I'd never cut Thought Scour. Scour+Snapcaster+Kolaghan's command is what makes the deck roll. If that's bad in your meta, you're probably better off playing Jeskai to begin with.
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UWGBant EldraziUWG Decided I don't like Todd Stevens decks.
Also has anybody tried jamming the breach + Emmy combo into the grixis shell? I've just started trying it out and it shows some promise, not sure if it's better but it surely seems to be a fine alternative to pure control so far.
It's a reasonable assumption and certainly has moments of viability.
Remember this deck? It's not traditional Vengeance but it has a lot of interaction. Maybe with Collective Brutality you might get somewhere.
Cryptic might be a bit clunky. Cryptic serves as late game for control decks, which you don't really need. I'd prefer early interaction with some Fatal Push or C. Brutality.
Anyway, I think your idea is good and it's worth pursuing. Don't be surprised if it's not a cakewalk though -- combo/control lists tend to need a lot of refining.
I'd never cut Thought Scour. Scour+Snapcaster+Kolaghan's command is what makes the deck roll. If that's bad in your meta, you're probably better off playing Jeskai to begin with.
Agreed fully with this, I think people are vastly underestimating what scour does for this list. Scour has insane synergy with basically everything the deck is trying to do: it fuels both snap and kommand and allows you to pump out tasigur, all at instant speed, for just one mana. If you want to cut "fluff" or air from the deck I would much sooner cut serum visions which is literally "just" a cantrip that doesn't do everything mentioned above. It only allows you to determine future draws but does nothing for you immediately beyond draw one card. Don't get me wrong it's a good cantrip and probably the best we're going to get in modern as long as storm is a thing but even Corey went this route when he tried to cut air from the deck in his most recent video series on cfb and cut serum visions not scour. As much as I don't agree with the changes he made, and neither does he judging by his comments at the end of the video, I think that's a much better direction to go in than cutting one of the main engines of the deck. I think if you really don't want to run scour you would have to immediately cut the tasigurs from the list, probably go down to 2 kommand and run a more draw-go focused list which Jeskai basically does better at the moment (as deltaaccel mentioned). Nothing wrong with that though, I strongly dislike Jeskai and have been trying to make grixis draw-go a thing myself but in a competitive sense it's much weaker and I'm actually going back to the "classic" list again.
Poking my head in here since I'm back on the grixis control train. I took a fairly stock list to an IQ a bit ago and managed to get third before falling to BW pox, beating the typical modern metagame along the way. What I wanted to talk about however is the idea of cutting thought scour from the list entirely. Yes it has amazing synergy with our graveyard value cards and is never blank since it draws a card. My issue has been having too much air in the deck and having to use it to find land and, in a control deck, you never want to "cast" your land drops. Here's what I've been having success with as of late:
Search for azcanta has been absolutely amazing. Just like in standard, when it flips you almost win the game right then. Even without thought scour in the list there is no difficulty in flipping it. Just like making a tarmogoyf large, you just need to play interactive magic and that does the work for you. There is no need to play anything that "enables" it, fetchlands once again do all the heavy lifting. The main appeal is that it's a card draw engine in a single card that does 'something' early on and gets out of control real fast starting in the mid game. It does take some getting used to with how to sequence your spells and which lands to tap etc, but it is well worth it. Last but not least is that the mana ramp is a real benefit that should not be underestimated.
I'm going back to spell snares in the list with the popularity of UWR steadily increasing and snare is amazingly good in snapcaster mirrors. With facing affinity being a certainty and storm all over the place I think it's time for snare to be in our lists again. As for the specific numbers and main/side considerations I'm not settled on, would love some feedback on this point. I've cut the 4th cryptic to make room for the MD snare and have been happy with 3 cryptics for quite a long time now. It's too easy you get choked on them causing you to fall behind and be forced into using them as a fog. I haven't missed the 4th copy yet.
I'm still on the 2/1 split of delve finishers and it continues to be relevant with the vendillion being a spot I'm not 100% on. I want one more creature threat in the list that is at least serviceable in the fair match ups and at good to great against the various combo decks and clique seems to be the best to fit that role. I've ran kalitas in the past but it's basically uncastable against storm and the like while being mediocre against eldrazi.
