I've been thinking lately how useful Jace's brainstorm ability would be for this deck in any game that goes beyond turn 5 or 6 when we start to flood out on fetch lands or draw discard spells after the window where they are effective has passed. I wanted to ask if anyone had tried a build with 19 or 20 lands and a 2 copies of Jace? I was planning to build and test something like this for my weekly event.
I feel like playing 17 or 18 lands can be a trap forcing you to keep too many 1 land hands that never get there in time. One advantage of the build I'm proposing would be to improve opening hand quality by running a few more land, as well as giving us a way to prevent flooding in the late game. My biggest concern is that we are still a 19 or 20 land deck (with ~12 cantrips to be fair), so getting to 4 lands to cast jace is never going to be guaranteed, even by turn 6 or so. Also increasing the mana curve with a 4-drop will certainly hurt us some amount of the time in the early game.
I'm curious to hear if anyone has tested anything like this or if anyone has any feedback for me that could be useful.
I've been having the same thoughts. Thinking about running 20 lands and playing a couple of Jace. The only problem is that I don't know if that just makes us a bad midrange deck and it weakens our strong matchups from being a fast explosive deck.
Anyone else playing? I imagine it is a bit of a hike for most but its only a short ride from Tokyo, and despite my adventures in some different variations of decks (though I never leave home without my trusty Thoughtseizes), I think I am finally settling back on GDS, which is probably just my favorite deck of all time (though Legacy DnT gives it a run for it's money). With Scarab Gods and Harnessed Lightings on one side and a dedicated Storm Trooper on the other, our Grixis overlords will certainly be pleased.
Both before and after the BnR update I did some experimenting and played a good amount of Traverse Shadow, including Bloodbraid Elf versions. I think both of these decks are quite good, and it has actually seemed like Fatal Push has been slight less common recently so Tarmogoyf is in a relatively good spot all things considered. However, if Jund with BBE will be running around then I want my Snapcaster Mages, and I also have more reps with this than any other build, which is big over so many rounds. I have played around with Baubles a little bit and my time with Traverse has convinced me that the card is just great, but with 3 Denials and 4 Snapcasters I still really like Opt.
Throwing in some pictures of the deck as of yesterday for value, partially because of my pride and joy foil JPN Shadows. Please excuse the ENG Snapcasters and EMA Jace ^^
This is probably within 2 or 3 cards of what I will end up registering on Friday. I am heavy on both TBR and Planeswalkers in the 75. The Battle Rages are panic buttons for bad matchups and also give some explosive power for the unfair decks and big mana. They also help against nonsense like Dredge without needing explicit hate. The Planeswalker suite and Clique are raw card power for midrange and control. Abrade is a fairly non-standard choice but the versatility is great. Its one of the best cards possible againt Aether Vial decks, and one spell that kills Mirran Crusader, Hollow One, Chalice of the Void, and Ensnaring Bridge represents a lot of value out of one slot.
Best of luck to anyone else who may be playing here or elsewhere this weekend!
Is it possible to have a transformational sideboard? Play the normal Grixis Shadow in game 1 with TBRs. stubs, etc. Then plan to board out street wraiths, shadows, TBR and stubs and just turn into grixis control postboard (when playing the grindy matchups)
Or is that what most of you guys are already doing?
Is it possible to have a transformational sideboard? Play the normal Grixis Shadow in game 1 with TBRs. stubs, etc. Then plan to board out street wraiths, shadows, TBR and stubs and just turn into grixis control postboard (when playing the grindy matchups)
I think you can do a little bit of this, but taking out Shadows is too few threats and represents too many slots.
Stubborn Denial: I think that you can and often should take out Denial against grindy midrange, but that you really want the Negates against control. Taking out Shadow leaves them turned off too often.
Street Wraith: Probably the only time I think about taking out some of these is against UWR, because so often their win condition ends up being Bolts and Helixes. I don't consider it too bad against most other decks.
TBR: These can and should come out a lot of the time against removal heavy decks.
If you want to go full on control, you would basically need to dedicate most of your sideboard to it. It would probably entail some number of Jaces, Cryptics, Search for Azcanta, sweepers, removal. A lot of these cards are things you can very easily sideboard, but too many of them means you don't have space for other targeted sideboard cards. Things like Ceremonious Rejection are amazing tools in a lot of matchups, and I wouldn't want to clog half the sideboard with random middle of the road control cards over such efficient, high impact cards like this.
