Hello dear reader, my name is Anaël, and I am here to regularly share with you in-depth insight about the Modern metagame. In my articles, I'll provide graphs and analysis of the results of the main archetypes, using the R programming language and data scraped by Phelps-san. Initially just done for fun, it became a project for my master in statistics, and I've been developing my tool ever since. Now you get to see the results on Cardmarket!
This article acts as an introduction to Modern for those who would like to become more familiar with it. We start with a definition of the format, then take a look at what happened to it last year. We check which archetypes are its pillars and focus on the recent news—the release of Kaldheim and the huge update to the ban list that followed—before concluding with the first results from post-ban Modern!
Announced in May 2011 and officially added to the professional circuit a few months later, Modern is your usual 60-card-deck Constructed format. It has the following restriction on the card pool: only cards printed in once Standard-legal sets beginning with Eighth Edition—which marked the game's tenth anniversary—are allowed. Two exceptions: as usual, a ban list; and a specific type of additional set, called Modern Horizons.
The goal was to provide a nonrotating format where people could play without Reserved List cards, which were already considered hard to acquire back in 2011. The cutoff was chosen to be the set that introduced a new frame to Magic.
Nowadays, the format is often seen as the competitive environment with the most diverse metagame overall. That, the nonrotating nature, and the absence of Reserved List cards are among the biggest pulls of Modern, making it one of the most popular forms of Magic. While you can't play it on MTG Arena (and probably won't be able to for the foreseeable future given that its little brother Pioneer is not expected for at least several more months), it is the main format of competition on Magic Online. It has been a format at the highest level of tournaments on that platform—the Magic Online Championship Series—for years and used to be part of the Pro Tour circuit when paper play was possible.
Just like most formats, Modern had a turbulent year, to say the least. 2020 saw the highest number of bans since the year of Modern's creation, without even accounting for the companion errata. 2021 did not disappoint either with as many bans in six weeks as in the entirety of 2020, and a rules change as well.
Looking back at the format's infancy, the ban list started with just eleven cards: Ancestral Vision, Bitterblossom, Dread Return, Glimpse of Nature, Golgari Grave-Troll, Hypergenesis, Jace, the Mind Sculptor, Mental Misstep, Stoneforge Mystic, Valakut, the Molten Pinnacle, and Sensei's Divining Top.
|Year||# of Bans||Bans/Unbans|
|2011||6||Blazing Shoal, Cloudpost, Green Sun's Zenith, Ponder, Preordain, and Rite of Flame are banned.|
|2012||0||Valakut, the Molten Pinnacle is unbanned|
|2013||3||Bloodbraid Elf, Seething Song, and Second Sunrise are banned.|
|2014||1||Deathrite Shaman is banned. Bitterblossom and Wild Nacatl are unbanned.|
|2015||3||Dig Through Time, Treasure Cruise, and Birthing Pod are banned. Golgari Grave-Troll is unbanned.|
|2016||3||Splinter Twin, Summer Bloom, and Eye of Ugin are banned. Ancestral Vision and Sword of the Meek are unbanned.|
|2017||2||Gitaxian Probe and Golgari Grave-Troll are banned.|
|2018||0||Jace, the Mind Sculptor and Bloodbraid Elf are unbanned.|
|2019||4||Krark-Clan Ironworks, Bridge from Below, Hogaak, Arisen Necropolis, and Faithless Looting are banned. Stoneforge Mystic is unbanned.|
|2020||5||Oko, Thief of Crowns, Mox Opal, Mycosynth Lattice, Once Upon a Time, and Arcum's Astrolabe are banned.|
|2021||5||Field of the Dead, Mystic Sanctuary, Simian Spirit Guide, Tibalt's Trickery, and Uro, Titan of Nature's Wrath are banned.|
The 2021 bannings constituted the final fallout from faulty cards released in 2019/2020. Besides, the 2020 bans happened on several different occasions, leading to a large meta shift each time. However, after the release of Zendikar Rising in September 2020, the card pool and rules did not change until Kaldheim in 2021. So rather than covering the entirety of 2020—as I already did on Reddit—this article will focus on the period from Zendikar Rising to the huge ban list update, in order to give you the tools to understand what happened.
This—the main part of today's article—is where I try to present the major archetypes of the format as it existed at the tail end of 2020. To do so, let us start with a pie chart depicting the Modern metagame, based on available results from official competitive events between Zendikar Rising (released on Magic Online on September 17, 2020) and Kaldheim (January 27, 2021).
