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Pioneer Qualifier Report - Top 8 with Boros Feather

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Hamuda's report of his Top 8 placement on the March 18 Pioneer Qualifier, with info about starting hands, sideboarding and matchup stances!

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Helllo everyone. My name is Hamuda!

Today I'm reporting about the March 18 Pioneer Qualifier, the first major post-ban MTGO Pioneer tournament.

Basically, I've always played with decks that used Lurrus as a companion and the only viable option that was easy to adapt for me was Boros Heroic — I just had to go back to playing with Feather, the Redeemed. This card is already recognized as a powerful payoff in the deck's dynamics, but the companion could be more consistent because it was, in theory, in your starting hand.

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Although I don't agree with the ban, it ended up being beneficial for Boros Heroic: it was one of the decks that least used it, but was kind of forced to play with to Companion to try to extract value in matches to keep up with opponents.

Post-Ban Boros Feather

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In this list I didn't think twice, I put 4 of the two best cards in my opinion, which would be Dreadhorde Arcanist and Feather, the Redeemed. Although one of them is legendary, you want to see a copy in your hand, besides that, both are the famous lightning rods, and decks that have the opportunity to remove them will do so! Everyone who has played against it knows how hard it is to get back into the game when your opponent untaps with Feather.

My sideboard was planned to face decks like Winota, Phoenix and Mono Red, as they seemed to be the most viable options for this tournament. However, the sideboard unfortunately lacks cards against the possible best deck of the format, UW Control.

Round 1 vs UR Phoenix — duke12 (2-0)

This is a favorable matchup for the deck, as its removals involve dealing damage rather than directly destroying. Thus, Favored Hoplite is an MVP here. Our main concern is with Stern Dismissal or Brazen Borrower, so it's important to save cards like Gods Willing for this interaction.

Another concern is a turn two Thing in the Ice, which we have to deal with right away with Reckless Rage. The rest is about managing damage and not being so proactive that your opponent can double removal in response without having the means to interact with them.

Game 1

Starting Hand

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First game was on the draw. Two Needleverge Pathway can be dangerous because we often want at least one land to generate both mana, it's still a keep given — the rest of the hand with that much red drop makes it easier to choose the color of the first land drop.

What often happens in this game when you're on the draw is you make your creature and it dies since there's no way to protect it. In this case, I had four creatures, so I didn't mind disposing them, plus I found a Favored Hoplite right on the first draw.

As I imagined, my first drop, Soul-Scar Mage, was instantly incinerated, but to my surprise, when I played Dreadhorde Arcanist on the second turn, my opponent let me untap it, and decided to cast Expressive Iteration + Opt.

Consequently, it was a turn that I took advantage of to build a better board with Monastery Swiftspear, Favored Hoplite and a protection in my hand. That was enough to snowball the opponent with Ancestral Anger and Reckless Rage, and guarantee the win.

Sideboard changes

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We can make the argument that Rest in Peace is counterproductive with Dreadhorde Arcanist, but I still prefer to leave a certain amount of them. Depending on how you play, you can take value from Arcanist before exiling the graveyards.

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Boros Charm ends up being a slower interaction, and the most relevant mode, which is to protect your creatures, Fight as One does better. Finally, we have Rending Volley, which is necessary as the most dangerous card for us is Thing in the Ice.

Game 2

Starting hand

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My opponent mulled to 6, which contributed to this keep without creatures, since even though he had a Thing in the Ice turn 2, and I didn't draw creature, I would have the answer to kill it and even could use my cantrips on it to try and find a creature, plus the Titan's Strength, which usually protects the creature from the first burn spells. Overall, it wasn't a good hand, but in this situation it was a keep for me!

My first two draws were Monastery Swiftspear followed by Dreadhorde Arcanist, but there was no game this time. My opponent kept with an Island, cast Opt, Consider and didn't find the second land, so he conceded the game.

Round 2 vs Bant Spirits — remf (2-0)

Another favorable matchup for our deck as it doesn't have as much removal interaction, and a resolved Dreadhorde Arcanist or even Feather, the Redeemed often takes the game alone.

