Recapping the Pioneer Trial at NRG St Louis

Updated:
Explore the highlights and key moments from the Pioneer Trial at NRG St Louis. Discover top deck strategies and standout performances from this MTG event!

This past weekend was an action-packed NRG Series event that featured a large Modern tournament, and a large Pioneer tournament. Given that I have a good bit more knowledge of Pioneer as a format, and that it is Pioneer RCQ Season, I wanted to go over the results for this, and examine the interesting results that we had in this tournament. It was won overall by Azorius Control, and I found that to be particularly interesting because it is an archetype that is not often played currently in Pioneer, as there are so many aggressive decks that are popping up that can deal with it efficiently. There are also a lot of discard decks that can sniff out the relevant answers that Azorius often has. I think it is really something to take note of, because we could see this deck become more popular in the next few weeks. Something else that I believe to be noteworthy is that the tournament took place in St. Louis, Missouri. The reason I think this is relevant is that MTG Events seem to have different results in different parts of the country - at least on this scale. In all of the RCQs I've been to and seen results for in my home state of Pennsylvania, I haven't even seen Azorius make top 8. I think it speaks to the different player bases that we have all across the country, and the world. Although this deck won, Mono Green Devotion took second place, and the rest of the top 8 was rounded out by the usual Amalia, Phoenix, and various other meta aggro decks, the deck that I really wanted to focus on that is something we haven't seen too much of before is Izzet Ensoul. This deck took third place in the event, and appears to be pretty well positioned overall. The deck is capable of doing ridiculous amounts of damage and killing the opponent very early in the game.

Total Cards:

The deck largely centers itself around having an indestructible artifact land that they can enchant go make it a creature with five toughness. Sounds like a silly concept, but in the pioneer format, it is incredible effective against most decks. It requires them to have exile or an edict effect, and they can't simply kill it with damage. Since it runs blue, it also is able to out-tempo the opponent with efficient counter spells that can allow their damage to get through, or at least to protect their indestructible creature. 

Relevant Cards

This is one of the cards that allows the deck to explode for tons of damage out of nowhere. Most of the time people are so concerned with the fact that a random artifact became a five power creature out of nowhere, that they completely forget to play around this card too. The deck also does a great job of efficiently putting artifacts onto the board with the plethora of two for ones that it has.

This is the main card in the deck. We are looking to enchant Darksteel Citadel, and we can enchant it as early as turn two. It won't be ready to swing, but we can get it ready for up to 10 damage on turn three with Shrapnel. The deck ideally wants to ensoul onto this land because it is indestructible, but it won't hesitate to put it on any artifact, especially if the opponent does not appear to have any answers for what is about to happen. 

This is another spell that can immediately be a good top deck and allows the deck to be pretty resilient. We can cloak the top card of the library, and the creature that is creatred will have ward. It also can't be blocked! Even if the opponent does manage to remove the cloaked creature, we can also pay to pick up the coat, and then simply recast it. I think this is the card that really green lights the deck. Yes, ensoul on the artifact was a cheeky combo, and shrapnel allowed for great damage, but this is the card that can really close it out in the late game when we need to get through with the final damage.

This card in here as a three of is something that makes everyone think twice. The best part about the tempo and pressure of the deck is that they can't really afford to think twice. It is often a scenario where you simply have to cast your removal into open blue mana and just pray that they don't have the efficient tempo counter. This allows the deck to protect it's creatures, deal with possible discard spells, or possibly even counter a planeswalker that may look to take over the game. 

Possible Bad Matchups for the Deck

Ensoul is an aggro/tempo deck. It wants to win quickly before the opponent can stabilize, and overwhelm them with large creatures that popped up out of nowhere. Although the biggest threats in the deck have five power, there are some decks that have larger creatures who are able to profitably block ensoul's large threats. This can definitely create a problem, as the ensoul deck has to rely on damage based removal, and since all of the spells in the deck are pretty cheap, they aren't doing tons of damage. This ensoul deck lost in the semifinals at NRG to Mono Green Devotion. That makes sense, because Mono Green is one of the only decks that can get huge creatures on the board and stabilize themselves with them faster than the ensoul can animate their artifacts. 