I usually advocate for not fully committing to playing their game, but not just leaving yourself dead to a single sweeper or removal spell. I'll use Jund and UWx control as two examples.
Grixis can easily go head to head with Jund. BBE is a great new tool, but in a lot of ways it just ends up being their analog to Snapcaster Mage, which was the biggest reason we had a good Jund matchup (both traditional GBx midrrange and Shadow) pre-BnR changes. The fact that they know now have haymakers at both 3 (LotV) and 4 (BBE) makes its a harder match than before, but they can still fold up to Push-Snap-Push all the same. Out of the list I posted earlier, Clique, both Lilianas, and Jace give us our own curve toppers. They have removal and discard to fight these, but it is reasonably close to a fair fight. I have seen a lot of people that seem to think the sky is falling and that BBE just makes Jund the untouchable Midrange king, but I don't see is as that clear-cut. Another very important point is land count. We have 17~19, and they have 24~25. This does add up over a long game.
That all being said, we are still better served to win a shorter game, and should aim to win quickly. Our cards are more efficient and we can take more game actions on the first 3 turns than they can. Our best strategy, as in most matchups, is to leverage this into an advantage. We shouldn't just go all in and expect to consistently win on turn 4/5, but we want to move into the midgame ahead.
For straight control, this is different. If the game goes long, they will almost always bury us. We can make ourselves better in longer games, but we can never just say, "okay, hardcore blue mirror, lets do it". We will lose a huge percentage of the time. Another issue is their mana denial plans. In a drag out game, the fact that they have things like Spreading Seas and Field of Ruin built into their cantrip suite and mana base gives them another great angle of attack, which is something that we simply won't have access to. As with Midrange, though, we can do more things, and more powerful things, on the first few turns. While they are durdling around with Search for Azcanta and Spreading Seas, we can find, land, and protect threats. There will be games when they have 3 or 4 answers in a row and we just die. This can't be helped. On the other hand, there will also be games where they spend cards on things like Search that never become relevant, or only have awkward removal like Detention Sphere, or can only hope to win off of a Supreme Verdict which leaves them vulnerable to single Thoughtseize or Collective Brutality.
Boarding in 2 Jaces and 2 Cryptic Commmands and hoping to just go toe-to-toe will not work, but playing your normal game for three turns, forcing them to use time and resources to answer an early wave, and then slamming a Liliana or Jace either after a Verdict or as the haymaker to solidify an early lead can definitely set you up to win.
Another really, really good card in these matchups is Fulminator Mage. It looks innocuous and seems like it should be targeted at Tron, but I have won plenty of games trading a single Fulminator for a Celestial Purge and a Collonade or an Abrupt Decay and a Raging Ravine. It is rarely a good enough clock on its own, but it generally trades very well. This can be enough to keep them off balance for long enough to set up for a zombie fish to beat them to death.
I played a pretty low to the ground list this week with 2 bolts, 2 TBR, and a faithless looting in the maindeck. The looting impressed me in several different situations including:
Discarding extra lands after I already had 3 or 4 in play and finding some action spells instead, we all know about the dreaded flooding that happens with this deck...
Allowing me to cycle some discard spells around turn 5 or 6 when my opponent was hellbent and they were no longer useful
Helping me to get rid of dead cards in game 1's like fatal push against tron
Helping to fill the grave yard and power out T2 and T3 Delve creatures
I just feel like the card is a solid fit in this deck, especially in game 1's where we may have a bunch of cards in hand that don't line up well with what the opponent is doing. (The sad reality of playing an interactive deck) I will admit looting is usually much better from turn 4 onward, so there is a cost to running it as it usually feels weak to see in the opening hand. I played 1 this week, but may move to 2 copies for some more testing. Has anyone else tried faithless looting in the deck?
Side Note - Temur Battle Rage was insane all night and I will continue to use 2 copies in the main-deck with a 3rd in the side. There were so many games where this card was what I hoped to draw the most since it just ends the game from so many board-states. It lets this deck win matches that we have no business winning.
Hi GDS fellow, is the new card "Damping Sphere" from the new Dominaria set be a worth slot in our sideboard?
Good to stop tron and eldrazis given deploy it on turn 2. It definitely stop Tron from turn 3 wurmcoil or karn and delay those eldrazi buying us time to play some magic.
