Honestly, if they've stuck a Jace, esp. game 1, we've probably lost. I'm trying out the more aggro list, kommands in the side with dismembers and 2x tbr, 4x stubb main, opt over SV. Fatal push #3-4 are now bolts #1-2, with humans' recent prevalence I'd been thinking about upping my bolt count anyway.
Jace can still be hit with Stubby D. I don‘t think GDS will suffer that much because the UWx Control matches have already been unfavourable for us.
I can see YP getting a bit better against those control strategies though because Jace is not at his best against go wide strategies.
UWX has always been unfavorable, but at least in the short term we'll see a lot more UWX decks being played. I'm considering moving some of my SB options against them to the main.
I tested Best-of-3 against my friend on Jeskai Geist yesterday. I brought 4 Jace proxies(already thinking on working Grixis Control w/Jace because i'm not sure i'm going into white again), and we splitted 2/2, he played 2 MD and i played 2 SB instead of LOTV.
His deck doesn't play Spell Queller(which makes in my opinion the matchup way harder as our heavy removal G1 gets blanked). He beat me 4-0 through the 2 BO3.
First BO3 he resolves on both games Jace and he takes over from there. It feels really bad to have a Jace come down on your board with only 1 creature or even 2. My initial reaction here is that you must counter Jace, or discard him in order to have a chance.
2nd BO3 he gets to resolve one Jace i think, i got to counter a couple but even then it was the first time he was playing Jace ever(so his use of the abillities might have been not optimal) and Jace got me pretty good. His -1 is great against us, and so is Brainstorm.
If i had to make some takeaways from this, is that GDS will have to change to beat Jace and BBE. Jund will become a bigger thret and better overall, so Jund a previously good matchup, will be closer to 50/50 or even worse. 4 Stubbys are a no-brainer right now. Also i would like to point out that the meta will have a heavy influx of Jace and BBE decks at the beggining, but then, if those cards actually turn out to be safe, the meta will adjust and GDS will remain a great deck. Just some tweaks(More bolts, Young Pyromancer,Lingering Souls, even Deprive?) and we should be good.
Just went 8-0 to win a local win-a-box tourney. This list is similar to David Ochoa's list from the recent PT.
Some thoughts on my card choices:
No 3-drops: This deck wins by being more mana efficient than other decks. Even though Liliana(s) and K-Command are powerful cards, I would rather just play more 1-drops. I'm only playing 3 Snapcaster Mage for the same reason (it's basically a 3-drop).
8 Discard spells: While discard spells are bad in the late game, my plan is to just dominate the first few turns of the game and just win quickly. Discard is perfect for this plan.
Temer Battle Rage: Again, I think the best game plan for Grixis Shadow is to dominate the early game and quickly kill your opponent and TBR is an amazing tool for that. No need to play expensive card-advantage spells when you can just kill your opponent.
Dismember over Terminate: Dismember is cheaper and doesn't require red mana. Can also accelerate your DS. Dismember can also be used a combat trick if you need to kill a big DS or Goyf.
No graveyard hate: Surgical and Leyline are too narrow and Spellbomb/Rakdos Charm are too clunky. I just try to disrupt them with discard and counters and then race with TBR.
4 Rejection: I'm not playing any artifact hate (too narrow/clucky) and rejection is amazing against several decks: affinity, lantern, eldrazi, and tron.
2 Stubs and 2 Pierce in the board: Holy 1-mana negates, batman! These cards are just the right combination of versatile and efficient.
Here is my rough sideboard guide: Tron
Out
4 Push
2 Dismember
3 IoK
In
4 Rejection
2 Spell Pierce
2 Stub
1 TBR
Try to discard a little, stick a threat, hold up counter magic. Pretty straightforward.
Grixis Shadow
Out
2 Push
In
1 Pyro
1 Dismember
No silver bullets here. You just have to outplay your opponent.
Humans
Out
2 Stub
4 TS
1 IoK
In
1 TBR
1 Clasm
3 Bolt
1 Dismember
1 Pyro
Cut counters and discard to bring in cards that play to the board.
Burn
Out
4 Wraith
4 TS
2 Dismember
In
3 Bolt
2 Stub
2 Pierce
1 Pyro
1 TBR
1 Clasm
Cut cards that hurt you for cards that interact and help you win.
