Podcasts And Primers

Dead On Board Patreon

We here at Dead On Board Podcast are happy to announce that we have set up a Patreon for anyone that wants to contribute to the Dead On Board team. All proceeds will be fed back into the show and focused on bringing greater quality AND quantity to our listeners. Currently, the costs of running the website, cast, and all content creation is covered by the Dead On Board team, who work hard to deliver the best content possible. With support of our listeners, we hope to be able to expand our reach and give back even more. Also, this will allow us to be more interactive with listeners and use feedback to improve the show continuously. We hope that you will help us reach these goals, and take this journey with us as we strive to deliver the best content possible.

 

Link: https://www.patreon.com/DeadOnBoard

KCI Thopter Sword Combo and Primer by Jordan Lidsky

I would like to have a brief discussion on the merits of Thopter-Sword in the modern eggs shell.

I recently took 4th place at the SCG Classic in Indianapolis. Here’s the list I played:

Creatures (5):
1 Myr Retriever
4 Scrap Trawler
Lands (18):
4 Darksteel Citadel
1 Forest
1 Plains
3 Buried Ruin
2 Glimmervoid
4 Spire of Industry
3 Inventors’ Fair
Spells (37):
3 Chromatic Sphere
4 Chromatic Star
2 Engineered Explosives
4 Ichor Wellspring
4 Krark-Clan Ironworks
4 Mind Stone
1 Pyrite Spellbomb
1 Sword of the Meek
4 Terrarion
2 Thopter Foundry
4 Mox Opal
4 Ancient Stirrings
Sideboard (15):
2 Ghirapur Aether Grid
2 The Antiquities War
1 Fatal Push
1 Guttural Response
1 Lightning Bolt
3 Nature’s Claim
2 Path to Exile
2 Ray of Revelation
1 Silence

There are some notable differences from the stock builds of KCI like this one:
Louis Deltour (2nd place at GP Barcelona 2018):

Creature (6):
2 Myr Retriever
4 Scrap Trawler
Sorcery (4):
4 Ancient Stirrings
Artifact (36):
3 Chromatic Sphere
4 Chromatic Star
3 Engineered Explosives
4 Ichor Wellspring
4 Krark-Clan Ironworks
4 Mind Stone
4 Mox Opal
2 Pyrite Spellbomb
4 Terrarion
4 Darksteel Citadel
Land (14):
3 Buried Ruin
2 Forest
4 Grove of the Burnwillows
3 Inventors’ Fair
2 Karplusan Forest
Sideboard (15):
1 Defense Grid
1 Galvanic Blast
2 Ghirapur Aether Grid
3 Guttural Response
3 Lightning Bolt
4 Nature’s Claim
1 Wurmcoil Engine

In the main deck there are only 3 spell differences: I cut a Pyrite Spellbomb, a Myr Retriever, and an Engineered Explosives for 2 Thopter Foundry and 1 Sword of the Meek. Thopter Foundry forces you to change the mana base because it costs 2 colors you weren’t necessarily playing before. Luckily for us we have 15 5-color sources naturally built into the deck with access to the best rainbow lands ever printed in Glimmervoid and Spire of Industry. So I cut the 4 Groves and 2 Karplusan Forests and 1 basic Forest for a Plains, 4 Spire of Industry and 2 Glimmervoids. Glimmervoid is really bad in multiples in your opener, so I didn’t want more than 2 and to support the Plains I built my sideboard around white when possible. This puts us up to 22 sources for Thopter Foundry which is more than enough in order to cast it by turn 4. Thopter Foundry has a lot of upside to it.

As a friend described it: “It provides a lot of redundancy. Thopter Foundry on its own is good against both fast aggro decks and slow control decks, and with Sword of the Meek it’s nearly unbeatable. It can be hard to resolve a KCI against control, so having another threat that only costs 2 mana is very helpful against them. It also helps with the combo on certain board states, as you can get a 1-drop back from Trawler when Sword goes to the graveyard, and Myr Retriever is a 1/1 and triggers Sword to come back.”