But the drawback sure would delay us also, but it is it not affecting us more than those big mana deck since GDS play cards that are mana efficient.
Appreciate if you could provide some opinion on the card.
ehhh, it depends on how the meta adjusts to it at that time. We already play with Ceremonious Rejections in the sideboard, so it might be worth if you're that worried about Tron matchups though I really do expect tron representation to drop somewhat. Again, adjust per your meta
That card seems pretty bad for us. In any matchup where that card is good, we generally want to cast discard on 1, a threat on 2, and ride that to victory. Tapping out on 2 to play a Sphere just seems counterintuitive to our general game plan in those matchups.
We are already favored against Storm, and Disdainful Stroke and Ceremonious Rejection both seem better against Tron since both help in other matchups as well.
My problem with Damping Sphere is that the second ability hurts us way more than it hurts them. I don't mind tapping out for a high impact hate card on turn two, but with this in play our turn threes get much worse. I would liken it a bit to Grafdiggers Cage: It is quite good in certain matchups, but it hurts us as well so I don't like it in Snapcaster Mage decks as a general rule.
If Sphere just had the first ability, I think it is worth consideration. This assumes there is quite a bit of Tron in the meta, which I don't find to be the case, but it would be a good option to have against them.
In general, I would prefer to just be playing Ceremonious Rejection. The fact that these are also slam dunks against Affinity and Lantern is a huge plus, and it already fits into our plan of playing a lot of efficient spells. This is an anti-big mana spell but it doesn't touch Valakut or other lands.
The biggest issue I have is that our Snapcaster Mages are pretty heavily restricted. Against Tron, I am pretty happy to stop at three or four lands and have Snapcaster-Ceremonious Rejection up to back up a threat. This card either turns this plan off or make it hard to also do something on our turn. Our best turn threes often look something like discard, play Angler, hold up Stubborn Denial. If we play a Sphere on turn two then we cant do this. One of the main strengths of the deck is all the one mana spells, allowing us to take way more game actions in the first few turns than most decks.
It was my first experience with Baubles instead of Opt, and I'm convinced that's where we want to be. I'll update with a tournament report in a while, but overall I feel that the deck performed great, and there's no reason to advice players to switch from GDS.
Guys I'm having a hard time with the affiniy matchup. I know is rough game 1 but I'm not having great games 2 either. Should I play like control oriented or just go along with Battle Rage plan? Should I take out Thoughtseize and Street Wraith?. I have 1 Kozilek's Return and 1 Explosives sideboard, as well as the 2 Kommands, but they seem kinda slow most of the time and very punishing if I don't hit the 3rd land turn 3. Also there's the Etched Champion, Blood Moon RIP turn 2 problem, so what should I do? I'm kinda new with the deck and any suggestions are welcome, thanks!
Private Mod Note
():
Rollback Post to RevisionRollBack
"The sparkmage shrieked, calling on the rage of the storms of his youth. To his surprise, the sky responded with a fierce energy he'd never thought to see again."
Affinity is a big problem for this deck. They have so much evasion and little creatures it is an uphill battle most the time. For awhile, I've wanted to add Forked Bolt or Abrade just for my local meta but Bolt seems pretty lackluster in a bunch of other matchups. Abrade might be a fine addition and should be easier to cast vs. KCommand. Also, you could try the Lingering Souls in SB plan. I heard that card is stellar.
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
Affinity can be a tricky matchup, but I don't mind playing against it. You will sometimes just lose to their nut draws, but that is just something you will have to accept.
It can be a weird match to play because your role is generally playing Snapcaster control, but you also want to close the game out as soon as possible because of Etched Champion mostly, but also because of Galvanic Blast.
After side, I bring in extra TBRs, 3 Ceremonious Rejections, Liliana the Last Hope, Abrade, and Engineered Explosives, and Kozilek's Return. I usually end up bringing out Stubborn Denial, but it is actually better post board because of Dispatch, Blood Moon, RiP, etc. This depends on what you think or know is in your opponents board. You can also bring out some number of Thoughtseize and Street Wraith, but I don't like taking out all of them. Discard is also much better on the play than on the draw. I generally leave in both IoK no matter what, as well as 2-3 Thoughtseize on the play and 1-2 on the draw. If you know your opponent has Blood Moon, Rest in Peace, or stuff like Hazoret then discard goes up in value. Hazoret can also be an argument for leaving in Thoughtseize over IoK but Inquisition is generally the better choice here. Draws with too many Wraiths can leave you open to getting burned out or cheesed out by flyers, but getting at least one dude down is important.