Affinity
Out
2 Stub
4 IoK
4 TS
In
1 TBR
1 Clasm
4 Rejection
3 Bolt
1 Dismember
Cut counters and discard for cards that interact.
Jeskai Control
Out
4 Push
2 Dismember
In
1 TBR
1 Pyro
2 Pierce
2 Stub
Cut removal for counters and threats. Sticking a threat is crucial, so don't tap out for a threat unless you know it's safe.
Eldrazi Tron
Out
2 IoK
4 Push
In
4 Rejection
1 Dismember
1 TBR
Not much to say here. Rejection is key; hopefully they don't have a Cavern. They will win the long game so you have to kill them quickly.
Gifts Storm
Out
4 Push
2 Dismember
In
2 Pierce
2 Stub
1 TBR
1 Clasm
Most good storm players side out their mana dorks, so I side out removal and just focus on countering/discarding key spells.
Dredge
Out
4 Push
2 Dismember
In
1 TBR
2 Pierce
2 Stub
1 Pyro
Bad match up. Try to counter/discard setup cards like Cathartic Reunion, then kill them quickly. Managing your life total against their Conflagrate is hard.
Titan Shift
Out
4 Push
2 Dismember
In
2 Stub
2 Pierce
1 TBR
1 Bolt
Cut removal for counters and pressure.
W/U Control
Out
4 Push
2 Dismember
In
2 Stub
2 Pierce
1 TBR
1 Pyro
Cut removal for counters and pressure.
Lantern Control
Out
4 Push
2 Dismember
2 TBR
In
4 Rejection
2 Pierce
2 Stub
Cut removal for counters. I *think* pierce is better than TBR, since I can't beat a resolved bridge, but that could be wrong.
GW Counters Company
Out
2 Stub
4 IoK
In
3 Bolt
1 Dismember
1 Clasm
1 TBR
Play to the board. Kill them quickly.
Bogles
Out
4 Push
2 Dismember
4 TS
In
1 Pyro
1 Clasm
2 Stub
2 Pierce
1 TBR
3 Bolt
Swap push and dismember for Bolt and pyroclasm. Try to counter key auras like Daybreak. Young pyro tokens can block pretty well. Need TBR to kill them quickly.
Eldrazi & Taxes
Out
2 Stub
4 IoK
1 TS
In
3 Bolt
1 Pyro
1 Dismemebr
1 Clasm
1 TBR
Rough match up. Play to the board. Try to kill them quickly.
Merfolk
Out
2 Stub
4 IoK
1 TS
In
3 Bolt
1 Pyro
1 Dismemebr
1 Clasm
1 TBR
Play to the board. Racing math is hard with their unblockable creatures.
Feedback is welcome. Let me know if you have any questions.
Cheers.
No silver bullets here. You just have to outplay your opponent.
Jeskai Control
Out
4 Push
2 Dismember
In
1 TBR
1 Pyro
2 Pierce
2 Stub
Cut removal for counters and threats. Sticking a threat is crucial, so don't tap out for a threat unless you know it's safe.
What are your thoughts on not only leaving Temur Battle Rage in removal heavy matchups, but actually bringing it in against UWR?
I have usually found it to be a liability, when playing against Push and Path, and they end up being quite bad in multiples and one of these getting stranded in your hand can be miserable if you can't stick a threat.
For reference, using this list in the mirror I would want to get rid of either Denaial or TBR (lean towards TBR) in the main for Dismember and Young Pyromancer. Ideally I would want some three-drop heavy hitters here, because your opponents will do the same and the deck as constructed is a single two-for-one away from getting buried. You may just need to rely on TBR for speed to fight this. Against UWR I would do much of the same but I think going down to zero removal is just begging to get cheesed out by Collonade. I often heavily trim but don't go to zero.
Is the idea that with 8 discard spells and two maindeck TBR that you just commit to being as aggressive as possible? There is merit in going to TBR in tricky/disadvantaged matchups, so I certainly understand that. Thoughtseize-Thoughtseize-kill you can take down even the worst matchups. I understand not wanting to fully commit to out-midranging post-board UWR, but I don't think it takes all that many slots to really crank up your grinding potential (maybe three total between Commands and various Lilianas).
I do think there is plenty to think about here but interested in your thoughts on this.