The lack of scours hasn't been as bad as I thought it could be. I'm hitting my lands easier, I'm shocking myself less with the fast lands, and have been less likely to fall behind early when I have to durdle for a bit. The only real negative I've come across is that I can't turn 2 a tasigur and Kommand is a bit slower to convert into a raise dead value play. All in all I'm quite happy without them and would like to know if anybody else has tried cutting them. Right now the exchange I made from the stock lists was -4 scours, -1 bolt and +2 land, +1 search for azcanta, +1 clique, +1 engineered explosives.
No offense but seeing this list I don't see how you're casting a large number of the cards in your deck with any consistency at all. I avoid logic knot as anything more than a one of in the classic burkhart list because between delving for tasigur and still trying to leave a stocked yard for snap/kommand the graveyard is taxed a lot as is and that's with running thought scour. Without scour I don't see how you ever have enough in your graveyard to delve creatures, cast either of the knots and have anything left for snap or kommand not to mention flipping azcanta. What this means is very often you'll run into situations where you can't do all or even most of the above and have to constantly decide between only one of the above options and shutting the door on the rest for at least a few turns which stifles your ability to adapt to what your opponent is doing. This is unless you're talking about the extreme late game where your yard would fill up naturally to be able to accommodate all of that, but if you want to wait until turn 6 or 7 to start playing your threats (and still leave up mana in most cases) I think that defeats the whole point of delve creatures cheating on mana. I'd rather run more high end win conditions if you wanna drop threats that late like a classic control list with keranos or planeswalkers which are much higher impact at that stage of the game. I like azcanta too but this list looks way too graveyard centric without enough ways to actually fill the yard to use those cards in a timely manner.
I also think the tarmogoyf analogy is false; yes goyf grows naturally rather than forcing it to be bigger with scour but the main difference is that goyf is still castable on turn 2 every single time even with a slim yard but the same is not true for delve creatures which, as I've said previously, will just sit in your hand until you can delve away enough cards.
As far as the mana base is concerned, I've always been a bigger fan of checklands over fastlands in control lists. With a deck that relies so heavily on the late game (especially with this list since it has no options but to go to the late game since you can't drop an early delve fatty as a clock) you really want turns 4+ to have your lands enter untapped for cryptic, snap+kommand or holding up mana to cast multiple spells a turn.
I do agree with snare coming back to relevance though, it's quite good at the moment but completely dead against eldrazi tron so it depends on your meta. I also really like clique against combo/tron but I personally think it's better as a sideboard card for those matchups as an x/1 matches up poorly against a lot of other decks.
Commander GUR Maelstrom Wanderer BWU Sydri, Galvanic Genius BGB Meren of Clan Nel Toth WGW Nazahn, Revered Bladesmith RRR Feldon of the Third Path WWW Heliod, God of the Sun
In all honesty this looks like a horrible list. Ryan is a great player (hence I believe the result) but the list is just suboptimal. 4 Spell Snares? What for? 4 Leaks? They just get bad in the long run. No Cryptics and/or AVs? How do you really plan to win the long game? To add to that, no manlands? If your opponents removes your 3 main threats you are basically done (since you only run only a limited amount of burn). I don't, I feel like this list can't really grind out. I also don't see how you win against Eldrazi tron. 4 terminates, ok, but how do you keep up in the grind?
In all honesty this looks like a horrible list. Ryan is a great player (hence I believe the result) but the list is just suboptimal. 4 Spell Snares? What for? 4 Leaks? They just get bad in the long run. No Cryptics and/or AVs? How do you really plan to win the long game? To add to that, no manlands? If your opponents removes your 3 main threats you are basically done (since you only run only a limited amount of burn). I don't, I feel like this list can't really grind out. I also don't see how you win against Eldrazi tron. 4 terminates, ok, but how do you keep up in the grind?
Agreed with all of this especially 4 snares being insane and the list being super light on win conditions even for a control deck. 20 lands also seems loose but more manageable without high cmc spells like cryptic I guess. Speaking of lands 11 fetches in a non shadow list also seems really loose as you have to take a ton of damage to cast any of your spells on curve.
In all honesty this looks like a horrible list. Ryan is a great player (hence I believe the result) but the list is just suboptimal. 4 Spell Snares? What for? 4 Leaks? They just get bad in the long run. No Cryptics and/or AVs? How do you really plan to win the long game? To add to that, no manlands? If your opponents removes your 3 main threats you are basically done (since you only run only a limited amount of burn). I don't, I feel like this list can't really grind out. I also don't see how you win against Eldrazi tron. 4 terminates, ok, but how do you keep up in the grind?