The deck also tends to struggle against discard decks, particularly Waste Not, because of both the efficient removal, hand disruption, and a plethora of edict effects. Waste Not is also a deck, that if allowed to stabilize, easily amasses much more value than the ensoul deck. It is definitely a matchup, however, where ensoul can win from bad draws, or general inefficient play from the Waste Not opponent. The biggest thing about the ensoul deck is that it always has a chance, because it is ready at any time to do heaps of damage out of thin air. Some decks are happy to play their three mana creature or planeswalker on turn three, while ensoul is ready to hit you in the face swiftly for ten damage.

Rate this article
I am a Magic The Gathering competitive player, and streamer. I specialize in homebrew decks. My favorite formats are: Standard, Pioneer (Explorer on Arena), and EDH. I first started playing MTG in 2001, and have played on and off since then.

Check out more content by Numbskull

Explore the power of Rakdos Dragons in this midrange Magic: The Gathering deck. Unleash combos, removal, and ramp for competitive edge in Standard.
This Deck is Sneaky Good! Get Ready for RAKDOS Dragons!
You didn't think I could only give you one dragon deck, did you? I honestly saw too many fun options to do just Boros, so today I'm bringing you another. This one steers toward the more midrange, good ol' honest Magic side of things. I wanted to center a deck around something that is more consistent with the status quo of dragons: carnage and destruction. We have plenty of removal in this deck, and a creature that doubles as a board wipe when needed. Since we aren't doing a super fancy combo in this deck, I wanted to add element of ramp to get to the higher mana spells that we have in the deck. We will be able to use early creatures to help out with that, and also a new fancy artifact. We will torch the board and force our opponents to be more resilient than we are, while flying over the top of what they might manage to keep on the board. Let's take a look at the deck and then I'll tell you some of my favorite things about it. You can see some of the fun that we will have right off the bat with this deck. We are looking to smash aggro decks, and still punish other decks that don't play to the board. Although this one has fewer dragons on paper, we have a few permanents that can actually turn into them, and this leads to some cheeky interactions. Let's check out some of the new cards from Tarkir Dragonstorm that are in this deck, and then we will go over some fun combos! Key New Cards
Explore the best color combos for aggro decks in MTG with our Mardu Combo deck. Discover key cards, strategies, and new mechanics like Mobilize!
It's Time to Mobilize the Aristocrats with Mardu Combo!
There is an ongoing argument in both Standard and Pioneer currently. What color combination is the best for aggressive decks? We have seen people try out Jeskai Aggro to try and incorporate the best of both worlds between Azorius Aggro, and Boros Aggro. Some like to stick with Gruul Aggro because of the high rolls that it allows for, and there is also an argument that sometimes all you need is mono red - and the results have proven as much in major events. There has been a bit of a surge of some Mardu Aristocrat/Sacrifice decks, and today's list will follow that to some degree. We went a little bit more aggro-based, but there is a combo element to it, along with a healthy sideboard that should provide for balanced gameplay. We will look to get a bunch of creatures onto the board, and then create a bunch more based on the amount that we have, while punishing the opponent when they die. If that isn't enough, the go-wide strategy should also allow us to swing for ample damage at an ample pace.  A new ability called Mobilize that is being brought to us in Tarkir Dragonstorm is going to allow us to pull off some pretty powerful swings in combat. Mobilize allows us to create a bunch of tapped and attacking 1/1 tokens based on either the number behind it, or circumstances that pertain to "X." Something that is particularly fun is that we can benefit from our creatures dying, because the mobilize ability requires us to sacrifice the creatures that we get from mobilizing at the beginning of our end step. This is yet another deck that can allow us to win on the end step which is always fun. Another fundamental reason why I think the deck is good is because we are rewarded for something that would normally be considered a setback. If you find enough ways to turn negatives into positives, it usually can translate into the small margins that win you a match. Enough of me blabbing. Let's take a look at the cool new cards! Key New Cards
