
Introduzione
Hi everyone, I'm Edoardo Bardi, Edo_01 on MTGO, from the Lega Pauper Torino.
This weekend I made the Top 8 at Paupergeddon in Lucca, during the Eternal Weekend.
Up until two weeks before Geddon, I had no doubts about the deck I wanted to bring: I would have chosen High Tide, a deck I'd been playing for some time and which had already allowed me to achieve a Top 16 finish at the last Geddon. The members of the now-disbanded Wave Gang, however, were left with a bitter taste: we wanted to bring home at least a Top 8, and this would be the right Geddon after continuing to explore the deck and the various game lines.
But everything changed on November 10th, when High Tide was banned. At that point, we had to face reality and choose a new deck. My mind immediately turned to Caw Gates, an archetype I'd played a lot in the past, but which I didn't think was up to par with the decks in the meta. Despite this, people like Giovanni Rosso, MVanni on mtgo, Tommaso Loss, ciurlo on mtgo, and Pietro Laudati, Maccaciock on mtgo, continued to produce results with the deck, so I needed to delve deeper.
Thus, Compagnia del Cancello was born. After a few reality checks by Tommaso, I was convinced it was the right deck and decided to sleeve it.
Decklist
Caw Gates
Edoardo Bardi
Creatures (12)
- 4Sacred Cat
- 4Squadron Hawk
- 3Outlaw Medic
- 1Guardian of the Guildpact
Instants (15)
- 4Brainstorm
- 4Counterspell
- 3Thraben Charm
- 4Prismatic Strands
Sorceries (12)
- 4Lórien Revealed
- 4Journey to Nowhere
- 4The Modern Age // Vector Glider
Lands (21)
- 4Sea Gate
- 4Citadel Gate
- 2Azorius Guildgate
- 2Heap Gate
- 4Basilisk Gate
- 1Idyllic Beachfront
- 4Island
Sideboard (15)
- 4Blue Elemental Blast
- 1Hydroblast
- 4Red Elemental Blast
- 2Dispel
- 2Essence Scatter
- 2Palace Sentinels
The main deck idea is very simple: the three decks I expected to see the most at Geddon were, in order, Mono Red, Jund, and Terror. Therefore, I needed to create a list that would win as consistently as possible against Mono Red and Terror, while also trying to make the Jund matchup at least playable.
The side deck follows the same logic: I want to win against the format's tiers, those expected to be most present, and then compete against the rest. During the report, we'll look at the various side decks and how I set up the matchups during the tournament.
Explaining every single choice here would seem misleading and a departure from the purpose of this report. However, if more people were interested, I might consider creating a more detailed guide to the deck, perhaps involving other fans of the archetype!
Tournament
Day 1
Round 1: Mono R Madness
Game 1
I start the tournament with a mulligan to five and decide to keep a hand with a couple of The Modern Age, so I can quickly dig through the deck for generic answers or a Squadron Hawk that will allow me to recover my mulligan. Unfortunately, I discover I'm up against Mono Red: I don't find any of the lifelink pieces and end up losing, despite an attempted air race.
vs Mono R Madness
Sideboard In
(8)- 4Blue Elemental Blast
- 1Hydroblast
- 2Dispel
- 1Palace Sentinels
Sideboard Out
(8)- 4The Modern Age // Vector Glider
- 3Thraben Charm
- 1Guardian of the Guildpact
Game 2
In the post-sideboard, with many more one-drop counters, the matchup improves significantly, although I still need to be careful with all his Pyroblasts. I manage to neutralize his early draws spells with a few counters, cast a Journey to Nowhere on his Guttersnipe, which would otherwise have quickly put me in trouble, and start to power up the cat.
Game 3
I open a hand with two Outlaw Medics and a BEB. I play the first Medic, which is immediately removed, as expected. The next turn I play the second Medic, this time protected by the counter, and from the following turn I start pumping safely thanks to a Dispel drawn that turn.