Overturf has been playing a 4 leaks, 4 snares, 20 lands delver list for a long time. Its interesting to see he's dropped delver. Snare does change in power level in accordance with the meta, and presently it isn't slacking in tier 1:
Storm:
Baral
Electromancer
All storm rituals
Affinity:
Plating
Arcbound
Steel overseer
UW control:
spreading seas
wall of omens
snapcaster
negate
leak
I think snare is questionable if most of your t1 representation in your meta is etron and gds. But if most of the meta is etron then the whole deck is questionable anyway! Against GDS snare has limited targets, but those targets are pretty high impact and overturf's list has plenty of answers for the rest of the deck.
His list isn't really made to grind, its quite firmly in the midrange. I don't like the odds of this deck against tron, apart from the ceremonious rejections there really isn't much else. But I gather this list just hopes to dodge that match up instead of diluting the sideboard to have a slim hope against an abysmal MU.
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So I noticed this thread was dead, and wanted to add a little flavor. I've been playing Grixis Control for quite some time now, but due to the seemingly ineffectiveness of the deck minus the overturf build, I've switched over to other decks (Abzan, Shadow decks, etc.). That being said, the other night I decided to try something a little different and threw together a Grixis brew of my own. Something a little... well.... different haha. It seems a little off the wall, but I just finished my first league with it and went 4-1. The list is as follows:
Like I said, the deck is different, but is a blast to play and actually has some legs. I know it's not the stereotypical brew, but I feel like any type of innovation is desired to keep this deck moving forward. That being said; in no way, shape, or form, do I think this is the next new thing. I do however, feel like it's something to think about.
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Ah, a draw-go drop-a-bomb list, nice. I'd think most of your MU would be even except for Tron, but that match up is crap anyway. No ceremonious rejections in the board to shore it up?
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Ah, a draw-go drop-a-bomb list, nice. I'd think most of your MU would be even except for Tron, but that match up is crap anyway. No ceremonious rejections in the board to shore it up?
Yeh, in the meta right now it feels relatively 50/50. I would like to run a couple of Ceremonious Rejection and I think it would definitely help out the Tron matchup. That being said, I feel like Disdainful Stroke has been more helpful overall, and in many more situations. It also hits the same targets that we are concerned about, for the most part, against Tron. That matchup is rough anyways, so I'm willing to not try and OVER-board for the matchup. I guess just try and dodge it haha
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Dead at birth as we slowly decay - We're born only to fade away
We got no future, we got no hope
Our life is pain and it's hard to cope.
Ah, a draw-go drop-a-bomb list, nice. I'd think most of your MU would be even except for Tron, but that match up is crap anyway. No ceremonious rejections in the board to shore it up?
Yeh, in the meta right now it feels relatively 50/50. I would like to run a couple of Ceremonious Rejection and I think it would definitely help out the Tron matchup. That being said, I feel like Disdainful Stroke has been more helpful overall, and in many more situations. It also hits the same targets that we are concerned about, for the most part, against Tron. That matchup is rough anyways, so I'm willing to not try and OVER-board for the matchup. I guess just try and dodge it haha
Well, the thing about Ceremonious is you can also bring it in for Affinity, Lantern, and Eldrazi Stompy, against whom your disdainful strokes would not be useful. The lowered mana cost is not insignificant, either.
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Rejection is solid for sure, there's no doubt about that. I play with it in multiple decks. Im not opposed to it at all. Just didn't know where I'd put it. that being said, the sideboard will change per each individual meta im playing in. I've never had a "set" sideboard for any deck I've played. I would like to see Chapin's list as well.
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Dead at birth as we slowly decay - We're born only to fade away
We got no future, we got no hope
Our life is pain and it's hard to cope.
Rejection is solid for sure, there's no doubt about that. I play with it in multiple decks. Im not opposed to it at all. Just didn't know where I'd put it. that being said, the sideboard will change per each individual meta im playing in. I've never had a "set" sideboard for any deck I've played. I would like to see Chapin's list as well.
Given you've built the shell for it, will you be a champ and test Liliana, Death's Majesty? Given the things she could bring back and her synergy with the deck overall, I believe she's a very strong wincon for your set up.