It makes your control matchup game one almost unlosable as you set up a turn where you jamThopter Foundry with 4 mana backup. If they counter it you jam KCI and if they don’t counter ityou go off. Thopter Foundry basically acts as engine pieces 5-6 a lot of the time. Many decksjust can’t handle it even without Sword of the Meek involved, even to the point where I havethought about cutting Sword or moving it to the sideboard.
It also provides you with really nice insulation against Surgical Extraction because it gives you ways to win games no matter what card they hit. Even if they hit KCI you can just kill naturally with Foundry. It also allows you to sidestep a fair amount of the hate that people try to get you with. I have beaten many Eidolon of the Great Revels and Damping Spheres by making infinite Thopters.

Thopter Foundry adds five new infinite combos to the deck. Here they are:
Put 3 of any of the following onto the battlefield:
● Krark-Clan Ironworks
● Thopter Foundry
● Sword of the Meek
● Scrap Trawler
● Myr Retriever

Point to them repeatedly and shuffle them around until your opponent concedes.

But seriously:
● Thopter Foundry, Sword of the Meek, Krark-Clan Ironworks. Perform the regular
Thopter-Sword combo and sacrifice the tokens to generate more mana. Infinite colorless
mana, life, and Thopter tokens.
● The previous combo with a Scrap Trawler. Every time Sword of the Meek dies you can
return a 1-drop to your hand to draw cards. Usually you’ll just find your Spellbomb and
kill them that way.
● Any non-Thopter combo that generates infinite mana, along with Thopter Foundry. Once you have the mana, sacrifice the Retrievers and Trawlers to Thopter Foundry instead of to KCI in order to make infinite Thopters. (No Sword of the Meek needed.) This only comes up when you’re in one of the rare game states where you can get infinite mana but not infinite card draws.
● Krark-Clan Ironworks, Scrap Trawler, Sword of the Meek, and Myr Retriever. Whenever
Myr Retriever enters the battlefield it brings Sword of the Meek back from the graveyard,
so you can sometimes go off in cases where you wouldn’t normally have enough mana.
● Thopter Foundry, Sword of the Meek, Scrap Trawler, 2 Mox Opal. Perform the regular
Thopter-Sword combo, every time Sword of the Meek dies it brings back a Mox Opal
which you play and lose the other one to the legend rule. This doesn’t give you infinite
mana, but does give you infinite Thopters and life.

I’m going to give a short tournament report to show some examples of the power of this build.

Round one I played against Jeskai Control. In game one I activated my Inventors’ Fair on turn 4 to find Thopter Foundry. On Turn 6 I cast Foundry; he tapped down to 1 mana to counter it and I followed it up with KCI and the game ended. Game 2 I misplayed by starting with Darksteel Citadel and he had turn 2 Stony Silence and I was never able to overcome the tempo hit or remove the Stony (I probably would have had a decent shot with The Antiquities War if I had the tempo). Game 3 he had turn 2 Stony again but this time I had a Ray of Revelation. Turns 3 and 4 I kept a green up for Rest in Peace. On turn 4 he had it so I used the green but he Negated it. The next turn I slammed my Thopter Foundry on the table and over the course of a long game I beat him down with a bunch of 1/1s. I ended the game with more cards in exile than in my library.

Round two I played against Grixis control. Game 1 played out very similarly to the previous round, except this time he let my Thopter Foundry resolve so I made a bunch of 1/1s with Ichor Wellsprings and beat him to death. Game 2 I did the exact same thing but this time had Sword of the Meek, which he tried to Surgical but I always left one mana up so he never got a window.

Round three I played against Azorius control. I played game 1 with the same basic control game plan and he also never stood a chance (noticing a pattern?). Game 2 I don’t remember as well but I won.

Round 4 I played against Affinity. Both games my hand didn’t line up correctly and I got steamrolled. This matchup is good but sometimes you lose. What can you do?

Round 5 I played against Faeries. Both games were super tight and both revolved around mecreating more Thopters than he had 1/1 Faeries. I would have never won the match withoutThopter Foundry.

Round 6 was Nivmagus Elemental Combo. Game one he got stuck on 1 land and I managed to kill him on turn 3 when I was facing lethal turn 4. Game 2 he got stuck on 1 land again but this time had an 11/12 attacking me turn 3 so I put down Thopter Foundry and chump blocked it for a couple turns while setting up.