This chart reflects data from all the Preliminaries and major events such as Challenges, Showcases, or Qualifiers that took place during that period. However, only the best results of those tournaments are available—Top 32 of major events and decks with at least three wins in Preliminaries—so you might call this the "winner's metagame." (More details about the MTGO competitive structure to come in a future article.) Also note that the chart covers more than four months, which is quite long. It does not show how some archetypes rose and/or fell over time, just their average presence over that period.
Two decks maintained their position as the best in the format: WURG Control and Shadow Prowess, claiming a share of almost 10% each of the winner's metagame. Basically, you had a chance of one out of five to encounter one of these two decks if you played at the top tables in post-Rising Modern, and one out of three to meet one of the top five decks. If you are used to Standard data, you might think that this is really low. But it is completely normal for Modern! After all, as mentioned earlier, one of the reasons why the format commands such a large player base is its deck diversity. (This can make it hard to prepare for a tournament, since you might face a lot of unusual strategies—the "Other" category represents 40%, so it is disagreeable to people who want to tune their deck to beat a limited amount of archetypes.)
I like this chart because it includes at least one example of almost every defining strategy of the format. I'm using the four macro archetypes of the game to order the sections below, with one small caveat: there's no deck in the "midrange" category; however, the "big mana" category is distinct from combo or control. The classification might be debatable, but it should give you a good idea of the dynamic of the format. Why no midrange deck? Because most decks that could be considered midrange also fit another category very well. For instance, Obosh Aggro veers into midrange territory but borrows a lot of tools from Red Deck Wins. Likewise, the control player community debated whether WURG Control was a midrange or a control deck, but well … The debate raged within the control community, which means that the rest of the world already considered it a control deck. No "pure" midrange deck made it to a chart position.
For each archetype, I'm listing the deck that acquired the highest number of points in a single event, including Top 8 matches. If tied, I chose the most recent. All the archetypes that appear in the pie chart above also appear below. Note that this breakdown is far from exhaustive, and dozens of additional archetypes exist in the format.
Lower your life total with your mana base and spells, and you almost get to play a 13/13 for one mana: Death's Shadow. Quite appealing when you want to win quickly through combat, isn't it? Add removal such as Fatal Push and hand disruption such as Thoughtseize, a pseudo combo-kill with Temur Battle Rage, and you have a strong shell that runs amok in Modern for years.
The latest version gets to harness the power of Lurrus of the Dream-Den (at the cost of Street Wraith) and play additional "copies" of the Shadow in Scourge of the Skyclaves. The deck is also very capable of playing the role of a midrange, grindy deck if the game asks for it and is part of the reason why you do not see a true midrange deck in the format. Multiple variations and splashes exist, variously gaining some toolbox/tempo/midrange/aggro elements, but below you find a classic representative of the archetype.
|Rakdos Shadow by D00mwake, 1st at MTGO Showcase Challenge on October 3|
So the main win condition in Magic is to lower your opponent's life total to 0? Let us just play a bunch of spells that do that then. As in every format, the goal of Burn remains the same. Play all the best burn spells, add in a few efficient and cheap creatures able to deal damage quickly, and you got a deck. The Modern version has the particularity of usually running a white splash, providing strong hate cards out of the sideboard.
|Burn by jvidarte, 3rd at MTGO Super Qualifier on January 23|
An alternative to having spells that simply deal damage is to have spells that deal damage and boost your creatures. The prowess keyword is all about that and allows pilots of the deck to kill their opponent in a flurry of spells and a few attack steps. While it is more sensitive to creature removal than Burn, it is also better equipped to handle the hate, and the now common blue build can incorporate bounce and counterspells to protect your creatures or slow your opponent down.
|Izzet Prowess by Gobo2009, 1st at MTGO Champ Qualifier on December 20|
A monored version exists, but it is rather on the grindy side, trying to harness the power of slightly more expensive cards such as Seasoned Pyromancer and Blood Moon as well as Obosh, the Preypiercer as companion. In a way, it can be seen as a monored midrange deck, loaded with interactive spells, but also creatures and blasts able to finish the game quickly.