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It's definitely worth checking out for sure. I just need to find a spot... hmmm, perhaps I'll swap a Jace out for her. I'll be sure to let you guy know how she does. Have the rest of the weekend off of work, so I'll play a couple leagues today and see how it goes!
EDIT: Actually, I think I will try her out in the spot of the Scarab God. As much as I like him and the synergy he has with the rest of the deck, trying to make him stick in a format with Path to Exile is a little rough. The two Jace's are too valuable to the deck. I'll get on it though!
Deck is slanted towards beating ETron and Scapeshift.
It actually feels oddly powerful in that regard. With fewer Cavern of Souls running around, I find myself killing my ETron opponent without them ever resolving a relevant threat.
Creature decks are still very positive -- Elves, Humans, etc.
Hi everyone! I have a technical question, whats the mathematical way to calculate if a mana base is able to play x double cost? Lets say i have this mana base
scalding
4 polluted
2 bloodstained mire
1 steam vents
2 watery grave
1 blood crypt
2 island
1 mountain
1 swamp
2 darkslick shore
Do you think 2 double black and 2 double blue is too greedy in the main? And then, adding 1 double red, or a third double black from the sideboard..?
personally I'd swap the darkslick shores for drowned catacomb
simply cause you're more likely to play it later in the game, and need it to come in untapped
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UWGBant EldraziUWGDecided I don't like Todd Stevens decks.UBRGrixis ControlUBR
UUUAnd anything that plays 4x Cryptic CommandUUU
It's a reasonable assumption and certainly has moments of viability.
Remember this deck? It's not traditional Vengeance but it has a lot of interaction. Maybe with Collective Brutality you might get somewhere.
Cryptic might be a bit clunky. Cryptic serves as late game for control decks, which you don't really need. I'd prefer early interaction with some Fatal Push or C. Brutality.
Anyway, I think your idea is good and it's worth pursuing. Don't be surprised if it's not a cakewalk though -- combo/control lists tend to need a lot of refining.
Agreed fully with this, I think people are vastly underestimating what scour does for this list. Scour has insane synergy with basically everything the deck is trying to do: it fuels both snap and kommand and allows you to pump out tasigur, all at instant speed, for just one mana. If you want to cut "fluff" or air from the deck I would much sooner cut serum visions which is literally "just" a cantrip that doesn't do everything mentioned above. It only allows you to determine future draws but does nothing for you immediately beyond draw one card. Don't get me wrong it's a good cantrip and probably the best we're going to get in modern as long as storm is a thing but even Corey went this route when he tried to cut air from the deck in his most recent video series on cfb and cut serum visions not scour. As much as I don't agree with the changes he made, and neither does he judging by his comments at the end of the video, I think that's a much better direction to go in than cutting one of the main engines of the deck. I think if you really don't want to run scour you would have to immediately cut the tasigurs from the list, probably go down to 2 kommand and run a more draw-go focused list which Jeskai basically does better at the moment (as deltaaccel mentioned). Nothing wrong with that though, I strongly dislike Jeskai and have been trying to make grixis draw-go a thing myself but in a competitive sense it's much weaker and I'm actually going back to the "classic" list again.
No offense but seeing this list I don't see how you're casting a large number of the cards in your deck with any consistency at all. I avoid logic knot as anything more than a one of in the classic burkhart list because between delving for tasigur and still trying to leave a stocked yard for snap/kommand the graveyard is taxed a lot as is and that's with running thought scour. Without scour I don't see how you ever have enough in your graveyard to delve creatures, cast either of the knots and have anything left for snap or kommand not to mention flipping azcanta. What this means is very often you'll run into situations where you can't do all or even most of the above and have to constantly decide between only one of the above options and shutting the door on the rest for at least a few turns which stifles your ability to adapt to what your opponent is doing. This is unless you're talking about the extreme late game where your yard would fill up naturally to be able to accommodate all of that, but if you want to wait until turn 6 or 7 to start playing your threats (and still leave up mana in most cases) I think that defeats the whole point of delve creatures cheating on mana. I'd rather run more high end win conditions if you wanna drop threats that late like a classic control list with keranos or planeswalkers which are much higher impact at that stage of the game. I like azcanta too but this list looks way too graveyard centric without enough ways to actually fill the yard to use those cards in a timely manner.
