Same as 45, 46, PTQ. We play Oko because it is in our colors, and that's enough of a reason. If you don't get it, you haven't played it yet. It's over 70 tix for a reason.
4-1 (8-5). A good showing. I didn't like getting T2'd by Amulet. I should think about the sideboard plan there. But the real problem is that sometimes I keep "midrange" hands with Okos in them as interaction but not enough proactive stuff to back it up, and then I die against combo opponents. That's a tension that is interesting but I am learning fast.
This list feels solidly better vs Burn than the Evolution lists did. It still smashes crappy linear decks and crappy interactive decks.
XOO Bant Eldrazi (T6, T3) Not Tracked
OXO The Rock (T6, T8) Lifetime 1-0 vs The Rock
OO Crabvine (T3, T3) Lifetime 1-0 vs Vengevine
XX Amulet Lifetime 6-3 vs Amulet
OXO Burn (T3, T6) Lifetime 15-13 vs Burn
T2 Oko is not strong vs burn, so I will likely -1 Bird +1 Vines in the main going forward.
Bant Eldrazi seems difficult. Elder Deep-Fiend cycles are neat and Once Upon a Time is really strong for them. But can they interact enough?
This is a keep but I'm not happy about it.
T1 Giver gets Dismembered. T2 Call, T3 I play a Druid and opponent Elder Deep-Fiends my T4, but it doesn't matter, I still just make Vizier T4. Miss on three draws and die T6.
+2 Path +1 Vines -1 Oko -2 Birds
Yup:
T1 Giver, T2 Druid, T3 Shalai. Opponent then slams an Oko, thinks for a while, and tries to Elk Shalai. This doesn't work out, and neither does their T4 play:
Another interesting note: I've never had 4 Nobles in play before. Shalai with 4 Nobles murders opposing planeswalkers real hard.
Looking at the position at right, I played a tapped Temple Garden, attacked for 7, and Elked one of my summoning sick nobles.
Opponent conceded, correctly. Win T6.
Yup:
Opponent has T3 TKS on the play and dies T3. Seems pretty good.
This deck is invalidated by Veil of Summer and I believe in the long run we will realize it became unplayable when Veil was printed.
Luckily we are here to help them slowly learn.
This is a keep in the dark for sure.
T1 Giver, T2 Druid, opponent plays T2 Ooze. T3 Noble + Shalai. Opponent is going to need a sweeper, and fast.
Teehee.
Those 2-drops are not gonna do it, opponent. You just got smashed by my incredibly garbage backup plan when I bricked off. That's a bad sign.
-2 Vizier -2 Once -2 Lunge -2 Birds
+2 Path +1 Vines +4 Veil +1 Colossus
Hmm -- I kept this. I don't think you are supposed to keep this.
Then I draw a Veil and go T1 nothing, which is really really bad. So I take a needless hit from a Goyf and T3 Path.
What a stupid keep and stupid play for a deck with such good cards in it. Imagine how well this deck would do with a good pilot.
I STILL had the winning line after this but just stone forgot to cast a Call on my opponent's turn. Why do I try to play magic after work?
On to Game 3.
Sure
Oko gets Thoughtseized. I never draw a Veil ever. Play out a bunch of Givers.
Try to kill the opponent with a Chameleon Colossus against a bunch of green creatures. I get in one big hit for 10, but then my Giver dies.
This leads to me playing a lot of Calls for Giver of Runes to try to force it through.
The fourth Giver wins. What a sloppy match.
Still won it of course. Opponent needs to play Shadow if they want to do those things in Modern.
This seems like a proactive deck that isn't as proactive as us, so they have to rely on pitiful inefficient sideboard interaction that walks directly into Veil of Summer.
I would summarize this as a good matchup.
Yup:
T2 Druid. Win T3. Opponent has like Vengevines and Amalgams in play or something.
I assume opponent will try to Oko or Discard Spell us, and I doubt they will Cage us, so we don't need any Okos here.