|Obosh Aggro by Tweedel, 1st at MTGO Challenge on November 28|
Running a lot of creatures of the same type provides a lot of synergies, with "lords"—such as Lord of Atlantis for Merfolk players or Thalia's Lieutenant for Humans—enabling quick kills. The other main tribal payoff, Cavern of Souls, is both mana fixing and a way to beat counterspells. Since you run a creature-heavy deck, Aether Vial is also an essential fit. And in some of the tribal decks of the format you might see Collected Company. Make sure to add disruption and/or protection if you cannot win extremely fast though, to slow your opponent down enough that you get there. Thalia, Guardian of Thraben or Skyclave Apparition can be strong ways to attack spells and permanents, for instance.
|Humans by Darkiundsa, 1st at MTGO Challenge on October 18|
You can also follow this strategy without tribal synergies but more disruption, and then you get a nice Taxes deck. Leonin Arbiter and its partner in crime Ghost Quarter make sure to impede the opponent's resource development. You then win with some 2/2 creatures … or power one up with an equipment that Stoneforge Mystic helps to find.
|Monowhite Taxes by 6argamel, 3rd at MTGO Challenge on October 31|
Some decks take the idea of buffing a creature to the extreme. What if you equipped your creature with a Colossus Hammer to win in one or two attack steps? Started as a meme, Hammer Time actually proved to be a strong contender. It uses Stoneforge Mystic or Steelshaper's Gift to find an equipment and Sigarda's Aid or Puresteel Paladin to equip it for free. A black splash for some interactive spells in the sideboard is rather common.
For now, the deck mostly replaces the Infect archetype, which was looking to pump and protect Glistener Elf with green spells. With the perfect draw, both Hammer Time and Infect are able to win on turn two if the opponent does not have interaction (preferably a removal spell).
|Hammer Time by Laplasjan, 6th at MTGO Super Qualifier on January 23|
Creatures, again? Indeed, and this time with actual A+B combos. Heliod, Sun-Crowned (or Archangel of Thune in some recent versions) combines nicely with Spike Feeder to generate an arbitrarily large life total, which few decks in the format can beat. With Conclave Mentor out, Heliod even makes your creature arbitrarily big. With Arbor Elf and Utopia Sprawl that can produce four mana as early as turn two, in an ideal world you get to cast a Collected Company revealing both combo pieces to combo off on turn two, but turn three or four is much more common. What if that is not enough to win? Then a Walking Ballista, granted lifelink by the God, will quickly bring your opponent's life total to 0, ideally after you sacrfice the Ranger-Captain of Eos that tutored for it to protect it that turn.
|Heliod Combo by JUJUBEAN__2004 , 4th at MTGO Showcase Challenge on December 5|
Do not worry, you could also combo without any creature (or without casting a single one at least). Note that the following deck was hit by the latest ban list update and the main combo lines are no longer available without Simian Spirit Guide. A competitive alternative has not been found yet.
The goal of this deck was to resolve Angel's Grace or Phyrexian Unlife, then Ad Nauseam to draw your entire deck, exiling Simian Spirit Guide to cast an actual win condition, such as Lightning Storm or Thassa's Oracle. With the acceleration from mana rocks like Pentad Prism and Lotus Bloom, killing on turn turn four used to be the norm. A combination of one of the white spells, Thassa's Oracle, and Spoils of the Vault naming a card that is not in the deck also wins on the spot and still works after the ban of the Ape.
|Ad Nauseam by Aardos, 1st at MTGO Challenge on January 23|
Also winning mostly through spells, and by removing all the cards of the player's library, Mill is actually closer to a Burn deck in essence. Use all the most efficient mill cards in the format to deck your opponent and win on their next draw step. With Archive Trap milling thirteen cards for (in theory) zero mana, you can get some surprise kills out of nowhere as early as turn two. But usually you rely on spells like Fatal Push, Surgical Extraction, or Drown in the Loch to disrupt the opponent's game and win with slower milling tools such as Hedron Crab or Mesmeric Orb.
|Dimir Mill by TheEnzym, 1st at MTGO Challenge on September 19|
How about winning from a different zone? The graveyard is a resource after all, and sometimes even an extension of your hand. Thanks to the double-faced spell/land cards of Zendikar Rising such as Agadeem's Awakening // Agadeem, the Undercrypt, you can use Balustrade Spy or Undercity Informer to mill your entire deck. From there, trigger lots of Creeping Chills, bring back several copies of Narcomoeba followed by Sword of the Meek. Then exile some other artifacts to return Salvage Titan to your hand and sacrifice the Swords to cast it. As the second creature you cast this turn, it triggers all your Vengevines, which should attack for lethal. If not, Nexus of Fate gives you another turn to attack.