I also think the tarmogoyf analogy is false; yes goyf grows naturally rather than forcing it to be bigger with scour but the main difference is that goyf is still castable on turn 2 every single time even with a slim yard but the same is not true for delve creatures which, as I've said previously, will just sit in your hand until you can delve away enough cards.
As far as the mana base is concerned, I've always been a bigger fan of checklands over fastlands in control lists. With a deck that relies so heavily on the late game (especially with this list since it has no options but to go to the late game since you can't drop an early delve fatty as a clock) you really want turns 4+ to have your lands enter untapped for cryptic, snap+kommand or holding up mana to cast multiple spells a turn.
I do agree with snare coming back to relevance though, it's quite good at the moment but completely dead against eldrazi tron so it depends on your meta. I also really like clique against combo/tron but I personally think it's better as a sideboard card for those matchups as an x/1 matches up poorly against a lot of other decks.
4 Snapcaster Mage
2 Tasigur, the Golden Fang
1 Vendilion Clique
2 Electrolyze
4 Fatal Push
2 Kolaghan's Command
4 Lightning Bolt
4 Mana Leak
4 Opt
4 Spell Snare
4 Terminate
4 Serum Visions
3 Bloodstained Mire
2 Island
1 Mountain
4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
1 Swamp
2 Watery Grave
1 Anger of the Gods
3 Ceremonious Rejection
2 Collective Brutality
3 Countersquall
1 Dispel
1 Engineered Explosives
2 Nihil Spellbomb
2 Spell Pierce
GURB Grixis/Jund Shadow
RBG Dredge
xUx U Ballista Tron
Commander
GUR Maelstrom Wanderer
BWU Sydri, Galvanic Genius
BGB Meren of Clan Nel Toth
WGW Nazahn, Revered Bladesmith
RRR Feldon of the Third Path
WWW Heliod, God of the Sun
UB Faeries (15-6-0)
UWR Control (10-5-1)/Kiki Control/Midrange/Harbinger
UBR Cruel Control (6-4-0)/Grixis Control/Delver/Blue Jund
UWB Control/Mentor
UW Miracles/Control (currently active, 14-2-0)
BW Eldrazi & Taxes
RW Burn (9-1-0)
I do (academic) research on video games and archaeology! You can check out my open access book here: https://www.sidestone.com/books/the-interactive-past
Agreed with all of this especially 4 snares being insane and the list being super light on win conditions even for a control deck. 20 lands also seems loose but more manageable without high cmc spells like cryptic I guess. Speaking of lands 11 fetches in a non shadow list also seems really loose as you have to take a ton of damage to cast any of your spells on curve.
UB Faeries (15-6-0)
UWR Control (10-5-1)/Kiki Control/Midrange/Harbinger
UBR Cruel Control (6-4-0)/Grixis Control/Delver/Blue Jund
UWB Control/Mentor
UW Miracles/Control (currently active, 14-2-0)
BW Eldrazi & Taxes
RW Burn (9-1-0)
I do (academic) research on video games and archaeology! You can check out my open access book here: https://www.sidestone.com/books/the-interactive-past
Overturf has been playing a 4 leaks, 4 snares, 20 lands delver list for a long time. Its interesting to see he's dropped delver. Snare does change in power level in accordance with the meta, and presently it isn't slacking in tier 1:
Storm:
Baral
Electromancer
All storm rituals
Affinity:
Plating
Arcbound
Steel overseer
UW control:
spreading seas
wall of omens
snapcaster
negate
leak
GDS:
Snapcaster
Terminate
Etron:
Basically nothing apart from Mindstone.
Burn:
Boros charm
searing blaze
skullcrack
eidolon
atarka's
titanshift:
explore
farseek
sakura tribe
I think snare is questionable if most of your t1 representation in your meta is etron and gds. But if most of the meta is etron then the whole deck is questionable anyway! Against GDS snare has limited targets, but those targets are pretty high impact and overturf's list has plenty of answers for the rest of the deck.