Explore the latest Demon deck in Magic: The Gathering's Tarkir Dragonstorm set. Enhance your strategy with new cards, graveyard combos, and potent threats.
Demons Are Getting New Toys, and This Deck is ROTTEN
We have seen the vast majority of the cards that will be released in Tarkir Dragonstorm, and the excitement is definitely building. Magic players are expecting this to meet the hype that Duskmourn brought us, and hopefully more. We were left a bit underwhelmed with Aetherdrift, but this is proving to be all but a filler set. It's something that is so easy to be excited for. Who doesn't love dragons?! Anyone with an ounce of nerdiness is interested as soon as they hear the word. Although I don't have a dragon deck for you today, I am going to do my obligatory Mono Black Deck for the new set. If you have read my articles in the past, you know that I do one every set - and this one is no different. We finally have enough cards from Tarkir to give me what I needed to make a new-and-improved Demons list for you. We have a new one that will let us pull off some combos on earlier turns, and hopefully have a better body early on to put pressure on aggro decks. I think that should give us a better shot against the meta, since the threat of a 5 damage crackback can definitely give someone extra things to consider in combat phases. He also isn't a bad creature to discard, as he has an ability to activate from the graveyard. This will help us against the bounce/pixie decks. We have ample graveyard hate and removal for the graveyard combo decks, so I like most of our matchups against the current meta. The only thing we will have to see with time is if the meta shifts with this monster of a new set. We really have some fun cards to add here, and we are adding another type of threat to the deck. We have historically not used our graveyard for much, but now we are able to get additional value from it with a new addition. Our sideboard even has a dragon with an adventure that reads like The Meathook Massacre! I've said enough, let's check out these cards. Relevant New Cards
Unleash your MTG prowess with our Boros Dragons Standard deck! Discover free dragon combos, new Tarkir cards, and turn 4 wins in competitive play.
Free Dragons = Turn 4 Wins!
We are officially in the perpetual spoiler season of the MTG year, and Wizards has not been disappointing us. Most people can get behind a set centered largely around dragons, and it definitely helps that the plane itself is one that we have wanted to see them bring back for a long time. Over a decade later, we are going back to Tarkir. I played a good bit of Magic and did a lot of deck building the last time we had some fun dragons on Arena, and I knew that this set was going to call me back to those days. My favorite archetype a couple of years ago was Boros Dragons. I largely played that in the Alchemy format, but I am going to bring you a Boros Dragons Standard Deck today. We are going to take advantage of a combo that is used in Standard currently, but we are going to use a different payoff this time. We are going to cast dragons for FREE and then either they will have the opponent dead just from entering, or we will hopefully have a way to give them all haste! We will take a look at the new cards that are awesome. Then I'll let you know about the combo that will help us get there. We want to keep the board as clear as we can for our dragons and then slam them all on the board at once to clean things up. We also have some smaller creatures that we can use to chump block earlier in the game. When needed, we also have board wipes to deal with other creatures. New Cards from Tarkir Dragonstorm
Explore a Magic: The Gathering deck using Monument to Endurance for cleanup step triggers. Enhance your strategy in Standard's competitive scene.
I See a Monument and I want it Painted Black
It's been a few weeks since Aetherdrift came out, and we are starting to see the cards that are standing out in the meta. We didn't expect the set to change things too much with regard to what we have been seeing. What we did get from it is a nice supplement to many other decks. Although we did not get a ton of format-shaping cards, we have seen a couple that have lit up fringe archetypes. What I've brewed for today plays off of a familiar archetype, and it was one that we kind of already had, but it allows us to pivot in a certain way and get additional value from it that we may not have gotten in the past. One of the biggest things that our deck can do is have plenty of action on the end step/cleanup step. It's an interesting scenario because usually when we think of the cleanup step at the end of each turn, we remove damage, and we discard to hand size. Usually discarding to hand size is pretty much the final step, and there aren't any triggers... until now. We will be using Monument to Endurance to have triggers when we discard to hand size, and get additional value from it. Now we don't care if we end the turn with nine or ten cards in hand, because we are going to benefit from it. This will help us possibly get in some finishing damage against our opponent, or get extra value. It is worth noting that this will cause triggered abilities on the cleanup step, and this is something that our opponents can respond to. This has historically been a point in the turn where no player can respond to actions. We'll take a look at the relevant cards in the deck, and then I'll detail a few fun combos that we may see during gameplay. Relevant Cards
