Modern Deck TECH: Boros Ponza

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In today's article, we'll explore a classic deck that, thanks to a new approach, has become popular among Modern players. Boros Ponza is here to remind us why land destruction is fair!

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Tradotto daJoey

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Rivisto daJoey

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Introduction

Modern is going through a weird phase: Control and midrange decks don't have to adhere to the most traditional structures to compete with other decks. In today's article, let's see how one of the most beloved Modern archetypes has performed in the current meta and explore its main strategies. We'll also show you why land destruction is a beautiful, fair strategy.

Modern LD

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Price of Freedom sums up what Modern Ponza is all about really well. This card destroys an enemy artifact or land, then lets the opponent get a basic land and put it in play, tapped. It's not exactly a pure land destruction card, like old Ponza used to play, but it works really well. Particularly considering this entire list is built to make each delayed turn matter a lot.

The difference is that modern Boros Ponza doesn't really need to get the opponent to 0 mana to win. Oftentimes, you just need to swap important lands for basic lands, which are usually rare in Modern, hit the right mana color, break a utility piece, or remove a relevant artifact.

As we'll see further on, this deck plays lots of similar effects. It is clearly what Wizards of the Coast has envisioned for this type of effect, which is so despised by the community.

The Deck

In today's article, we'll explore a Boros Ponza list that got to the top 4 of an MTGO Challenge (120 players) in the hands of a player called McWinSauce. This build uses white and red to attack lands, control the board, and force the opponent to go slow. Ponza is not about winning quickly, but you don't really want to let your opponent get comfortable enough to progress their main game plan uninterrupted.

Here it is, all 61 cards of it:

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A Ponza Scheme

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The main structure revolves around land destruction. Cleansing Wildfire is already known for its role in strategies that mess with the opponent's mana base but don't necessarily prevent the opponent from playing. Players also use it to ramp when they have indestructible lands. It destroys a land, lets its controller get a basic land, and then draws a card, so it refills itself.

Field of Ruin and Demolition Field are similar. They don't win the game by themselves, but they punish greedy bases by restricting them to basic lands, removing important lands, and delaying the opponent bit by bit. In a regular Modern match, swapping a special land for a basic one is often already enough to drive the opponent off-course, particularly if they were on their way to a perfect curve.

Sunken Citadel is quite helpful in this case. With it, you'll be able to activate these utility lands and create 2 mana at once. This matters a lot considering this list uses lands to interact but still needs enough mana to play removals and control spells.

Controlling the Board

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High Noon adds another layer to the Ponza game plan. Restricting each player to one spell per turn will considerably change how the opponent needs to play, particularly when you're also hitting their mana base. Against decks that rely on long sequences, like Ruby Storm, this card will often buy you a lot of time or just disable the opponent's strategy completely. Against other decks, it forces the opponent to pick each spell they play carefully.

The interesting detail is that this deck was built to work with this restriction in place. Lots of your interactions are permanents or impact the board directly, like board wipes that even things out when the opponent managed to develop more creatures. Wrath of the Skies is one of the best cards in this sense, as it clears cheap permanents, is quite versatile, and deals with boards that grew too fast quite efficiently.

Rest in Peace in the main deck fits this idea of disabling enemy plans. Not every deck will react to it in the same way, but there are many strategies in Modern that use the graveyard as a resource, even when it's not the main game plan. This list plays two copies of it in the main deck, so it's clear it prefers wide answers and accepts that some of them are better in certain matches than others.

Removals and Stability

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Erode is pretty new, but it has already become the golden standard. For one white mana, it destroys a creature or planeswalker and lets its controller get a basic land from their deck and put it in play, tapped. This fits this list's main game plan really well, as you're ready to attack any lands the opponent gets, whether that's from their own cards or yours, and will also limit how many spells they play per trun.

Path to Exile is similar. In many decks, giving a land to the opponent might be too costly. But this Boros list isn't that concerned with how much mana the opponent has. Instead, you're more interested in controlling which type of mana they have and how fast they can move. If the creature you remove with Path to Exile was about to create an advantage or put pressure, then it's usually worth it.

Galvanic Discharge is a cheap red removal. It's great against small creatures and gives this deck an efficient way to not lose in the first few turns. As for Avengers Disassembled, it is a bit more flexible. It can deal 3 damage to a creature, destroy a land, or both when the match needs it.

Win Conditions

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Boros Ponza doesn't play many traditional win conditions, and that makes sense. This archetype has always struggled to end games. First, the idea is to dismantle the opponent's plan, clear the board, and use the time you bought to create an advantage. Eventually, you'll end up winning.

Solitude is one of the main ways to do that. It is a removal that stabilizes the game once big creatures enter play and then can attack. When you have already removed all the important enemy lands and restricted the opponent's options with High Noon, a Lifelink body is often enough to end the game safely.

Castle Ardenvale is also critical in this game plan, as it lets you create tokens in long matches and doesn't force you to spend a spell slot. The Legend of Roku is the card that most looks like a traditional finisher in this list. It only plays one copy of it, but it can create an advantage that later on will turn into a big threat. It also doesn't need to enter play early to do something.

Mana Base

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The mana base is an important part of this list, considering it plays lots of utility lands and needs to cast white and red spells early on. Cori Mountain Monastery fixes your mana for you, comes into play untapped when you control a Plains or an Island, and creates red or white mana.

Sacred Foundry creates your two main mana colors, while your basic Plains and Mountains make this deck less vulnerable to your own cards and effects like Path to Exile. Sunken Citadel is extremely interesting in this case. It makes lands like Field of Ruin, Demolition Field, and Castle Ardenvale a lot better and makes your mana base part of your control game plan.

Sideboard

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This sideboard reinforces a few pillars that are already part of the main deck. The extra copies of Rest in Peace make the plan against graveyards more consistent, whereas Deafening Silence and Calamity's Wake are great against decks that want to play several spells in the same turn or rely on a single, decisive turn to win.

Vexing Bauble will deal with spells that were cast for 0 mana, something that sees play in Modern in multiple ways. It's cheap, simple, and fits the idea of forcing the opponent to play slower and more honestly.

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Kataki, War's Wage and Wear//Tear are useful against artifacts and enchantments. They give you extra answers for permanents that can survive the main game plan. Celestial Purge deals with red and black threats, while Reprieve buys time against important spells but doesn't force you to play blue.

Kaheera, the Orphanguard is in this list as a companion, and you'll find that it meets its creature condition. It's not the main point of the game plan, but having an extra card in long matches with decks that want to stretch out the game is often great. It also buffs your Solitudes.

Final Words

Land destruction is fair, and I'll die on this hill until I play my last MTG game. Ponza is a great example of that. It controls the entire game but struggles to end it. This version, for instance, plays just a few threats and relies a lot on small tokens created by lands to win. Still, it is a fun option and adds more strategies to the meta.

What do you think? Tell us your thoughts in our comment section below.

Thank you for reading, and see you next time!