In my experience, good players with good midrange/control decks will always win long grindy games - excluding statistical anomalies like excessive flooding - even if you play more traditional Grixis Shadow lists with Liliana/K-Command. If you fall behind in these match ups, you've pretty much lost the game. For that reason, I think you have to navigate these games with the mindset of "I have to win by turn 5."
I didn't put any sideboard info regarding G/B/x midrange decks because it varies too much based on what cards I see out of their deck, but generally my approach to this match-up is to try to kill them ASAP. I basically just ignore their creatures and try to discard/counter their removal and card advantage. I know this is pretty different from what other Shadow players do, but I just don't think trying to trade cards and mana with G/B/x midrange decks (or U/W/x control decks) is a very good game plan. If their deck is well built, and they play well, you will almost always lose that fight. However, if you use your super-efficient discard and counters correctly, you can create an opening to combo kill them, usually around turns 4-6.
This game plan also has the advantage of catching people with their pants down, as it's not what they expect. For the record, these match ups are still pretty bad, but this strategy is what has worked the best for me.
*This is just my opinion*
Most grixis shadow players make the mistake of building and piloting the deck like a midrange deck: trade cards, get a few 2-for-1s, then stick a threat. I don't think this is the best way to play this deck. The biggest advantage Grixis Shadow has over any other deck in the format is the mana-efficiency of our cards. But that advantage really only matters for the first few turns of the game. Once you get past the first 3-5 turns and your opponent can start casting multiple spells a turn, their spells (less efficient, but more powerful) will beat yours.
That is why I think 8 discard spells and 2 TBR is correct. The discard lets you create an opening to TBR your opponent out of the game before they get the chance to turn the corner.
Generally speaking, I think we should be using all of our mana for the first 3 turns of the game, and with this build, that usually means casting 6 spells before our opponent casts their 3rd spell. That's a huge advantage, but if you don't convert that tempo advantage into a win within a turn or two it disappears.
Liliana/K-command don't help you win, they help you grind and trade cards. You should focus on trading mana, and trading up. Counter their 3-drop for 1 mana. Kill their 2-drop for 1 mana. Then kill them with an 8/8 double-strike trampler.
Just my 2 cents.
Edit:
To answer your question about siding out all your removal and losing to colonnade: I don't think you ever really lose to colonnade. You lose because your opponent stabilized and/or you mismanaged your life total. #shadowproblems
I think trying to say 'Shadow is a Midrange deck' or 'Shadow is a tempo deck' isn't overly productive unless it is in the context of a specific matchup. (If your comments above are specifically about how to handle midrange matchups then you are all good^^ Not meant as a criticism but just my philosophy).
The deck is built to be flexible, as most Grixis decks and a lot of Snapcaster Mages decks often are. Against Ad Nauseam, Storm, or Valakut, I am definitely a tempo deck. Against Jund, I play midrange. The only card they have that isn't a one-for-one is Liliana, which is why its Thoughtseize target number one (miraculously surviving Bobs also technically qualify but thats comparatively rare. BBE will also change this math). Nothing in their deck can keep up with Snapcaster Mages. When you turn the power dial just a litttttle bit up to Junk with Lingering Souls or UWR with their own Snapcasters and Supreme Verdict, then you have to adjust and might just want to go under them. Against Affinity with Kolaghan's Command in the deck, you can very reasonably play control for extended periods (but admittedly still want to TBR them out ASAP).
I also think that its possible to change, say, half a dozen cards in your maindeck and have that wildly change how your play style and strategy will go. The decklists will end up in the same category on mtgtop8 and will look only cosmetically different to an untrained eye, but if you take the deck you posted and replace 2 TBR and 2 IoK with the 4th Snap, an LotV, and 2 K Commands then that changes how many matchups play out. It is hard to say which of these is "correct", and in the end I would argue that's an impossible call to make definitively.
I think we won't end up trying to go below Jace, we will end up just playing him.
I was thinking in trying to build GDS Bulky. Slower for a slower metagame which might not require to kill out of nowhere because of higher diveristy. There are too many branches in the tree of this unbannings, so i will keep the Jace decks(especially the Grixis ones) on my sight and by the time being i'll just jam Jaces in GDS. I'm 100% sure that they won't underperform, it could be not the best shell for him, but i suspect it won't matter until the metagame develops a little.
Overall, i think people might be overreacting to the unbannings. There will be an adjustment period but i really doubt jamming 4x Jace and call it a day is a good idea while people T3 Karn and T3 Storm and T3.5 Lava Spike. We'll see, but i'm willing to believe GDS will come out okay out of this mess.