With Simian Spirit Guide, the deck could win as early as turn one, but now has to wait until turn three. An alternative with Goblin Charbelcher also exists but mourns the loss of the Ape even more.
|Oops All Spells by Sodeq, 1st at MTGO Showcase Challenge on November 7|
Big mana decks in Modern are a special kind of beast. They can take multiple forms between combo, control, toolbox, and even tribal to some extent. But they are always centered around one of two cards: Primeval Titan or Urza's Tower.
The prime Primeval Titan shell runs Amulet of Vigor, which untaps bounce lands such as Simic Growth Chamber to generate a lot of mana quickly, often casting the Titan as early as turn three. The combo lines are quite intricate, and you have a lot of lands to choose from at various times, which made Amulet Titan famous as one of the hardest decks to play in the format. The simplest line involves finding Hanweir Battlements / Hanweir, the Writhing Township to give haste to your Titan if you have an Amulet, for a quick attack with a 6/6 trampler and two more lands. The following list relied on Dryad of the Ilysian Grove to turn Valakut, the Molten Pinnacle into a kill, with Field of the Dead as an alternative.
The deck lost Field in the latest round of bannings but existed for years without it and should still be relevant going forward. Though one might have to re-include the old Boros Garrison/Slayers' Stronghold/Sunhome, Fortress of the Legion package.
|Amulet Titan by bigjc00, 1st at MTGO Champ Qualifier on November 15|
An alternative used Elvish Reclaimer and Flagstones of Trokair to ramp into Titan and drew upon a large toolbox of lands. However, without Field of the Dead, its main win condition, the deck is unlikely to be seen again soon.
1+1+1=7! Urza's Tower, Urza's Power Plant, and Urza's Mine are known as the "Tron" lands—a reference to the Voltron anime where robots merge to create a super robot. Expedition Map is the main way to assemble those three lands by turn three. And the payoffs are huge: Karn Liberated, Wurmcoil Engine, Ugin, the Spirit Dragon, Ulamog, the Ceaseless Hunger … The green version with Ancient Stirrings and Sylvan Scrying is the traditional build, but a colorless version with Eldrazi such as Matter Reshaper, Thought-Knot Seer, and Reality Smasher is quite common too. A variant with blue control elements also exists but can hardly be considered anything more than an outsider for now.
|Green Tron by tkcheungab, 2nd at MTGO Showcase Challenge on December 5|
Great counterspells, great removal, amazing planeswalkers, lands that create creatures for free, loads of life gain and card draw, ramp, spell recursion, big mythic creatures … WURG Control did almost everything a control mage could dream of. It was the main control shell of the Zendikar Rising period, although many, many other color combinations could be seen, as detailed by Skura. They do not appear on the pie chart because they were too numerous and came into/fell out of favor as time passed.
WURG was also known as "Money Tribal" or "Banned Card Tribal" due to its cost both online and in paper as well as the amount of cards it included that were banned in other formats. Three of its cards eventually landed on the Modern ban list too.
|WURG Control by kogamo, 1st at MTGO Super Qualifier on January 23|
After four months without any change in the Modern card pool, people hoped that Kaldheim would help shake up the format. Indeed, players got used to fast changes in 2020 and also became increasingly frustrated with multiple cards. "Broken" mythics banned in other formats including Uro, Titan of Nature's Wrath, Omnath, Locus of Creation, Wrenn and Six … hard-to-interact-with lands providing an almost unbeatable late game like Mystic Sanctuary and the already ban-proven Field of the Dead … Veil of Summer and Teferi, Time Raveler hindering interaction and also being banned in other formats … multiple decks capable of too fast kills, often powered by Simian Spirit Guide … The pie chart above showed quite a diverse metagame. But the community still felt exhausted playing what the current World Champion called "a who's who of every other format's banlists."
And as it was wished for, Kaldheim definitely impacted the format! But not quite in the way people had hoped …
The set released on Magic Online on January 27. Only about two weeks later, on February 15, a super quick update to the list of banned cards followed. What happened in those two weeks to require such fast action?