Reckless Rage is often the decisive card of the game, so it is critical to know how to use it, and not allow a Spell Queller to counter it. Overall, it's knowing how to play around the possibilities of this deck, which are many, but very manageable for us!

Game 1

Starting Hand

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I was on the play, thinking "if I draw one land, the game ends". I had the best one drop and the best two drop, on the play, against a deck that I know wouldn't solve my threats. But I went to draw a second land only turn 4, after casting cantrips on Favored Hoplite in the previous two turns.

Luckily, my opponent didn't come up with an aggressive hand. He started with 2 Gilded Goose, Selfless Spirit and only one Lord, Empyrean Eagle. This gave me time to hit with my only creature and deal some damage, later developing a late board, being enough to deal the final points of damage and guaranteeing me a victory.

Sideboard changes

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For starters, I forgot to put two Hushbringer, which is great against their deck, as it counters Spell Queller and Skyclave Apparition among some other synergies.

I added in 3 Redcap Melee even though I knew I would possibly have to sacrifice a land, I still really like the idea of having more spot removals. A tip for those who don't know: when you have a Soul-Scar Mage in play, as the damage is in the form of counters, you don't need to sacrifice a land.

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Game 2

Starting Hand

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Excellent starting hand on the draw, we have a lot of interaction and a strong creature if it stays on the field.

My first two creatures, which were a turn 2 Dreadhorde Arcanist and turn 3 Feather, the Redeemed, were exiled by two Skyclave Apparition - however as my hand had 3 removals, I was able to interact with them by killing the one that had exiled a CMC 3 to block the one that had CMC 2.

He tried to interact with a Spell Queller (3 creatures that Hushbringer would have countered), but I had removal for everything, and this game ended up being me winning with illusion tokens and copies of Ancestral Anger and other interactions.

Round 3 vs UW Control — Vampirex_ (2-1)

Probably the most complicated matchup after the new set: this deck gained two powerful cards against creature decks, which are March of Otherworldly Light and The Wandering Emperor.

It is necessary to read the opponent's hand very well and try to guess the interactions they might have in hand, there are many and that is why it is so difficult. The only way I see myself winning is with an eventual Boros Charm because all modes are relevant in this game. Another way is with a Feather, the Redeemed trying to generate value with the cantrips and even Gods Willing.

Game 1

Starting Hand

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I kept a horrible starting hand against many decks, especially a UW Control, but I was happy to see Feather, the Redeemed and 4 lands getting a chance to spin the synergy gear.

I ended up drawing a one-drop on my turn 2, and I cast it, making me at least have a clock. My opponent ended up spending two March of Otherworldly Light to kil it, since the first one I protected with a Gods Willing.

After that, something unexpected happened for me: I managed to cast Feather, the Redeemed + Gods Willing which I bought and stabilized a board with protection, as the Angel usually suffers for Supreme Verdict. That was enough to interact endlessly and draw cards to win the game!

Sideboard changes

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Simple sideboarding, I believe 90% of the time Reckless Rage is a dead card and Play with Fire manages to do a bit better. What I could bring in is Wear // Tear to destroy Portable Hole, I believe I'll do that later on. Fight as One is probably the card that wins the game when your opponent taps themselves out to cast Supreme Verdict.

Game 2

Starting Hand

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This time, I had a decent starting hand, As fast as my deck is, UW's interactions usually cost an extra mana, taking Portable Hole, and that was enough to keep up with my game, with Censor on two, Fateful Absence on turn three and The Wandering Emperor on turn four, while I drew lands and more creature interactions, and Teferi, Hero of Dominaria on turn five sealed the coffin.

Game 3

Starting Hand

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An ok hand on the play, but I believed in the tapped land on my opponent's turn 1, which would let me dodge a turn 1 Portable Hole, and that's really what happened.

I ended up drawing another Favored Hoplite and was able to proactively Gird for Battle on turn two since I didn't mind one of them being exiled. That's what happened, but I ended up having a good clock, with backup protection, and an eventual draw on Boros Charm ended up sealing the match with a double striking creature and Gods Willing backup.