While Ceremonious Rejection is more for Tron, one of the reasons I like it so much is because it is great here too. Plating, Ravager, and Champion can all be very problematic if they every hit the board, so countering them efficiently is very valuable.
Abrade has impressed me as a versatile sideboard card, it is obviously excellent here.
Temur Battle Rage is very hard for them to deal with. Watch up out for random Dispatches to blow you out, but just like a lot of go-wide decks a well timed Battle Rage is just your best path to victory.
Based on this recent list of mine, this is how I would generally board
well i wont speak for gizlow, but tasigur just isnt good in gds. the bigger body is relevant for both the clock and creature combat (trading with reality smasher for example). activating tasigur is ambitious for a 17-18 land deck, and even when you do you are usually only getting low impact cards like a bauble or discard spell.
tasigur is more suited to grixis midrange or control.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
Like tronix says, Angler is just better in GDS since Tasigur's ability is basically useless for us. The extra delve mana is easily offset by running Baubles instead of Opts/Serum Visions, since Baubles become mana positive (cost 0 to play, but adds 1 mana for delve when in the GY).
Thanks a lot for the advices on the affinity matchup, I'll be puting theese things into practice!
Private Mod Note
():
Rollback Post to RevisionRollBack
"The sparkmage shrieked, calling on the rage of the storms of his youth. To his surprise, the sky responded with a fierce energy he'd never thought to see again."
To post a comment, please login or register a new account.
I've been having the same thoughts. Thinking about running 20 lands and playing a couple of Jace. The only problem is that I don't know if that just makes us a bad midrange deck and it weakens our strong matchups from being a fast explosive deck.
Anyone else playing? I imagine it is a bit of a hike for most but its only a short ride from Tokyo, and despite my adventures in some different variations of decks (though I never leave home without my trusty Thoughtseizes), I think I am finally settling back on GDS, which is probably just my favorite deck of all time (though Legacy DnT gives it a run for it's money). With Scarab Gods and Harnessed Lightings on one side and a dedicated Storm Trooper on the other, our Grixis overlords will certainly be pleased.
Both before and after the BnR update I did some experimenting and played a good amount of Traverse Shadow, including Bloodbraid Elf versions. I think both of these decks are quite good, and it has actually seemed like Fatal Push has been slight less common recently so Tarmogoyf is in a relatively good spot all things considered. However, if Jund with BBE will be running around then I want my Snapcaster Mages, and I also have more reps with this than any other build, which is big over so many rounds. I have played around with Baubles a little bit and my time with Traverse has convinced me that the card is just great, but with 3 Denials and 4 Snapcasters I still really like Opt.
Throwing in some pictures of the deck as of yesterday for value, partially because of my pride and joy foil JPN Shadows. Please excuse the ENG Snapcasters and EMA Jace ^^
This is probably within 2 or 3 cards of what I will end up registering on Friday. I am heavy on both TBR and Planeswalkers in the 75. The Battle Rages are panic buttons for bad matchups and also give some explosive power for the unfair decks and big mana. They also help against nonsense like Dredge without needing explicit hate. The Planeswalker suite and Clique are raw card power for midrange and control. Abrade is a fairly non-standard choice but the versatility is great. Its one of the best cards possible againt Aether Vial decks, and one spell that kills Mirran Crusader, Hollow One, Chalice of the Void, and Ensnaring Bridge represents a lot of value out of one slot.
Best of luck to anyone else who may be playing here or elsewhere this weekend!
Or is that what most of you guys are already doing?
I think you can do a little bit of this, but taking out Shadows is too few threats and represents too many slots.
Stubborn Denial: I think that you can and often should take out Denial against grindy midrange, but that you really want the Negates against control. Taking out Shadow leaves them turned off too often.
Street Wraith: Probably the only time I think about taking out some of these is against UWR, because so often their win condition ends up being Bolts and Helixes. I don't consider it too bad against most other decks.
TBR: These can and should come out a lot of the time against removal heavy decks.