- Match:
2-1 - Score:
1-0
Round 2: Bogles
Game 1
My opponent mulligans to six and keeps a hand with just one land and Abundant Growth OTP. On turn 2, he plays a creature but misses the land drop, which doesn't arrive until the next turn; by that point, however, I've already developed my game plan enough to control the game. I manage to lock with some Strands and have a very fast race in the air thanks to two Vector Gliders, finding Basilisk and thus closing the game.
vs Bogles
Sideboard In
(2)- 2Essence Scatter
Sideboard Out
(2)- 2Outlaw Medic
Game 2
A very similar game to game one: my opponent mulligans again to six with just one land and Abundant Growth. On turn 2, the land drop is still missing, while I'm able to develop my game plan without any problems. On the last available turn, I play to avoid a possible Flaring Pain and close the game without taking any further risks.
- Match:
2-0 - Score:
2-0
Round 3: UB Terror Sneaky
My opponent is a Turin League mate and his hand is likely very reactive but lacking in explosiveness. On my third turn, I deploy the strongest play this deck can make against a control deck: Heap Gate. From there, I begin to generate a significant resource advantage, until the decisive turn, when I resolve five spells, including a Guardian of the Guildpact, closing the game.
vs UB Terror Sneaky
Sideboard In
(8)- 4Red Elemental Blast
- 2Dispel
- 2Palace Sentinels
Sideboard Out
(8)- 2The Modern Age // Vector Glider
- 2Prismatic Strands
- 3Thraben Charm
- 1Outlaw Medic
Game 2
Here too, I play Heap Gate on turn three. I build the game entirely around its potential, Thorn of the Black Rose, which is the most dangerous card in the matchup. The game drags on, but the treasures allow me to accumulate resources and gain the advantage needed to take this game.
- Match:
2-0 - Score:
3-0
Round 4: Mono U Terror
Game 1
I open a hand with three lands, two Thraben Charms, and a few support cards; after some thought, I decide to blindly hold. My opponent starts grinding his deck rapidly, and I use my Charms to buy time until I can get a Cat onto the board, which starts hitting for 6 a turn. I then set up the race in the air, protected by the Strands, which allow me to win the damage exchange.
vs Mono U Terror
Sideboard In
(6)- 4Red Elemental Blast
- 2Dispel
Sideboard Out
(6)- 4The Modern Age // Vector Glider
- 1Thraben Charm
- 1Outlaw Medic
Game 2
I'm still not sure if Thraben Charm is really useful in the matchup, but in this game I draw one at the right time, forcing him to use a counter to avoid exiling his two Sleeps. At that point, I manage to resolve the Guardian, which slows him down considerably and allows me to close quickly with the two Basilisks.
- Match:
2-0 - Score:
4-0
Round 5: Caw Gate
Game 1
The mirror is always a unique matchup, but a lot of fun to play. I manage to get off to a strong start with two Modern Ages on curve, allowing me to dig deep and quickly find several Basilisks. Meanwhile, my opponent is forced to slow down to look for land drops that continue to elude me, allowing him to take a decisive lead.
vs Caw Gate (mirror)
Sideboard In
(6)- 4Red Elemental Blast
- 2Dispel
Sideboard Out
(6)- 3Outlaw Medic
- 3Journey to Nowhere
Game 2
I mullig to five. My opponent probably has a shaky hand; I open with Sea Gate, declaring red immediately. He plays two tapped lands and only on turn three tries to resolve a Modern Age, which is immediately countered. His deck begins to stumble, while I manage to resolve my Modern Ages and quickly get into a very favorable position.
- Match:
2-0 - Score:
5-0
Round 6: Elves
Game 1
A matchup that, in effect, almost decides itself, given that the first game isn't particularly favorable and the sideboard doesn't offer a truly effective plan. My opponent offers Initiative on the third turn, while I had resolved a Squadron Hawk on turn two, probably hoping to close the game with damage before I could establish a "lock" with the Strands. That doesn't happen, however: I regain the Initiative on my turn and stick with it, managing to close the game with a Guardian boosted by three Basilisks, which deals 27 damage in a single attack.
vs Elves
Sideboard In
(3)- 2Essence Scatter
- 1Palace Sentinels
Sideboard Out
(3)- 3Outlaw Medic
Game 2
I have a hand with three lands, two Essence Scatter, a Palace Sentinel, and a Prismatic Strands. I decide to keep it. On turn three, I'm forced to cast a Strands that only prevents three damage, so I can put the Monarch on curve on turn four, protected by the Strands, giving me at least a chance to win the game. However, he untaps and brings Initiative back into play, which this time I can't take away. The game drags on for a long time: the Monarch still allows me to generate good card advantage and draw all four Strands. I win on the third additional turn thanks to the Guardian's 20 damage.