Round 4 vs UR Phoenix — Condescend (2-1)

Game 1

Starting Hand

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I mulled to 5 on the play, putting down a Gird for Battle and a Feather, the Redeemed. I played proactively, casting my creature, turn 2 I drew a land and made the other creature, but my opponent played a Thing in the ice turn two.

He didn't have to remove anything, I even managed to deal some damage, but it wasn't enough — the transformation finished the game.

Sideboard changes

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Game 2

Starting Hand

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Great starting hand, despite not being able to protect my one drop effectively. I even played one on turn two, bluffing an instant interaction, and was rewarded by drawing turn 3 and being proactive with Ancestral Anger, thus managing to respond to my opponent's plays.

The game unfolded in him doing something and me responding with other cards. Feather, the Redeemed was removed, but I managed to take advantage of the value by casting a Reckless Rage on a Thing in the Ice making a 2 for 1 and growing Favored Hoplite, and it did all the damage in the game itself.

Game 3

Starting Hand

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On the draw mulling to 6, I put down a Ancestral Anger because it's a sorcery, and we want instant cards mainly on the draw.

My plan was the same, given that I only had one creature, I did the first one on turn two with protection backup, I ended up drawing a Favored Hoplite on turn two, but no problem, the more creature in the early game, the better.

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My opponent was developing his game with cantrips and trying to kill my creatures, I was causing some damage, the problem was that I had no evasion and my opponent ended up putting three Arclight Phoenix in play. I even had a way to kill them, or make him block, but he would probably bring them back, making me spend resources in vain. A top deck in Feather, the Redeemed got around all of that, so as long as I had mana, I could play around anything — and that was enough to win the game.

Round 5 vs UW Control — Kogamo (1-2)

Game 1

Starting Hand

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I think this was the worst keep I made on the draw, it's not good against any deck in the metagame. I was obviously punished, casting the only creature I had during the game on turn four, thinking that if I did, I could protect it from removal — It was countered by an Absorb and I gave up right away.

Sideboard changes

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Game 2

Starting Hand

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I mulled to 6 on the play, putting down a Ancestral Anger. A great hand with two creatures with haste, I still drew the second land on turn two.

I don't know if I played it right, but I chose to cast Ancestral Anger rather than Gird for Battle, thinking that the draw would be better than an extra damage that turn. My opponent exiled one of the Monastery Swiftspear and then the Dreadhorde Arcanist, and to finish a Wrath when I played another one drop. Only I had Fight as One to protect one of the creatures and in the back I managed to deal enough damage for Boros Charm to win the game, even if he killed my only creature.

Game 3

Starting Hand

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I mulled to 6, putting down a Battlefield Forge. The expected happened, I was overwhelmed by the opponent, I cast Dreadhorde Arcanist on turn two — I thought I was going to get a Censor... and I did, only with another name: Jwari Disruption !

Absorb, Absorb again… and the creatures that resolved were exiled, I was silly with two Fight as One in hand wanting it to be Gods Willing. I drew a good number of creatures, and none stayed on the board. — I had a 0 chance to win this game.

Round 6 vs Mono Red — Rhianne (2-0)

This match is good for us, the only thing you can't do is allowing their removals to be effective while they damage you with prowess creatures. Soul-Scar Mage can be dangerous, so it's important to try to remove it with Reckless Rage or combat as soon as possible. Another way we can lose is mainly game 1 on the draw, when the opponent casts a turn 2 Eidolon of the Great Revel, and we have no answers to it.

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Game 1

Starting Hand

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I kept on the draw, thinking “please let it be a creature deck” and it was. Strong hand against any creature deck, however, my lands punished me a bit in the early game against burn.

I only went to cast a creature turn two, so that if he had any interaction, I could respond, and if he didn't do anything I wouldn't either. Playing this way helped me buy time, to the point that turn 5 I stabilized the board with 8 life and a Feather, the Redeemed on the board. He had 5 creatures and I had two, so I couldn't attack yet, it was a top deck mirror for four turns, but I had scrys between my opponent's mainphase 2 and endstep being able to change the top with the recursion of something with scry and Feather, the Redeemed, and that gave me better spells, so I could eventually finish the game.