His list isn't really made to grind, its quite firmly in the midrange. I don't like the odds of this deck against tron, apart from the ceremonious rejections there really isn't much else. But I gather this list just hopes to dodge that match up instead of diluting the sideboard to have a slim hope against an abysmal MU.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
3x Snapcaster Mage
2x Kalitas, Traitor of Ghet
1x The Scarab God
2x Tasigur, the Golden Fang
1x Grave Titan
1x Sheoldred, the Whispering One
CANTRIPS / CARD ADVANTAGE:
4x Opt
2x Think Twice
REMOVAL:
4x Fatal Push
2x Lightning Bolt
3x Terminate
3x Kolaghan's Command
1x Damnation
3x Mana Leak
2x Cryptic Command
PLANESWALKERS:
2x Jace, Architect of Thought
LANDS:
1x Blackcleave Cliffs
1x Blood Crypt
2x Bloodstained Mire
2x Creeping Tar Pit
2x Darkslick Shores
1x Desolate Lighthouse
3x Island
1x Mountain
3x Polluted Delta
2x Scalding Tarn
2x Steam Vents
2x Swamp
2x Watery Grave
Sideboard is as follows:
2x Nihil Spellbomb
2x Disdainful Stroke
2x Collective Brutality
2x Countersquall
1x Dreadbore
1x Liliana, the Last Hope
1x Anger of the Gods
2x Fulminator Mage
1x Night of Souls' Betrayal
1x Engineered Explosives
Like I said, the deck is different, but is a blast to play and actually has some legs. I know it's not the stereotypical brew, but I feel like any type of innovation is desired to keep this deck moving forward. That being said; in no way, shape, or form, do I think this is the next new thing. I do however, feel like it's something to think about.
We got no future, we got no hope
Our life is pain and it's hard to cope.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Yeh, in the meta right now it feels relatively 50/50. I would like to run a couple of Ceremonious Rejection and I think it would definitely help out the Tron matchup. That being said, I feel like Disdainful Stroke has been more helpful overall, and in many more situations. It also hits the same targets that we are concerned about, for the most part, against Tron. That matchup is rough anyways, so I'm willing to not try and OVER-board for the matchup. I guess just try and dodge it haha
We got no future, we got no hope
Our life is pain and it's hard to cope.
Well, the thing about Ceremonious is you can also bring it in for Affinity, Lantern, and Eldrazi Stompy, against whom your disdainful strokes would not be useful. The lowered mana cost is not insignificant, either.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
The card is very good.
We got no future, we got no hope
Our life is pain and it's hard to cope.
Given you've built the shell for it, will you be a champ and test Liliana, Death's Majesty? Given the things she could bring back and her synergy with the deck overall, I believe she's a very strong wincon for your set up.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
EDIT: Actually, I think I will try her out in the spot of the Scarab God. As much as I like him and the synergy he has with the rest of the deck, trying to make him stick in a format with Path to Exile is a little rough. The two Jace's are too valuable to the deck. I'll get on it though!
We got no future, we got no hope
Our life is pain and it's hard to cope.
2x Mana Leak
2x Remand
4x Opt
4x Thought Scour
2x Spell Snare
4x Lightning Bolt
2x Fatal Push
3x Terminate
1x Shadow of Doubt
3x Kolaghan's Command
1x Electrolyze
3x Cryptic Command
creatures: (7)
4x Snapcaster Mage
2x Tasigur, the Golden Fang
1x Gurmag Angler
4x Scalding Tarn
4x Polluted Delta
2x Steam Vents
1x Watery Grave
1x Blood Crypt
1x Creeping Tar Pit
1x Desolate Lighthouse
2x Sulfur Falls
1x Drowned Catacomb
3x Island
1x Swamp
1x Mountain
1x Flashfreeze
1x Dispel
2x Fulminator Mage
1x Collective Brutality
2x Negate
1x Rakdos Charm
3x Ceremonious Rejection
2x Young Pyromancer
1x Flaying Tendrils
1x Izzet Staticaster
I'll be playing this at a local invi.
The deck still feels pretty powerful.
Deck is slanted towards beating ETron and Scapeshift.
It actually feels oddly powerful in that regard. With fewer Cavern of Souls running around, I find myself killing my ETron opponent without them ever resolving a relevant threat.
Creature decks are still very positive -- Elves, Humans, etc.
https://www.channelfireball.com/articles/frank-analysis-how-many-colored-mana-sources-do-you-need-to-consistently-cast-your-spells/
personally I'd swap the darkslick shores for drowned catacomb
simply cause you're more likely to play it later in the game, and need it to come in untapped