Round 7 was Elves. Game 1 he mulliganed to 4, watched what I did turn 1 to know what I was playing, then conceded. This put me in an interesting spot, I boarded in 3 Nature’s Claim, Lightning Bolt, Fatal Push, and 2 The Antiquities War because I felt like that would play around the hate that anyone could bring in. In game 2 he put 2 Damping Spheres on the battlefield with a turn 5 kill and I did nothing. Game 3 he put in 2 Damping Spheres again but I had Aether Grid and I picked off his whole board while he was stuck unable to double spell because of his own Spheres. I managed to remove his whole board before dying and he was never able to get anything going after that. This is an example of rather than trying to beat the hate just sidestep it.

Round 8 I played my win-and-in against Counters Company, which is not a good matchup
especially being down to only 1 Pyrite Spellbomb. Luckily in game 1 I happened to keep a hand with Pyrite and killed his turn 2 Druid only to see a turn 3 Druid. I topdecked KCI after cracking a Star and won on turn 4 though. Game 2 he had a Druid on board for about 2 turns when I had the option to pop Inventors’ Fair for KCI and go off the next turn or pop it for Pyrite and blow up the druid. I choose to go for KCI on his end step but he topdecked the Vizer. Game three I went for a combo early but he tutored up Phyrexian Revoker in response to my KCI and I didn’t have mana for the Bolt in my hand. He then untaps and slams Shalai, Voice of Plenty, leaving me facing those 2 cards and a Scavenging Ooze. I manage to have just enough time to tutor up an Engineered Explosives and pop it on 2 and then go off (thank god he didn’t have a Chord for
Selfless Spirit).

Round 9 ID

Top 8 I am playing against Humans; a matchup that gets slightly worse without the third EE butis still positive. Game 1 he has the nut: he plays turn 1 Aether Vial, into turn 2 Noble Hierarchplus Meddling Mage on KCI, into turn 3 Mantis Rider plus Champion of the Parish plus Thalia,into turn 4 Mantis Rider and Thalia’s Lieutenant. This hand was unbeatable, I couldn’t believe what hand just happened to me. Game 2 and 3 I boarded in 6 cards and managed to take them.Game 3 was really intense because he had double Kitesail Freebooter into double Meddling Mage into Thalia but I manage to top deck like a savage lucker and beat that draw. Top 4 I got absolutely destroyed by infect, this matchup is awful. But not as bad as 4c Death’s Shadow, apparently.

This is what I plan to play going forward:
Creatures (5):
1 Myr Retriever
4 Scrap Trawler
Lands (18):
4 Darksteel Citadel
1 Forest
1 Island
3 Buried Ruin
2 Glimmervoid
4 Spire of Industry
1 Yavimaya Coast
2 Inventors’ Fair
Spells (37):
3 Chromatic Sphere
4 Chromatic Star
2 Engineered Explosives
4 Ichor Wellspring
4 Krark-Clan Ironworks
4 Mind Stone
1 Pyrite Spellbomb
1 Sword of the Meek
4 Terrain
2 Thopter Foundry
4 Mox Opal
4 Ancient Stirrings
Sideboard (15):
2 Ghirapur Aether Grid
2 Sai, Master Thopterist
2 Fatal Push
1 Lightning Bolt
3 Nature’s Claim
1 Path to Exile
3 Negate
1 Ray of Revelation

This list should have slightly better mana. Sai, Master Thopterist is an interesting addition as it is a nice threat through graveyard hate. I worry that it will play similarly to Thopter Foundry but I think it is worth trying. Negate is amazing I can’t believe I hadn’t thought of it until these pro tour lists came out. It is very similar to Dispel but can also counter hate pieces and can blow out planeswalkers. I found throughout the event that the Path to Exiles were nice, but I often wanted removal and didn’t want to bring in Path because the land was too important. Going forward I think 1 is correct. The second Aether Grid could easily become a Kozelik’s Return.

One of the major motivations for how I configured this deck list is that people will come at us with lots of different types of hate and some of it we will try to beat head on, but often times we can find another path to winning without our combo. Between The Antiquities War, Sai, Ghirapur Aether-Grid, and Thopter Foundry, KCI has many ways to win the game; they can’t all get turned off by a single card. I’m not giving up much in the way of our main game plan of comboing. In fact you could make an argument that this build is better at comboing but I am getting payed off by having the side plans available. The 3 cards that were cut from the main deck are often extraneous. I think the best argument against this build is the mana but I accept that I often won’t be able to cast Thopter Foundry early and view it more like a 4-drop than anything else.

