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Diogo Leal

Interviewing Thoralf Severin, winner of Mythic Championship IV

We interviewed Thoralf Severin right after he won the Mythic Championship IV

We interviewed Thoralf Severin right after he won the Mythic Championship IV, in a time where Hogaak was still there in Modern Metagame. But we fill like Thoralf was so nice, that we should make this interview more accessible to everyone, thus translate it now. [deck](11987) *When did you start in Magic: The Gathering and how was it like to enter the competitive scene?* I started to play Magic around Nemesis with friends from my school. They dropped it fairly quickly, but I strived to play more and more. I remember playing an Odyssey block constructed GP in germany. Germany in total was very competetive in magic, Berlin wasn't so I didn't play a lot of tournaments for a long time. *Today you are a player who lives exclusively on Magic?* Definitely not. Living of tournament magic is extremly difficult and can really only be done with a lot of content creation - something I didn't get to. *What is your favorite format and why?* Limited, specifically Chaos Draft. I am not a fan of playing the same deck for many many hours, so I like the diversity of limited. *How was your journey to MC IV?* I was a bit out of the loop for competetive magic, but when Arne Huschenbeth moved to berlin, him, Jasper Grimmer and myself formed a team, that traveled to every european GP. Especially on team GP's we were extremely successfull, which got me to hit exactly gold until (included) Barcelona. *Since the appearence of [card](Karn, the Great Creators), most of Tron's players have been adapting their lists to include the card. You have, however, opted for a list closer to the traditional archetype. What is the reason for this choice?* I started with the small Karn and I was really disappointed. Karn rarely won on the spot and was mostly very difficult to keep alive. There are no creatures to defend and no artifacts to get, that helped once he was gone. Bridge was usually bad, because of too man cards in hand. When [card](Hogaak, Arisen Necropolis) became so popular, we really wanted the Leylines in our sideboard and that was also not possible with all those artifacts for Karn. The tipping point was, that we wanted to have more space for all 4 Wurmcoils and 3 [card](Walking Ballista). I played 2 leagues with the MC4 list and went 10-0. It felt great. [image](https://cardsrealm.com/images/uploads/1565462372.jpg) *Another interesting choice from your list is the inclusion of the fifth forest in place of the Ghost Quarter. Would you keep this choice for the future?* There were hardly any matchups, where the ghostquarter was needed anymore. In addition to that, there were a lot of matchups where we wanted a lot of basics, specifically UW control and Eldrazi tron (with Crucible). You do need some green sources and the addition of Blast Zone (which is mendatory!) means one less slot. In the end I felt (my team still played Ghostquarter), i wont play as much Tron and Inkmoth Nexus decks since they seemed to be less played. *Usually Tron has a hard core of Cards that cannot be changed. Tutors effects (like [card](Expedition Map)) or cantrips for example. You, however, have dared to remove 1 [card](Chromatic Sphere) from the list, making some Tron players go crazy. Is it possible to do It without fear of run out of green mana?* I was saying this to my team since London. The new mulligan rule allows you to do this. I have played a lot of games with tron and the way you are actively mulliganing for tron allows you to not need those extra tiny percentages on drawing a tron pice with a Sphere. Before that, you needed to keep most 2 tron pieces hands, because you just couldnt mulligan to a better hand. Therefor you needed a lot of redraws to make those hands work. Now, with basically mulliganing everything that cant make tron, you need one of those cyclers and mostly exactly one. They are fine in the late game, as they get a new card, but I wanted one more big card. That also fit well with the 5th forest. *How do you generally evaluate Tron's position in the current Modern goal?* Definitely a good deck, especially when people arent prepaired. If nobody plays Damping Sphere or less Fulminator, less Extraction, less Stony Silence, etc. your stability carries you through the games. Additionally your matchups against UR Phoenix and Jund and E Tron and Urza are pretty good, while we were about even on Hogaak. Right now, we are even significantly ahead against Hogaak, but i think we shouldn't be much better than 50%. *Do you defend Hogaak's ban? If this happens, what should change in the Metagame?* I do think it can be defeated, but the costs of diversity are just too high. I, personally, would rather exclude some cards, so that more decks (and whole stategies) can be played, than to have the metagame of playing one deck or a deck that beats that one deck. Unfortunately that would make tron a bit worse in my opinion, since a lot of bad matchups (like burn, or Scapeshift or storm) are currently being forced out and they would certainly return. Also people would have more sideboard slots. Modern has huge potential to be an awesome format with lots of different decks and interactions. *Last question. About the [card](Ghost Quarter), it seems you preferred to have a better list overall (having more green mana), but in response you have a worst match up with decks that have Inkmoth Nexus. [link](https://channelfireball.com/articles/a-deck-with-extreme-matchups-is-statistically-better-than-one-with-even-matchups/)(This is something that has been discussed for a long time and Channel Fireball wrote an article about it): "It is better to have a deck that have good match ups and bad match ups than to have a deck that wins 50% of the time against everyone". What do you think of this statement? In this mythical championship did you play against an inkmonth nexus deck anytime?* i agree with this statement, but it was also paired with the fact, that i really didnt expect there to be many inkmoth decks. you are correct, i made it much weaker against those to get some advantage somewhere else. I did play against hardned scales in the swiss and then in the finals (same guy) In the end i didnt play UW or E tron, so my 5th forest wasnt obviously better. I think in the end, if you have really no idea what people play, running Ghost Quarter is probably a good idea especially if people are not switching easily to a different (newer deck) *Thank you very much for the interview.* No worries :) was a pleasure!