- Match:
2-0 - Score:
6-0
vs Elves
Sideboard In
(3)- 2Essence Scatter
- 1Palace Sentinels
Sideboard Out
(3)- 3Outlaw Medic
I have a hand with three lands, two Essence Scatter, a Palace Sentinels, and a Prismatic Strands. I decide to keep it. On turn three, I'm forced to cast a Strands that only prevents three damage, so I can put the Monarch on curve on turn four, protected by the Strands, giving me at least a chance to win the game. However, he untaps and brings Initiative back into play, which this time I can't take away. The game drags on for a long time: the Monarch still allows me to generate good card advantage and draw all four Strands. I win on the third additional turn thanks to the Guardian's 20 damage.
- Match:
2-0 - Score:
6-0
Round 7: Mono R Rally
Game 1
During the shuffle, my opponent slips a card: a Gingerbrute. I immediately realize it's Mono R Rally. I have a hand with three lands, two Sacred Cats, a Prismatic Strands, and another card. The game flows without any particular difficulty, and I win quite easily.
vs Mono R Rally
Sideboard In
(7)- 4Blue Elemental Blast
- 1Hydroblast
- 2Dispel
Sideboard Out
(7)- 3The Modern Age // Vector Glider
- 3Thraben Charm
- 1Guardian of the Guildpact
Game 2
My opponent starts off quite explosively, while I probably have a slightly slow hand, with too many lands tapped. I also think I took the wrong path by not defending a medic that, in hindsight, I should have protected; however, without Basilisk, I preferred to give myself more outs to draw it.
Game 3
I open a good hand with several interactions. I manage to defend my pieces with lifelink and win the game without too many problems.
- Match:
2-1 - Score:
7-0
Round 8: Mono U Fate
Game 1
I'm on the play, which is a very positive thing for the matchup. My opponent mulligans to five, and already on turn three I start powering up the Sacred Cat and attacking. The race is completely on my side, and he never manages to recover the Cat, which quickly takes me ahead.
vs Mono U Fate
Sideboard In
(4)- 4Red Elemental Blast
Sideboard Out
(4)- 2Thraben Charm
- 2Counterspell
Game 2
I open a hand full of tapped lands again. My opponent manages to play several Ninjas and his counters, giving the game a more aggressive pace and managing to swing it in his direction. Here too, I follow a somewhat dubious line, focusing on removing fliers instead of Ninjas; having never drawn either Medics or Cats, my plan becomes significantly complicated, and therefore I lose the game.
Game 3
I manage to quickly connect Sacred Cat with Basilisk Gate again and easily close out the game. The matchup depends heavily on who goes first.
- Match:
2-1 - Score:
8-0
Day 2
Round 9: UW Familiar
Game 1
A practically unwinnable game: I have too many useless cards and insufficient racing ability. I try to play for the first 6-7 turns, then concede to avoid wasting time.
vs UW Familiar
Sideboard In
(10)- 4Red Elemental Blast
- 2Dispel
- 2Palace Sentinels
- 2Essence Scatter
Sideboard Out
(10)- 4Prismatic Strands
- 3Outlaw Medic
- 3Sacred Cat
Game 2
In the early turns, I focus on keeping him from untapping with a Familiar, removing him with a Journey on turn three. On turn four, I play the Monarch, on turn five, and with the support of two Basilisks, I easily win the game.
Game 3
Mullig to five; my hand consists of three lands, a Guardian, and an Essence Scatter. The plan is clear: play the Guardian again on curve. With the support of two Basilisks, I can offer lethal very quickly. My opponent doesn't find any Pharaohs and, despite his Archaeomancer lock, still ends up losing.