While Pyromancer is an amazing card, he makes stubborn denial worse. I saw this deck pop up and I think it may be the way to go : https://mtgdecks.net/Modern/gung-5-0-decklist-by-gung-728398. It still runs 1 young pyro, but it swaps the delve package for Bedlam Reveler and is way more aggressive.
While Pyromancer is an amazing card, he makes stubborn denial worse. I saw this deck pop up and I think it may be the way to go : https://mtgdecks.net/Modern/gung-5-0-decklist-by-gung-728398. It still runs 1 young pyro, but it swaps the delve package for Bedlam Reveler and is way more aggressive.
There's always Spell Pierce to replace Denial if you want to try Pyromancer builds.
Maybe we could try 2 bedlams in the side instead of 2 young pyro? Still it's difficult to say because bedlam doesn't play well with countermagic or keeping cards in hand and it's also somewhat susceptible to graveyard hate, slowerish, and does not help against lingering soul decks...
@xenr3: I should have been more clear. It is more aggressive then the young pyro list. The most aggressive Grix lists that I have seen are the ones run 4x angler with 4x bauble to help fuel the t2 angler.
If we use jace we need to add one more discard and probably go back to 7 searchable lands maybe even push it to 8. 2 Jace seem fine to me, probably going to have to shave the battle rages if everyone is going to try to be aggressive to get under jace. And bolts may be needed now and maindeck of one dreadbore also
So i keep testing a 2-of Jace in place of the LOTVS in the SB. I bringed them against UR Pyromancer(w/Jace) and Jeskai(this time w/o Jace). The card i ALWAYS want to draw is Jace, at pretty much any point in the game. I think he could do good with us to be honest.
It really gives you that solid another threat you want; I know it's 4 mana and all but you want to hit some land drops anyways, and mitigates flooding REALLY well since Brainstorm is just grotesque. Everytime i resolved him i won, it's just that simple.
I expect GDS grinders from MTGO to adequate this deck to fit him in.
PS: Has anyone tested a match against those Disrupting Shoal lists? Those look like fodder to GDS. Maybe in practice they are more powerful?
Mana could be an issue, but the problem is that the matchups you want him, you want make some land drops. If you don't it's because you have a fast start and having Jace will serve as an insurance if they manage to slow you. If you flood he is your best draw since he reshuffles lands and draws you tons of gas.
Again, maybe you don't want more than 2, 3 might be ok, but 2 seems like the sweet spot where you aren't Jace-flooding but he can always bring something to the table. Try him and you won't regret it.
UWX has always been unfavorable, but at least in the short term we'll see a lot more UWX decks being played. I'm considering moving some of my SB options against them to the main.
His deck doesn't play Spell Queller(which makes in my opinion the matchup way harder as our heavy removal G1 gets blanked). He beat me 4-0 through the 2 BO3.
First BO3 he resolves on both games Jace and he takes over from there. It feels really bad to have a Jace come down on your board with only 1 creature or even 2. My initial reaction here is that you must counter Jace, or discard him in order to have a chance.
2nd BO3 he gets to resolve one Jace i think, i got to counter a couple but even then it was the first time he was playing Jace ever(so his use of the abillities might have been not optimal) and Jace got me pretty good. His -1 is great against us, and so is Brainstorm.
If i had to make some takeaways from this, is that GDS will have to change to beat Jace and BBE. Jund will become a bigger thret and better overall, so Jund a previously good matchup, will be closer to 50/50 or even worse. 4 Stubbys are a no-brainer right now. Also i would like to point out that the meta will have a heavy influx of Jace and BBE decks at the beggining, but then, if those cards actually turn out to be safe, the meta will adjust and GDS will remain a great deck. Just some tweaks(More bolts, Young Pyromancer,Lingering Souls, even Deprive?) and we should be good.
PS: I didn't draw Jace in neither of the 4 games.