Sideboard changes

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I probably got my side out wrong, cards like Titan's Strength serve as protection many times. I was afraid to remove all the Ancestral Anger because it's practically a free trigger engine for creatures. Also, I should have added the second Play with Fire, as it's important to respond to starting creatures as soon as possible.

Game 2

Starting Hand

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Great starting hand on the draw, and my first draw was still a Redcap Melee, but my opponent came swiftly on play with two Kumano Faces Kakkazan, Light Up the Stage and managing to fit damage with Eidolon of the Great Revel + Monastery Swiftspear.

I had to play too reactively, I went to stabilize the game at 2 life, both Needleverge Pathway were to red while my only white source was Battlefield Forge. I drew an Inspiring Vantage followed by the game's saving card, which was the one-of of Light of Hope, as my opponent left me with 1 life with Chandra, Dressed to Kill. Also, I got the miracle answer to the topdecked Bonecrusher Giant, so I stabilized at 3 life, my opponent drew lands, and I won the game with the creatures I had left on the board.

Round 7 vs 4C Yorion Fires — HouseofManaMTG (2-1)

I feel this match is even, as we are up against an 80-card deck that has an answer for everything, but sometimes fails to draw in the wrong order, while our deck has consistency.

Sometimes cards like Reckless Rage win the game while in other games they are dead in the hand, this serves to Gods Willing too. It's good to leave them because when they fit well, it's usually enough to win the game.

Game 1

Starting Hand

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A risky hand, but worth keeping on the play. I won exactly on turn 4, as my opponent on turn two chose to exile my Monastery Swiftspear with March of Otherworldly Light, letting the Dreadhorde Arcanist untap, and the draw of a Monastery Swiftspear with double Titan's strength did a lot of damage, for the subsequent turn I dealt even more damage with another spell and ended the game.

Sideboard changes

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This was the worst side I did during the tournament. I knew it was possibly a Fires deck, but I ended up not bringing in Wear // Tear, Light of Hope, keeping Reckless Rage because his deck involves creatures...etc.

Game 2

Starting Hand

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Mediocre starting hand on the draw, but there were creatures, and I thought the opponent's idea was to keep hands with amounts of removal, rather than progression of the game itself.

Like it or not, there were creatures at t1, t2 and t3, and that's what I did. But my opponent played his game, and turn 4 with Fires of Invention + Esika's Chariot was enough to buy time, then he blinked it with Yorion, Sky Nomad, until a Supreme Verdict and the only spell I draw for like 8 turns was 1 Reckless Rage, which wasn't enough. I believe that if I had at least one Fight as One, I would stand a chance.

Sideboard Changes 2

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Game 3

Starting Hand

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Insane hand on the play, curved with interaction for enchantments, a card that draws and if the Dreadhorde Arcanist survives it shines even more.

My opponent was safe this time and respected the creature in two, and exiled with March of Otherworldly Light exiling from his hand a The Birth of Meletis, but the stars aligned, my opponent left both Monastery Swiftspear on the board and the only interaction was via blocking — and I simply drew 3 Reckless Rage until turn 6, which was enough to secure the prowess and win!

Round 8 vs Lotus combo — Yerffej03 (2-0)

That opponent was 7-0 and conceded.

Round 9 vs UW Control — Kogamo (0-2)

Here was my defeat. I just didn't have a chance in both games — there's not much to comment on, the opponent really curved well with removals and played his bombs properly

Conclusion

I didn't think I would make it this far, but I played well enough for it.

Boros Feather is a deck that benefits reading the game more than anything else – knowing how to use interactions at the right time, bluff successfully and keeping hands right guarantees games.

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With the rise of UW control which, I think, is the best deck in the format, it might be a good time to try out creatures with Haste, like for example Tenth District Legionnaire, since almost every game there was something missing to finish it off. Even adding more Boros Charm can come in handy.

I hope you liked this report and see you next time!