Soooo … Yes, one of the pieces of this pie is not like the others. The new big thing was all about abusing cascade spells such as Violent Outburst and Ardent Plea to cast the back side of Valki, God of Lies // Tibalt, Cosmic Impostor as early as turn one with the acceleration of Simian Spirit Guide. Tron casting Karn Liberated on turn three is usually considered a strong play, so a seven-mana planeswalker one or two turns earlier should be even better.
Did I mention that the deck did not really appear much during the first week and made up most of the ground during week two? Yes, it claimed more than 20% of the winner's metagame … even though it only was present in half of the events. And it was also terribly expensive, even more so than WURG Control, and the cards were a bit hard to get online since it was right after the release of the set. To put it simply, this was a broken deck that used most of the strengths of WURG Control and added lines that could pseudo-win on turn one or two. Here is an example decklist:
|Turbo Tibalt by SpiderSpace, 1st at MTGO Champ Qualifier on February 14|
A Jund variant also existed:
|Turbo Tibalt by SmokinBacon27, 1st at MTGO Challenge on February 6|
By the way, I don't think I mentioned the fact that a large part of the field already had hate cards for Turbo Tibalt before it appeared. Indeed, on the first week another turbo deck based on cascade spells appeared, again related to Tibalt: Trickery Combo, using cascade spells to find Tibalt's Trickery, which would "counter" the cascade spell and flip over cards until revealing a big spells, such as, let us say, Emrakul, the Aeons Torn. While this deck did not have many results, people were extremely prepared for it as it was pretty hard to beat without suited hate—for example Mindbreak Trap or Deafening Silence.
With that deck, you simply abuse the London mulligan to find a cascade spell, cast it, and win. Easy. You could also sideboard into a Primeval Titan deck if you wanted to, or use Through the Breach as an alternative way of cheating big creatures into play.
|Trickery Combo by avb, 16th at MTGO Challenge on February 6|
And if a turn three Trickery was too slow, you could accelerate it with Gemstone Caverns and Simian Spirit Guide—albeit at the price of reducing the consistency of the combo as you might reveal the monkey, which in turn you could mitigate by including more big spells in your deck. Here's one such alternative:
|Trickery Combo by Draccon136, 20th at MTGO Challenge on February 7|
This led to the fastest ban list update in Modern's history—which also doubled as the biggest since the year of the format's inception.
Additionally, we are updating the rules for cascade to address interactions in older formats. This rule will be implemented on Magic Online on Wednesday, February 17. The new rule for cascade is as follows:
702.84a. Cascade is a triggered ability that functions only while the spell with cascade is on the stack. "Cascade" means "When you cast this spell, exile cards from the top of your library until you exile a nonland card whose converted mana cost is less than this spell's converted mana cost. You may cast that spell without paying its mana cost if its converted mana cost is less than this spell's converted mana cost. Then put all cards exiled this way that weren't cast on the bottom of your library in a random order."
This rule change of course targeted the turn one Karn Liberated.
What about the cards that Wizards banned? In fact, they could have banned most of them even before Kaldheim given the reasons they gave, but the set forced action, and it seems like they chose to deal with all of Modern's troubles at once instead of eventually having to run multiple updates in a row.
Do you remember when I mentioned earlier that there was no real midrange deck in the format in the past months? Uro, Titan of Nature's Wrath made it so that one could not justify playing a control or midrange deck without it, in addition to being unfun. It also powered shells that could not exist without it doing some things that players felt to be abnormal—like playing a four-color deck without life total issues, or lowering the creature interaction. Even though Uro powered multiple different decks, they all had to play it to be relevant. It was usually followed by Field of the Dead and Mystic Sanctuary, which it helped enable, and which could provide an alternative end game in case Uro was exiled. With Cryptic Command and Mystic Sanctuary, it even provided a pseudo-combo to lock and close the game.
It is worth noting that the word "community" is mentioned five times in the banned and restricted announcement, showing how much Wizards of the Coast took into account the public's feedback when making their decisions. The word "fun" also appears four times, half of the time specifically in the Modern part of the announcement, suggesting that they really tried to improve the gameplay and not just acted based on win rate data as they usually do. We have to assume this was a big reason why they got rid of Field and Sanctuary in addition to Uro.
Last, Simian Spirit Guide (which we already mentioned multiple times for infamous turn one and two kills) and Tibalt's Trickery (immediately mentioned as a test when it was released) were also removed from the format for "fun" reasons. It is logical too, following the ban of Mox Opal one year prior, to reduce the amount of fast mana. After all, Modern is not a format where half the decks run Force of Will to prevent those fast kills that cause so many bad experiences for so many players.
