour: Kuala Lumpur.

When I play a lot of Magic, things tend to be second nature, but I take less time to analyze the situation. There is generally a good play I could make without thinking, but an awesome play is hidden somewhere that will be overlooked. Players can also have a bad run and decide to quit for a while; it can be very frustrating. I had a terrible run at the beginning of last year, and I took it easy for a while. I came back with a better attitude, and went on to string together the best finishes I have ever had. If you ever feel like you don’t have fun playing, stop for a while. There is no point to playing if you don’t enjoy it. Magic can be a source of income, but playing poker or investing often leads to a higher income. If it feels like a job, there are more productive uses of your time.

The Fourth Commandment: Network

This seems like a strange one to be on a list of how to do better at tournaments, but I assure you it is very important. Networking is so crucial when it comes to getting a good deck for a tournament or having a testing group. When my play started to increase, it was because I was constantly finding more people from whom to learn. It also helps when you don’t have a large collection; knowing people in order to borrow cards before a tournament. It also makes traveling easier, since you have a group of friends that all want to go to the tournament to make it less expensive. This could also help when you go to a city for a tournament and need a place to stay, or get into a hotel room with some friends at the last minute.

I have met so many awesome people through Magic, and being outgoing is the best way to make new friends. Seeing my friends that I only see at tournaments is one of my favorite reasons to go to big tournaments.

The Third Commandment: Don’t Get Cocky

If you just did well at a big tournament or even just your local FNM, it can be easy to get carried away. Keeping your ego in check can save you from going on auto-pilot. You may be less inclined to work hard after you just dominated a tournament. Remember that the reason you got there in the first place is because you worked so hard. Always keep in mind that you did not magically get better after playing for ten hours; keep giving it your very best. I can count the people in the world on one hand that can put in a minimal amount of effort to do well in tournaments. Odds are you are not one of them. Take that good finish and use it as motivation to do even better next time. You saw how your practice was rewarded; don’t stop or your play will deteriorate.

The Second Commandment: They’re More Afraid Of You

This really helped me when I was about to begin my first game in the Top 8 of Pro Tour: San Diego. I was nervous like anyone else would be, until I realized just that. My opponent had also never made Top 8 at a Pro Tour, so I am sure he was also pretty nervous. This is a good way to stop from getting psyched out. As you continue your Magical career, there will be times where you are in a high-stakes match and you may get nervous. Just remember that you are playing against a human who is also under pressure. That has always been a comforting feeling and has allowed me to play at a higher level.

The First Commandment: Don’t Think Too Far Ahead

You play to win the game. The only goal you should have when walking into a tournament should be to win game 1 of round 1. It can be easy to enter a 300-person PTQ and get lost in all of the commotion. I have heard the phrase “I have to beat ‘N’ people,” but if you just take it one game at a time, it is very plausible. Whenever I lose track of this mentality, I think about how difficult it is going to be to win the tournament. It becomes overwhelming, and is not the correct way to approach this task. The games don’t get more difficult if there are more people in the tournament, so don’t make it any harder than it already is.

There are many different mental distractions we encounter in every Magic tournament. It is easy to get off-track. These commandments will help you keep your emotions in check, and focus on what is actually important. You can use these commandments – as well as the spicy brew – to take down your next PTQ.

Tell me what you hated about this article in the forums.

Thanks for reading!

Kyle Boggemes
Lilbogg675 AT aol DOT com