I hope this article was informative and that you will try out a Thopter Foundry build of the deck at some point going forward. If you have any questions or want to share how you have been liking this deck, please comment below!

Advertisements

Ep 18 Birthday Boy

In which our heroes take a hard look at the modern meta in preparation for the upcoming pptq season. We talk about what we played in regionals and how varied the modern meta really is. What do you plan on playing for your next event? How do you expect the meta to evolve in the next few weeks?

State of the Format Address and SCG Regionals Prep

When looking at the current modern metagame and how to prepare for Star City Games Regionals, I decided to do a little digging on what was finishing well,and see if I could develop a plan to attack the meta. My results are…inconclusive, as one might conclude for the modern format, but here’s what I was able to collect and deduce.

 

Using all the data from the past few weeks of large modern events (SCG Opens, GPs, SCG Classics), I compiled a list of all the decks that finished in the top 32 of these events to see if I could get a picture of modern at the current moment. Here is every archetype and the frequency it appears in various tournaments in a list from most common to least common at the top tables.

 

Jeskai Control: 12

 

Humans*: 11

 

Jund: 9

 

Tron: 7

 

Storm*: 6

 

Mardu Pyro*: 5

 

Burn: 5

 

Affinity: 4

 

Hollow One: 4

 

Boggles: 3

 

Death’s Shadow (Grixis+Mardu): 3

 

TitanShift/BreachTitan: 3

 

GW Company: 3*

 

Blue Moon: 2

 

UW Control: 2

 

Amulet Titan: 2

 

Infect: 2

 

UR Prison*: 2

 

Elves: 2

 

Eldrazi Tron: 1

 

Eldrazi Taxes: 1

 

UR Pyro: 1

 

Ad Nauseum: 1

 

BW Control: 1

 

Merfolk: 1

 

RG Hollow Vine: 1

 

So looking at the data, we have 26 different archetypes. 26 distinctly different decks that have all shown the ability to win. Welcome to modern, this is pretty much how it has always been. Some people love it, others hate it, but one thing is for certain, there is a large swath of powerful decks that can lead to a positive win percentage and put you into a top 8. This is also why modern can feel like a matchup roulette and many players feel that matches are won and lost at the pairings board. But this is all old news. What can we gain by knowing this information? What can we figure out about the format?

 

First there should be a couple things to denote about this list. Any deck with an asterisk next to it is a deck that won one of the events…except for GW Company, which only has an asterisk because 2 of those 3 results are Todd Stevens. That deck is likely not great but Todd Stevens is so take that result with a grain of salt. Mardu Pyro put on a clinic by winning an Open without breaking so much as a sweat, while Humans is likely one of, if not the best deck in the format, winning the following  SCG Open. Storm took down an SCG Classic in the hands of Caleb Scherer, perhaps the most well known storm pilot and Columbia native (although he possibly travels too much to claim Columbia as home anymore, but I digress). Lastly, the other SCG Classic was taken down by UR Prison. So, if you want to win an SCG Classic, just play blue/red. You can thank me when you win the next Classic based off of this advice.

 

On a more serious note, surely there is a best deck to play when expecting a meta like this one…right? Well that’s what I hope to find out. With Regionals around the corner, I hope to not only help others find how to attack the format, but also figure out what deck I’m going to play!  I recently reached the finals of an SCG IQ with Jund, convincingly going 4-0-2 (double intentional draw) in the swiss and cruising to the finals where I met Eggs and Jordan Lidsky. Jordan is a good player and we had a sort of comical match, as we’re both friends, but ultimately it’s a tough matchup that I couldn’t win without a strong dose of luck. That didn’t happen, but the deck felt really strong. You can find my list here. So here’s the big question, if it isn’t broke, why fix it? Why not just make a change or two and run it back? Perhaps that’s a good decision, as Jund isn’t just showing up because of me, it’s been performing fairly well at large events as well. There is a multitude of reasons that I don’t actually love Jund at the moment, and here they are. 1. The presence of Jeskai. It’s not a good matchup. Winnable, yes. I beat it round one in the IQ, but it was super close. I cheesed game 2 with a well timed Choke, and won game 3 because my opponent kept a risky 1-land hand. I had multiple good hands and know how to navigate that matchup, so it went well but I wouldn’t want to face that deck multiple times a tournament with the trimmed out discard package that I was packing. 2. I’m not certain the Humans matchup is great. It feels like it’s probably okay but there is only so much removal that I could pack, and Freebooter plus Meddling Mage can cause a couple issues. I don’t really want to be caught with a bad humans matchup. 3. I also don’t think that it’s incredibly well positioned against some of the decks currently being played, a la Mardu Pyro and TitanShift. Honestly I’d be okay if I never saw a Primeval Titan anywhere near a match I was playing again (sorry Peter!). It is because of these reasons that I am likely not playing Jund at SCG Regionals this weekend. So then where does that leave us?