4 Scalding Tarn
4 Polluted Delta
4 Bloodstained Mire
2 Watery Grave
1 Blood Crypt
1 Steam Vents
1 Swamp
1 Island
Creatures: 11
3 Snapcaster Mage
4 Death's Shadow
4 Gurmag Angler
Cantrips: 13
4 Street Wraith
4 Thought Scour
4 Opt
1 Sleight of Hand
4 Inquisition of Kozilek
4 Thoughtseize
Removal: 6
4 Fatal Push
2 Dismember
Counter: 2
2 Stubborn Denial
Combo: 2
2 Temur Battle Rage
Counter: 8
4 Ceremonious rejection
2 Stubborn Denial
2 Spell Pierce
Removal: 5
3 Lightning Bolt
1 Dismember
1 Pyroclasm
Creature: 1
1 Young Pyromancer
1 Temur Battle Rage
Just went 8-0 to win a local win-a-box tourney. This list is similar to David Ochoa's list from the recent PT.
Some thoughts on my card choices:
Here is my rough sideboard guide:
Tron
Out
Grixis Shadow
Out
Humans
Out
Burn
Out
Affinity
Out
Jeskai Control
Out
Eldrazi Tron
Out
Gifts Storm
Out
Dredge
Out
Titan Shift
Out
W/U Control
Out
Lantern Control
Out
GW Counters Company
Out
Bogles
Out
Eldrazi & Taxes
Out
Merfolk
Out
Feedback is welcome. Let me know if you have any questions.
Cheers.
What are your thoughts on not only leaving Temur Battle Rage in removal heavy matchups, but actually bringing it in against UWR?
I have usually found it to be a liability, when playing against Push and Path, and they end up being quite bad in multiples and one of these getting stranded in your hand can be miserable if you can't stick a threat.
For reference, using this list in the mirror I would want to get rid of either Denaial or TBR (lean towards TBR) in the main for Dismember and Young Pyromancer. Ideally I would want some three-drop heavy hitters here, because your opponents will do the same and the deck as constructed is a single two-for-one away from getting buried. You may just need to rely on TBR for speed to fight this. Against UWR I would do much of the same but I think going down to zero removal is just begging to get cheesed out by Collonade. I often heavily trim but don't go to zero.
Is the idea that with 8 discard spells and two maindeck TBR that you just commit to being as aggressive as possible? There is merit in going to TBR in tricky/disadvantaged matchups, so I certainly understand that. Thoughtseize-Thoughtseize-kill you can take down even the worst matchups. I understand not wanting to fully commit to out-midranging post-board UWR, but I don't think it takes all that many slots to really crank up your grinding potential (maybe three total between Commands and various Lilianas).
I do think there is plenty to think about here but interested in your thoughts on this.
In my experience, good players with good midrange/control decks will always win long grindy games - excluding statistical anomalies like excessive flooding - even if you play more traditional Grixis Shadow lists with Liliana/K-Command. If you fall behind in these match ups, you've pretty much lost the game. For that reason, I think you have to navigate these games with the mindset of "I have to win by turn 5."
I didn't put any sideboard info regarding G/B/x midrange decks because it varies too much based on what cards I see out of their deck, but generally my approach to this match-up is to try to kill them ASAP. I basically just ignore their creatures and try to discard/counter their removal and card advantage. I know this is pretty different from what other Shadow players do, but I just don't think trying to trade cards and mana with G/B/x midrange decks (or U/W/x control decks) is a very good game plan. If their deck is well built, and they play well, you will almost always lose that fight. However, if you use your super-efficient discard and counters correctly, you can create an opening to combo kill them, usually around turns 4-6.
This game plan also has the advantage of catching people with their pants down, as it's not what they expect. For the record, these match ups are still pretty bad, but this strategy is what has worked the best for me.
*This is just my opinion*
Most grixis shadow players make the mistake of building and piloting the deck like a midrange deck: trade cards, get a few 2-for-1s, then stick a threat. I don't think this is the best way to play this deck. The biggest advantage Grixis Shadow has over any other deck in the format is the mana-efficiency of our cards. But that advantage really only matters for the first few turns of the game. Once you get past the first 3-5 turns and your opponent can start casting multiple spells a turn, their spells (less efficient, but more powerful) will beat yours.
That is why I think 8 discard spells and 2 TBR is correct. The discard lets you create an opening to TBR your opponent out of the game before they get the chance to turn the corner.
Generally speaking, I think we should be using all of our mana for the first 3 turns of the game, and with this build, that usually means casting 6 spells before our opponent casts their 3rd spell. That's a huge advantage, but if you don't convert that tempo advantage into a win within a turn or two it disappears.