Explore the new MTG Arena Achievement System: its pros, cons, and potential improvements for a fairer economy and better player experience.
We've had a Couple of Weeks to Try Achievements on MTG Arena, and I have Opinions
The economy on MTG Arena has always been a pain point, and a grand debate over how far a digital version of a card game should go to ensure players feel as if they are getting proper value for their time. Wizards has two different versions of its beloved game on the internet, and they both seem to have their benefits and drawbacks. On February 11, Arena launched the Achievement System to reward players for hitting milestones in-game, and completing specific tasks. While it is always fun to do these kinds of things in each game, something that gamers always do is assess whether the reward for doing so in-game is worth putting forth the extra effort for the task. While there are some things in the achievement tab that I believe to be kind of fun, and certain things that I know people will want, I view the entire thing as largely a waste of time. Today we will look at why the new feature on Arena simply isn't enough for what the game should have, and what it could be. The Good and The Bad There are plenty of things that we love about Arena, with how it is the easiest way to play our favorite decks from Standard, and not spend thousands of dollars in doing so. It is probably the most efficient way to try out decks. We also love the wildcard system. Although it is not the easiest to obtain them, it is great that a rare/mythic wildcard could buy a rare/mythic card that is of any value and it still just costs one wildcard. This was especially helpful in getting a play set of Sheoldred, the Apocalypse. I still don't have a play set in paper simply because I don't want to spend that much money on it, but on Arena it was easy. I had the wildcards to do what I needed. The only part where this may be lacking is the economy itself. What if we could earn wildcards for hitting certain achievements (I.E. the achievement tab giving us wildcards instead of sleeves, etc.)? I believe that the rewards from this new feature being solely cosmetic underscores the ongoing issue of the economy on Arena simply not being enough for us. 
Explore the power of Rakdos Dragons in this midrange Magic: The Gathering deck. Unleash combos, removal, and ramp for competitive edge in Standard.
This Deck is Sneaky Good! Get Ready for RAKDOS Dragons!
You didn't think I could only give you one dragon deck, did you? I honestly saw too many fun options to do just Boros, so today I'm bringing you another. This one steers toward the more midrange, good ol' honest Magic side of things. I wanted to center a deck around something that is more consistent with the status quo of dragons: carnage and destruction. We have plenty of removal in this deck, and a creature that doubles as a board wipe when needed. Since we aren't doing a super fancy combo in this deck, I wanted to add element of ramp to get to the higher mana spells that we have in the deck. We will be able to use early creatures to help out with that, and also a new fancy artifact. We will torch the board and force our opponents to be more resilient than we are, while flying over the top of what they might manage to keep on the board. Let's take a look at the deck and then I'll tell you some of my favorite things about it. You can see some of the fun that we will have right off the bat with this deck. We are looking to smash aggro decks, and still punish other decks that don't play to the board. Although this one has fewer dragons on paper, we have a few permanents that can actually turn into them, and this leads to some cheeky interactions. Let's check out some of the new cards from Tarkir Dragonstorm that are in this deck, and then we will go over some fun combos! Key New Cards
logo

By joining our community, you can immerse yourself in MTG Arena gameplay. Watch matches, engage with content, comment, share thoughts, and rate videos for an interactive experience.

Follow Us

LATEST VIDEOS