 

Humans is likely the best deck, but I don’t have the cards for that deck or a spare $500 to accrue them, so that is not an option, but even if it was, I am not sure I’d be into it. Again, the amount of Jeskai is concerning and it’s just not my style anyway so I wouldn’t consider it either way. Humans seems well positioned for any of the combo decks, and is (I think) easily the best aggressive style deck for the meta. I think it’s a very strong option but is weak to things like Jeakai (wraths and infinite kill spells), Blood Moon decks (have you seen that mana base, hot damn), and tron (I think at least…this is more speculation). I don’t love being weak to these things, but it’s certainly one of the best decks despite these weaknesses.

 

Jeskai is interesting because it’s so interactive and just got a new toy in Teferi. I’m not sold on the five mana walker but the format appears to be in a good place for him at the moment, so it’s worth it to play right now I think. Jace is still the most powerful walker ever printed so I would probably look at a 1-1 split, even though I’d love to find room for an Ajani Vengeant instead. But given that this format seems to be about going wide (Humans, Mardu Pyromancer, Affinity, Hollow One), I’m not so interested in the big cat right now. He was much better in the death’s shadow era, when decks were generally playing big threats and bolt was down in numbers. I do like Electrolyze right now, as it’s built in 2 or 3-for-1 is huge game at the moment. People going wide are going to hate it and it does a good job of shrinking an opponent’s life total when you need it to while replacing itself. Search for Azanta, while it is a do-nothing two drop, is pretty powerful once you get it going, so the prospect of that is kind of nice, though it is slow. Jeskai has good matchups against a decent swath of the format it would seem. Humans and Jund being good matchups make this choice particularly appealing. It’s also decent against Pyromancer, Burn, Affinity, and storm. Jeskai just might be the best fair deck in the format at the moment in the hands of a skilled pilot, and something that I’m very interested in sleeving up this weekend. It’s weaknesses come in the forms of Tron and decks that are playing a lot of discard or combo that it doesn’t have enough interaction for. Ad Nauseum, Tron, and Mardu Pyromancer’s best draws are going to be hard to fight. Jeskai can handle most of the nonsense of the format as well as it has removal and counters, giving it a myriad of answers to any problem your opponent can present (Cryptic Command is a hell of a card, huh?). One of the problems that Jeskai has in my mind compared to Jund is its lack of ability to close the game. Jund at least has a Tarmogoyf, which can clock opponents once you disrupt their gameplan. Jeskai has…Snapcaster Mage? Eh? It ain’t great is what I’m saying. Still, Jeskai is one of my favorites for Regionals.

 

What about something that goes over the top of all this? There isn’t anything too aggressive or low to the ground happening. Burn is not that popular, neither is Infect, two natural enemies of Tron. Tron is seemingly very well positioned, which terrifies me but it’s true. Tron is poised for a resurgence and it won’t be pretty. Its natural predators suppressed, and it’s positive matchups doing well is all tron could ask for. The deck has so many 80/20 and 20/80 matchups that it really is a deck that wins or loses at the pairings board (or so it feels like), and if you can get out of the first few rounds, tron looks well positioned to do well at the top tables. That said, Tron is a trap you won’t see me falling into, as I’ve been burned too many times by that deck…and my Chromatic Stars and Spheres are currently loaned out. So there’s that. This deck also has a fail rate that I don’t particularly enjoy. You need the right mix of cards and if that doesn’t come together, you’re not doing anything powerful anytime soon. I think Tron is a bit of a gamble (it always is), but this time it has a pretty big payoff.