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Thiago Fogaça

The Lab Maniac Commander - Kess, Dissident Mage


Hello my dears!  All right with you?  My name is Fogaça and I'm here again to talk about Commander. Last week our article dealt with Storm's archetype related to Spellslinger's idea from Commander [card](Mizzix of the Izmagnus), but the most interesting thing about this was a comment on the deck page, where we talked about the evolution of Storm to [card](Kess, Dissident Mage). This fact intrigued me, since I have a different conception of Kess than the Storm itself, and so today I will bring you a build of this beautiful lady based on the darling of the cEDH - [card](Laboratory Maniac). [image](https://cardsrealm.com/images/cartas/en/mh1-modern-horizons-kess-dissident-mage-206.jpg) [image](https://cardsrealm.com/images/cartas/en/isd-innistrad-laboratory-maniac-61.jpg) *INITIAL CONCEPTIONS* Our friend Human Mago has a unique ability for Magic - recently getting a friend to share it ([card](Jace, Wielder of Mysteries)) –, but what really makes it what it is in Commander is the set of your CMC with its type and other features that are combined with the skill itself. The idea of ​​the archetype built around the Maniac is to empty our library to buy a card with him in the field, thus using massive and unbalanced effects that would not work alone. *DECK CONSTRUCTION* Several constructions can be made with Color Pie variations, one of the most consistent being the combination with [card](Kess, Dissident Mage), where the focus of the list will be to use low cost spells and reuse them from our graveyard to gain advantage in the game,  while controlling our opponents. Our feature pack will include tutors and static effects that prevent opponents from playing, as well as overrides and removals that we may also use to protect ourselves. We can highlight three specific situations of this deck, which are the use of cost reducers to increase the advantage we will get, the presence of low cost mana stones to give consistency to our early game and the option of cards like [card](Snapcaster Mage) and [card](Mission Briefing) to maximize the instant and spells we will purchase during the match. Noteworthy, too, is the presence of rituals to increase the number of spells cast in one turn, giving the first rounds a bigger explosion - allied with the mana stones. [image](https://cardsrealm.com/images/cartas/en/ody-odyssey-tainted-pact-164.jpg) Talking more about the win condition itself, we will have two main methods for taking advantage of our pair - we can exile our entire deck with [card](Tainted Pact) or [card](Demonic Consultation) by naming a nonexistent card on our list or using the classic [card](Doomsday) Final to ease our task of exhausting the library. If we use [card](Doomsday), we will have some specific cards to put in the stacks, depending on the way the game is conducted previously;  We have some examples of batteries: *Option 1* 1. [card](Gush); 2. [card](Frantic Search); 3. [card](Pact of Negation); 4. [card](Gitaxian Probe); 5. [card](Laboratory Maniac). *Option 2* 1. [card](Gush); 2. [card](Frantic Search); 3. [card](Unearth); 4. [card](Gitaxian Probe); 5. [card](Laboratory Maniac). *Opção 3* 1. [card](Gitaxian Probe); 2. [card](Predict); 3. [card](Laboratory Maniac). 4. [card](Unearth); 5. [card](Street Wraith). The stacks are based on a reality where we will not have access to [card](Lion's Eye Diamond) and [card](Yawgmoth's Will), thus requiring mana to be effective beyond the classic initial cantrip. The first one is for a game where we will not have any cancellations in hand, now having access to one of these cards; the second and third are based on discarding our maniac and lowering its cost using [card](Unearth), so we can use a removal or nullification present in our hand. [deck](9885) We see in the lists of the category that benefit from the interaction with the cemetery (fact before already quoted), therefore, it is interesting to point out that cards like [card](Rest in Peace) and [card](Relic of Progenitus) are worthy of concern for our strategy, although not necessarily beat silver bolts against us. *REPLACEMENT OF HIGH VALUE CARDS* As in the case of [card](Geist of Saint Traft), the cost of Mana matters a lot for the choice of each card, however, as we have a control feature, we can replace cards as Mago da Conjuração-relâmpago based on the samely as the Arqueomande example. To change our mana base, focus on land that have the same color identity of the replaced and who walk in when we need. *WHERE TO START?* Being the deck center-focused on Maníaco, he and Jace should be the first cards obtained along with DD and his piles. After that, [card](Tainted Pact) and [card](Demonic Consultation) will provide the necessary consistency with the tutors and purchase options for which we choose. Control functions are secondary in purchase priority, being something else for Kess. *CONCLUSION* With all this information in hand, we can conclude that we do not necessarily have to stereotype each commander in a single game mode, even in the ECHR. That's all for today. Thanks to everyone who has been following this series of articles and I ask you always leave your feedback to keep improving. See you next time, my dears!

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Thiago Fogaça

Jogador de Magic desde Tarkir, sou apaixonado por interações e sinergias que quebram a curva do jogo. Para mim, o cEDH é o teste máximo para o jogador de Magic, tanto para deck build, quanto para gameplay. Para me acompanhar no YouTube, acessem meu canal.

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