Liliana/K-command don't help you win, they help you grind and trade cards. You should focus on trading mana, and trading up. Counter their 3-drop for 1 mana. Kill their 2-drop for 1 mana. Then kill them with an 8/8 double-strike trampler.
Just my 2 cents.
Edit:
To answer your question about siding out all your removal and losing to colonnade: I don't think you ever really lose to colonnade. You lose because your opponent stabilized and/or you mismanaged your life total. #shadowproblems
The deck is built to be flexible, as most Grixis decks and a lot of Snapcaster Mages decks often are. Against Ad Nauseam, Storm, or Valakut, I am definitely a tempo deck. Against Jund, I play midrange. The only card they have that isn't a one-for-one is Liliana, which is why its Thoughtseize target number one (miraculously surviving Bobs also technically qualify but thats comparatively rare. BBE will also change this math). Nothing in their deck can keep up with Snapcaster Mages. When you turn the power dial just a litttttle bit up to Junk with Lingering Souls or UWR with their own Snapcasters and Supreme Verdict, then you have to adjust and might just want to go under them. Against Affinity with Kolaghan's Command in the deck, you can very reasonably play control for extended periods (but admittedly still want to TBR them out ASAP).
I also think that its possible to change, say, half a dozen cards in your maindeck and have that wildly change how your play style and strategy will go. The decklists will end up in the same category on mtgtop8 and will look only cosmetically different to an untrained eye, but if you take the deck you posted and replace 2 TBR and 2 IoK with the 4th Snap, an LotV, and 2 K Commands then that changes how many matchups play out. It is hard to say which of these is "correct", and in the end I would argue that's an impossible call to make definitively.
http://www.wizardryfoundry.com
Current Deck:
I was thinking in trying to build GDS Bulky. Slower for a slower metagame which might not require to kill out of nowhere because of higher diveristy. There are too many branches in the tree of this unbannings, so i will keep the Jace decks(especially the Grixis ones) on my sight and by the time being i'll just jam Jaces in GDS. I'm 100% sure that they won't underperform, it could be not the best shell for him, but i suspect it won't matter until the metagame develops a little.
Overall, i think people might be overreacting to the unbannings. There will be an adjustment period but i really doubt jamming 4x Jace and call it a day is a good idea while people T3 Karn and T3 Storm and T3.5 Lava Spike. We'll see, but i'm willing to believe GDS will come out okay out of this mess.
There's always Spell Pierce to replace Denial if you want to try Pyromancer builds.
I like that deck, but there are a couple card choices I'm not sure about. Faithless Looting versus Thought Scour and Lingering Souls versus Snapcaster Mage are tough to decide between.
Edit: What about Thing in the Ice?
Mind posting the list you tested with?
It really gives you that solid another threat you want; I know it's 4 mana and all but you want to hit some land drops anyways, and mitigates flooding REALLY well since Brainstorm is just grotesque. Everytime i resolved him i won, it's just that simple.
I expect GDS grinders from MTGO to adequate this deck to fit him in.
PS: Has anyone tested a match against those Disrupting Shoal lists? Those look like fodder to GDS. Maybe in practice they are more powerful?
Again, maybe you don't want more than 2, 3 might be ok, but 2 seems like the sweet spot where you aren't Jace-flooding but he can always bring something to the table. Try him and you won't regret it.
Source for reference: https://magic.wizards.com/en/articles/archive/mtgo-standings/modern-challenge-2018-02-18
4 Polluted Delta
4 Bloodstained Mire
3 Scalding Tarn
2 Watery Grave
1 Blood Crypt
1 Steam Vents
1 Swamp
Creatures (15)
4 Death's Shadow
3 Gurmag Angler
1 Tasigur, the Golden Fang
3 Snapcaster Mage
4 Street Wraith
4 Thoughtseize
2 Inquisition of Kozilek
4 Serum Visions
Instants (15)
2 Dismember
4 Fatal Push
3 Stubborn Denial
2 Temur Battle Rage
4 Thought Scour
Artifacts (4)
4 Mishra's Bauble
2 Ceremonious Rejection
2 Engineered Explosives
2 Kolaghan's Command
1 Surgical Extraction
2 Collective Brutality
2 Liliana of the Veil
2 Vendilion Clique
1 Island
Thoughts?
BUR Grixis Death's Shadow/Control BUR & WBC Eldrazi & Taxes WBC
EDH:
UG Edric, Spymaster of Goodstuff UG