 

Looking at what Tron does, other big mana decks are also kind of appealing, especially ones that are less reliant on assembling a certain amount of very specific cards. TitanShift and BreachTitan are on that list along with Bring to Light Shift and old school RUG Shift. These decks all have a tough-ish time with Meddling Mage, but are very powerful options for the current meta. They crush Jeskai, Jund, Tron, and  have a reasonable win condition for the rest of the “nonsense decks” of the format (let’s face it, someone is going to show up with a brew containing Fateful Showdown). I’m less convinced with Valakut decks unless they contain a Titan or four, but I don’t think that blue Scapeshift decks are necessarily a bad choice right now. The amount of discard would be something that concerns me but those decks tend to be slow enough that a top deck Scapeshift will win the game in short order. As discussed previously though, I’m not thrilled with this idea with the amount of Blood Moons running around, in the main decks especially. Mardu Pyro or just Blue Moon decks can be more than annoying and make this less appealing.

 

So what about Mardu Pyromancer? It crushed an SCG Open, and has put up decent numbers across the board in large tournaments. Bedlam Reveler is apparently the real deal. Tied for the sixth most played deck in our list, I think it is at the very least, positioned way better than burn. The discard, pyromancer draws, and Reveler refueling you is a powerful combination of cards and creates a small army of tokens that can overwhelm most decks. Blood Moon also allows for some cheese wins and is something that the opponent will have to play around all game. Kolaghan’s Command is still one of the most powerful tools in the format and it’s no exception here. Getting back Pyromancers and Revelers as well as just being a 2-for-1 is a great baseline, and the ceiling of that card is game winning. Mardu gives you good game vs a lot of the format. Blood Moon can hose Jeskai, Humans, and any other random deck, while Pyromancer going wide is kind of a nightmare scenario for Jund and other attrition decks. The discard spells are great against combo like Storm and help against Tron, but big mana is still a problem for this deck. One of the reasons I’m not sold on it, is just the fact that it can’t apply pressure THAT fast. Pyromancer eventually does a good Tarmogoyf impression, but it’s not ideal. Also, the card advantage engine requires a bit of enabling, which I don’t love but Reveler is pretty powerful. Honestly, if I didn’t dislike the card Faithless Looting so much, and if I had more reps, I would definitely consider Mardu Pyromancer this weekend. It’s a good choice and gives it’s pilot a lot of game. I may not play it, but it definitely gets my stamp of approval for SCG Regionals.

 

As for combo, Storm is fine, although I think the format is a bit hostile to it at the moment. Occasionally one will sneak into a top 8, or win a Classic, but overall I do not like this as a choice. Having a mediocre Jeskai matchup and a very hard humans matchup is not appealing to me. Storm is still a pretty decent choice, although I won’t be considering it.

 

Affinity is exactly is as it always has been. Powerful, fast, and pretty hate-able. I think it will always be a fine choice, as it has been in the past. I have played it a few times but Affinity is a deck that I don’t feel that comfortable with. I also don’t love it in the world with Electrolyze and Pyromancer tokens, but all that is pretty beatable honestly. The amount of Stony Silence is down as is Ancient Grudge so maybe it isn’t a bad choice.

 

Hollow One and Boggles are too high variance for me, I’m not that interested. They could be good but I’m not sold on them. I’m not saying they are a bad choice (well, yeah I am), but there other reasons besides the variance. I think Hollow One is better positioned than Boggles, but they’re both too meh for my tastes. Also a playset of Goblin Lore is $100 so forget that!

 

Most of the other decks listed are pretty fringe and only a good choice if you are very well versed with them, or maybe not a good choice at all. GW Company? If your name is Todd Stevens, sure play that. Otherwise stay away. Infect? Only if you’re just in love with Blighted Agent and want to show off your Judge Promo Noble Hierarchs. Thinking about sleeving up Death’s Shadow? The sun has finally gone below the horizon, friends, Death’s doesn’t have a shadow anymore. Merfolk? More like Mer-f*%#. I’m kidding but also kind of not. These don’t seem to be good choices, but going rogue has some marginal perks to it. That said, if you’re going to go rogue, you better be doing something powerful (like Fateful Showdown and Griselbrand).

 

All in all, I think my conclusion is that modern is in a really open space. There’s many fine choices, and plenty of not so good choices that can do well. Good choices for this weekend are probably Jeskai, Humans, Jund, Tron, Primeval Titan decks, and Affinity. I’d be hard pressed to play anything else, honestly, but that doesn’t mean that other decks can’t perform well or even win! I hope this helps readers make an informed decision for Regionals, and going forward, and we here at Dead On Board hope to see you in Kansas City!