If you want to go full on control, you would basically need to dedicate most of your sideboard to it. It would probably entail some number of Jaces, Cryptics, Search for Azcanta, sweepers, removal. A lot of these cards are things you can very easily sideboard, but too many of them means you don't have space for other targeted sideboard cards. Things like Ceremonious Rejection are amazing tools in a lot of matchups, and I wouldn't want to clog half the sideboard with random middle of the road control cards over such efficient, high impact cards like this.
I usually advocate for not fully committing to playing their game, but not just leaving yourself dead to a single sweeper or removal spell. I'll use Jund and UWx control as two examples.
Grixis can easily go head to head with Jund. BBE is a great new tool, but in a lot of ways it just ends up being their analog to Snapcaster Mage, which was the biggest reason we had a good Jund matchup (both traditional GBx midrrange and Shadow) pre-BnR changes. The fact that they know now have haymakers at both 3 (LotV) and 4 (BBE) makes its a harder match than before, but they can still fold up to Push-Snap-Push all the same. Out of the list I posted earlier, Clique, both Lilianas, and Jace give us our own curve toppers. They have removal and discard to fight these, but it is reasonably close to a fair fight. I have seen a lot of people that seem to think the sky is falling and that BBE just makes Jund the untouchable Midrange king, but I don't see is as that clear-cut. Another very important point is land count. We have 17~19, and they have 24~25. This does add up over a long game.
That all being said, we are still better served to win a shorter game, and should aim to win quickly. Our cards are more efficient and we can take more game actions on the first 3 turns than they can. Our best strategy, as in most matchups, is to leverage this into an advantage. We shouldn't just go all in and expect to consistently win on turn 4/5, but we want to move into the midgame ahead.
For straight control, this is different. If the game goes long, they will almost always bury us. We can make ourselves better in longer games, but we can never just say, "okay, hardcore blue mirror, lets do it". We will lose a huge percentage of the time. Another issue is their mana denial plans. In a drag out game, the fact that they have things like Spreading Seas and Field of Ruin built into their cantrip suite and mana base gives them another great angle of attack, which is something that we simply won't have access to. As with Midrange, though, we can do more things, and more powerful things, on the first few turns. While they are durdling around with Search for Azcanta and Spreading Seas, we can find, land, and protect threats. There will be games when they have 3 or 4 answers in a row and we just die. This can't be helped. On the other hand, there will also be games where they spend cards on things like Search that never become relevant, or only have awkward removal like Detention Sphere, or can only hope to win off of a Supreme Verdict which leaves them vulnerable to single Thoughtseize or Collective Brutality.
Boarding in 2 Jaces and 2 Cryptic Commmands and hoping to just go toe-to-toe will not work, but playing your normal game for three turns, forcing them to use time and resources to answer an early wave, and then slamming a Liliana or Jace either after a Verdict or as the haymaker to solidify an early lead can definitely set you up to win.
Another really, really good card in these matchups is Fulminator Mage. It looks innocuous and seems like it should be targeted at Tron, but I have won plenty of games trading a single Fulminator for a Celestial Purge and a Collonade or an Abrupt Decay and a Raging Ravine. It is rarely a good enough clock on its own, but it generally trades very well. This can be enough to keep them off balance for long enough to set up for a zombie fish to beat them to death.
I just feel like the card is a solid fit in this deck, especially in game 1's where we may have a bunch of cards in hand that don't line up well with what the opponent is doing. (The sad reality of playing an interactive deck) I will admit looting is usually much better from turn 4 onward, so there is a cost to running it as it usually feels weak to see in the opening hand. I played 1 this week, but may move to 2 copies for some more testing. Has anyone else tried faithless looting in the deck?
Side Note - Temur Battle Rage was insane all night and I will continue to use 2 copies in the main-deck with a 3rd in the side. There were so many games where this card was what I hoped to draw the most since it just ends the game from so many board-states. It lets this deck win matches that we have no business winning.
How did your mana base look like?
Good to stop tron and eldrazis given deploy it on turn 2. It definitely stop Tron from turn 3 wurmcoil or karn and delay those eldrazi buying us time to play some magic.
But the drawback sure would delay us also, but it is it not affecting us more than those big mana deck since GDS play cards that are mana efficient.
Appreciate if you could provide some opinion on the card.