+4 Veil +1 Vines
-3 Oko -1 Lunge -1 Once
Sure:
Opponent plays T1 Stitcher's Supplier and T2 Crab + Memory Sluice, which looks truly sweet.
I don't have a Veil, so T1 Noble T2 Druid + hold up Vines.
Opponent puts 18 power into play on the play T3, which isn't really relevant.
What is relevant is that they only have one interaction spell.
Win T3.
I still think Amulet is just worse Druid, but we'll see in the long run I guess.
Generally they are a turn slower than us and their non-EE interaction walks into Veil of Summer.
If the Noble lives this is a T4 on the draw with no protection. Not enough reward to take on that risk.
Much stronger:
The problem is this combo turn needs triple white, so I kind of need the noble. So I bottom the Lunge. I don't like doing that at all, because I like to demand two removal spells.
Opponent has T1 Once Upon a Time for Azusa and T1 Amulet, then T2 Second Amulet. That's not good for us. Then we take 32 damage on T2.
+2 Veil +1 Vines. We learned before that Oko is fine here, so -1 Shalai -2 Lunge.
When they show Gruul Turf we have to worry that their interaction actually does not walk into Veil of Summer, so I didn't bring in 4.
This Once Upon a Time is great. If it hits a Druid (33%) we are in business, and even if it hits a Dork we can T2 Oko.
It misses all of those options, so we die a horrible death. I play Oko T3 as the first spell of the game that either of us play which costs mana. Hahaha.
Wait -- their T3 play is EE on 3, which is just a very feisty Elk that eventually trades with a 3/3 Food.
Anyway I never see a Druid. I set up a line where if I chump with Shalai and draw exactly Druid, I will be able to win next turn with Veil backup.
Note that if your plan is to play and kill your Druid to Lunge it, you can't play Vizier first, so I can't set up a line to win if I draw Call.
I draw a brick, so yea.
Anyway opponent plays all 4 primetimes, all of them Elks, and we still have one draw to win, but don't get there in the end. I punted this game, but maybe Amulet is actually getting consistent enough that we have to worry about them.
The punt here is that I didn't worry earlier in the game that my Finale might be my only source of Druid for the entire game, so I used it to get my 4th mana into play instead of passing my whole T5 and saving it for a Druid. Basically Oko is so game-warping that it can even make me, in my 47th league of an all-in combo deck, switch over into midrange-thinking. Gah.
The closest of matchups is hopefully less close now with 3x Oko.
Yup:
Once Upon a Time is another Druid, so I don't have a payoff in time, but this hand punishes opponent's one-land goblin guide opening real real hard.
The Horizon Canopy hits Shalai after infinite mana appears. Win T3.
+2 Forgetender +1 Firewalker +2 Path +1 Vines +1 Caterpillar
-2 Lunge -2 Vizier -1 Bird -1 Once -1 Call
This is a worthy challenge for them.
My T1 Forgetender gets a Path; I decide to fog 2 damage rather than get a land drop. Then I play T2 double Noble to see if those gain life. One of them gets Seared, and so I try T3 Druid, which gets Skewered. My T4 is Call for Firewalker, which dies to a Skullcrack.
I guess opponents always have 1 Path 1 Skullcrack, but it still feels amazing that this is the case.
Dead T6. Not much to learn here.
Sure.
T1 Giver gets a Bolt. T2 Firewalker lives, but it's Eidolon time.
Here is the decision point -- the Finale.
I can pay 3 life to kill Eidolon by getting Caterpillar, or I can pay 1 life to put Caterpillar or any other 2 on the table.
I instead go for X=3, get Ranger-Captain for Ballista, to try to threaten that I will never take damage from Eidolon again.
Next turn I attack with the Ranger-Captain (4/4) and they trade it for their whole board -- then I just Finale for Ranger-Captain from the graveyard again on the next turn. They scoop it up.
We'll count that as a win T5.
We didn't even Oko them!