With two weeks of data in the books since the bannings, including events such as the NRG Series and the Manatraders Series in addition to the official events, we quickly got a decent picture of the format, and for the most part, it feels very much like "old-school Modern" to a lot of players. But there are still some recent cards impacting the format in a major way.
Following the bans, people mostly expected a lot of aggro decks to rise on top, especially since they hardly lost anything and were already strong contenders. Rakdos Shadow and Blue-Red Prowess were expected, using 2020 additions such as Lurrus of the Dream-Den, Stormwing Entity, Sprite Dragon, or Scourge of the Skyclaves, as well as your usual Boros Burn.
But the elephant in the room turned out to be Green-White Heliod, another strong contender pre-ban that was not hit either, enabled by another 2020 card, Heliod, Sun-Crowned. Skyclave Apparition proved to be a strong addition as well, giving the deck a flexible interactive tool that Collected Company hits. Pursuing a goal of infinite life, it spelled trouble for most aggro decks and quickly appeared as the deck to beat. (And it definitely was, at least at the Manatraders Series where it had a 12% presence.)
With so many other top-end tools being hit, Green Tron is back as one of the decks with the best late game, quite capable to overpower slower decks, but also able to ignore the infinite life combo of Heliod, thanks to Karn Liberated's ultimate and Ulamog, the Ceaseless Hunger's appetite for libraries.
Last, grindy decks such as Jund Midrange and White-Blue Control were also expected to make a return, as the presumed best slow fair decks. The reasoning was that, without Field of the Dead, which was almost impossible to beat, and without Uro, Titan of Nature's Wrath powering other control shells, white-blue becomes the de facto best control strategy. And Jund Midrange should finally have a spot in the format again following the removal of several cards that went over its head. However, since both decks are mostly based on answers, they were not expected to post a lot of strong finishes in an unknown meta before one could tune them to beat the main competitors.
What has happened so far? Below is the pie chart of the "winner's metagame"—the decks that had a good performance in major events such as Modern Challenges, meaning, in the context of this article, the Top 32 of each, since this is the data Wizards of the Coast provides. In order to compare comparable data, I limited the sample from the two unofficial large events that took place since the bannings to their Top 32 as well, even though we have the entirety of the results from both the NRG Series and the Manatraders Series.
List of MTGO major events between 2021-02-17 and 2021-03-01:
Compared to the pie charts you saw earlier in this article, you may notice that the most represented archetype actually has quite a low presence, at only 7.6%! So the bannings definitely improved deck diversity, though that could decline again once the metagame settles.
Most of the anticipated archetypes are here. Several of them returned to a structure closer to how they looked in 2019, such as Amulet Titan (still keeping the Dryad of the Ilysian Grove/Valakut, the Molten Pinnacle package though) or control that went back to white-blue (with or without Stoneforge Mystic, and with or without a splash). Dredge also reclaimed the title of top graveyard-centric deck from Oops All Spells, and Eldrazi Tron, which was nowhere to be seen for months, jumped back into the rankings it used to haunt. Even Jund Midrange appears again, as do old combo decks such as Living End (even though its current form is not that old school). But maybe you do not know yet what those decks are? My next article will look closer at old-and-new-again decks, as well as provide a more detailed explanation on the way to analyze the data we have.
For example, what if we also checked the win rate of each of these archetypes? It is indeed possible since we have the number of wins and number of rounds for each deck. However, it is quite biased by the fact that our sample only contains decks that already reached the Top 32 of an event, meaning that the computed win rates will be very high. You can think about it the following way: "Among the archetypes that had good results, how good actually were those results on average?"
Here is a quick glance at what we will do. Below is the graph displaying only the archetypes with a presence above the average presence among all the archetypes. The archetypes are positioned relative to their presence on the x-axis and relative to their win rate on the y-axis.
Last, through a combination of both metrics, the presence and the win rate, we can provide a data-driven tier list for the main Modern archetypes!
Do you want to know how this tier list is created? This will be the goal of the next article, which will contain even more data as there will be more events by then.
Hopefully this could shed some light on the format if you did not know it well before, and if you did, you might have learned some historic details and at least could make use of the last part.
See you next time for a deeper analysis of this new Modern!
Opinions expressed in this article are those of the author and not necessarily Cardmarket.