If Sphere just had the first ability, I think it is worth consideration. This assumes there is quite a bit of Tron in the meta, which I don't find to be the case, but it would be a good option to have against them.
In general, I would prefer to just be playing Ceremonious Rejection. The fact that these are also slam dunks against Affinity and Lantern is a huge plus, and it already fits into our plan of playing a lot of efficient spells. This is an anti-big mana spell but it doesn't touch Valakut or other lands.
The biggest issue I have is that our Snapcaster Mages are pretty heavily restricted. Against Tron, I am pretty happy to stop at three or four lands and have Snapcaster-Ceremonious Rejection up to back up a threat. This card either turns this plan off or make it hard to also do something on our turn. Our best turn threes often look something like discard, play Angler, hold up Stubborn Denial. If we play a Sphere on turn two then we cant do this. One of the main strengths of the deck is all the one mana spells, allowing us to take way more game actions in the first few turns than most decks.
I T8:ed a 40-person Modern tournament with GDS yesterday, went 4-1-1 with an ID into T8.
My list:
4 Bloodstained Mire
4 Polluted Delta
2 Scalding Tarn
2 Watery Grave
2 Steam Vents
1 Blood Crypt
1 Island
1 Swamp
Creatures
4 Death's Shadow
4 Gurmag Angler
4 Snapcaster Mage
4 Street Wraith
4 Fatal Push
2 Dismember
1 Lightning Bolt
4 Thoughtseize
2 Inquisition of Kozilek
4 Stubborn Denial
4 Mishra's Bauble
4 Thought Scour
2 Temur Battle Rage
2 Ceremonious Rejection
2 Collective Brutality
2 Dispel
2 Engineered Explosives
2 Kolaghan's Command
1 Geth's Verdict
1 Izzet Staticaster
1 Jace, the Mind Sculptor
1 Liliana of the Veil
1 Liliana, the Last Hope
It was my first experience with Baubles instead of Opt, and I'm convinced that's where we want to be. I'll update with a tournament report in a while, but overall I feel that the deck performed great, and there's no reason to advice players to switch from GDS.
Edit: my current list is below in the sig.
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
It can be a weird match to play because your role is generally playing Snapcaster control, but you also want to close the game out as soon as possible because of Etched Champion mostly, but also because of Galvanic Blast.
After side, I bring in extra TBRs, 3 Ceremonious Rejections, Liliana the Last Hope, Abrade, and Engineered Explosives, and Kozilek's Return. I usually end up bringing out Stubborn Denial, but it is actually better post board because of Dispatch, Blood Moon, RiP, etc. This depends on what you think or know is in your opponents board. You can also bring out some number of Thoughtseize and Street Wraith, but I don't like taking out all of them. Discard is also much better on the play than on the draw. I generally leave in both IoK no matter what, as well as 2-3 Thoughtseize on the play and 1-2 on the draw. If you know your opponent has Blood Moon, Rest in Peace, or stuff like Hazoret then discard goes up in value. Hazoret can also be an argument for leaving in Thoughtseize over IoK but Inquisition is generally the better choice here. Draws with too many Wraiths can leave you open to getting burned out or cheesed out by flyers, but getting at least one dude down is important.
While Ceremonious Rejection is more for Tron, one of the reasons I like it so much is because it is great here too. Plating, Ravager, and Champion can all be very problematic if they every hit the board, so countering them efficiently is very valuable.
Abrade has impressed me as a versatile sideboard card, it is obviously excellent here.
Temur Battle Rage is very hard for them to deal with. Watch up out for random Dispatches to blow you out, but just like a lot of go-wide decks a well timed Battle Rage is just your best path to victory.
Based on this recent list of mine, this is how I would generally board
GP Kyoto List
3 Ceremonious Rejection
1 Abrade
1 Engineered Explosives
1 Kozilek's Return
2 Temur Battle Rage
1 Liliana, the Last Hope
3 Stubborn Denial
2 Thoughtseize
2 Street Wraith
1 Tasigur, the Golden Fang
1 Liliana of the Veil
well i wont speak for gizlow, but tasigur just isnt good in gds. the bigger body is relevant for both the clock and creature combat (trading with reality smasher for example). activating tasigur is ambitious for a 17-18 land deck, and even when you do you are usually only getting low impact cards like a bauble or discard spell.
tasigur is more suited to grixis midrange or control.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)