Breaking (and Entering) Modern

Feature Article from Seth Manfield
Seth Manfield
2/17/2017 11:03:00 AM
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Grixis Goryo's Vengeance is a deck that was already fun to play, but now it is an absolute delight with the Kari Zev's Expertise plus Breaking/Entering package. Casting a fused card off an Expertise feels like it shouldn't be allowed; it feels like cheating! It is pretty insane considering that fused this would normally cost eight mana. The Goryo's deck Is all about finding ways to get cards into play without paying their real mana cost. Emrakul, the Aeons Torn and Griselbrand are two of the highest impact creatures ever printed. A single attack from either one is often going to be enough to end the game, or swing the game significantly.

Previous versions of this deck were able to find room for more interactive cards, or cards that allow you to win immediately after hitting with Griselbrand. This version doesn't have as much room for those cards because of the Kari Zev's Expertise package. There will be some matchups where that package does come out, because the opponent is playing a control deck without early creatures to target with Kari Zev's Expertise. These matches clearly indicate that Goryo's Vengeance is still the Plan A. That being said, you need other ways to get the big fatties into play as well, and Through the Breach and Breaking // Entering give you that diversity. There will be times when the opponent has graveyard hate, and all of a sudden Through the Breach is the most important card in the deck.

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Many of the matches end quickly, as you either combo early or get Overrun by opposing aggression. We saw these types of games against Burn. Game one, we were able to Goryo's Vengeance an Emrakul, the Aeons Torn just in time for it be enough to get the job done. After sideboard, our opponent did have Rest in Peace which was annoying, but as I already mentioned there is more than one way this deck can win games. An Emrakul, the Aeons Torn usually ends the game on the spot in this matchup, as the Burn player often deals themselves five damage or more from their lands.

The match against Jeskai Delver showed some similarities to the match against Burn. The Jeskai Delver deck was able to mount a surprising amount of pressure, which forced action. There wasn't as much room to play around countermagic as I would have liked, but it turned out the opponent just didn't have what they needed. Part of playing this deck well is knowing when it is time to go for it, and when patience is required. Fortunately, the Jeskai Delver deck is bound to have less interaction before theey get a chance to sideboard.

The final match against the White-Blue Artifact Control deck was a bit frustrating. Sometimes you square off against a deck that is very well set up to combat what your deck is doing. This was one of those times. Game one was easy, but our opponent had not only a ton of countermagic, but also Relic of Progenitus after sideboard. I tried to fight through the wall of Counterspells, but in the end it was too difficult. I will say that not casting Vandalblast at the end of game three was a mistake, though we were very likely to lose to the Elesh Norn, Grand Cenobite regardless.

Thanks for reading,

Seth Manfield




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