- Match:
2-1 - Score:
9-0
Round 10: Mono R Madness
Game 1
I can't handle all his pings, and he ends up killing me pretty quickly.
Game 2
I keep a hand with various interactions and a few Medics. I counter his first draws and then manage to connect quickly, gaining health and staying out of his closing range.
Game 3
I keep a seven hand with three lands (including an island), two Medics, and two BEBs. My opponent is stuck with two lands and can't cast his two-mana draw due to my BEB. I calmly bring my Medics into play, and after finding the third land drop, he tries to resolve a few spells, but the game is already too compromised for him.
- Match:
2-1 - Score:
10-0
Round 11: Mono R Madness
Game 1
I have a hand with two Medics, Sacred Cat, three lands (including a Basilisk Gate), and a Counterspell. I play the Medic on turn two and the second on turn three, forcing my opponent to use his removal spells right away and wasting precious time. This allows me to play a Strand-protected Cat and continue to power it up, constantly staying out of its damage range.
Game 2
My opponent has a six-land hand with just one land and Looting. He skips the turn-two land drop, but finds his second land right afterward, finally starting to play his draws. However, I manage to connect a Cat with two Basilisks behind it. I get to six lands while he, meanwhile, only lays down the third. The match was too compromised for him to recover.
- Match:
2-0 - Score:
11-0
Round 12: Caw Gates
Game 1
I'm not playing around with a potential lethal: during my attack with the cat, he has a Prismatic and a CT in my graveyard that removes my Strands. He untaps and attacks me for 21. It was a game where I was clearly ahead, and I took a completely avoidable risk.
Game 2
The game drags on for a long time because we both keep connecting with Sacred Cat. A somewhat dubious play on his part allows me to take it home, more or less the same way I gave him G1. When we finish G2, they had just announced the turns: it ends in a draw.
- Match:
1-1 - Score:
11-0-1
Round 13: RG Monsters
Game 1
I have a somewhat weak hand, with too many tapped lands. I try to interact with his mana by using a TC on Utopia Sprawl to take away his red, but he untaps and plays Initiative while I'm without a board. I concede.
vs UW Familiar
Sideboard In
(2)- 2Essence Scatter
Sideboard Out
(2)- 2Outlaw Medic
Game 2
Very similar to game one: I try to interact with his mana again, but his Mountain punishes me and he casts Chrysalis on turn three, followed by Initiative on turn four. Again, without a board, I have no margin and concede again.
- Match:
0-2 - Score:
11-1-1
Round 14: Mono U Terror
- Match:
11-1-2 - Score:
11-1-2
Quarterfinal: Mono R Madness
Game 1
I manage to win the first game despite the lack of lifelink pieces. My opponent doesn't deal much damage, and I manage to close out the game with two Vector Gliders, which apply enough pressure to bring him to zero before he can turn the race around.
Game 2
I keep a good hand, but here too I choose not to protect a medic that I probably should have defended. Without Basilisk, I preferred to take a riskier line to give myself a better chance of drawing.
Game 3
A very similar game to G2: I find lifelink creatures but not the Basilisk. I take too much damage and can't keep up with the pace of the race, thus ending my tournament.
Final Thoughts
A fantastic weekend, both from a Magic and gathering perspective. I think I've already talked enough about the tournament: a splendid atmosphere and impeccable organization characterized these days. Boose, as always, confirms himself as a cornerstone for this format, thanks to the dedication and energy he constantly invests in supporting it.
As for the gathering, I want to thank all my league teammates, without whom this trip would not have been so fun and exciting. A special thanks to the guys from the Lega Pauper Pisa, with whom we've now developed a truly friendly relationship and it's always a pleasure to spend evenings together; and to the guys from the Lega Medievalle Garfagnana, with whom, after the trip to Katowice, the bond has further strengthened.
Thanks also to Marco Candela and Isaac Rancic, my teammates in the Sunday Trio, who had to witness all the slaps I took.


