Modern:UBRDeath's ShadowUBR, CEldrazi StompyC,WUBRGSliversWUBRG, UBRGTraverse ShadowUBRG,RUGtempo pileRUG Pauper:UdelverU they slaughtered my deck i miss gush and daze..
Interesting that he doesn't value having the K commands to kill Hollow Ones. I guess our creatures are usually bigger, but he also only has one Dismember in his 75.
Hey all, a couple questions while I tweak my deck heading into FNM (and SCG Minneapolis next month):
Temur Battle Rage - 2 in the 75 seems widely accepted. Are we still gung-ho about running 2 main or are people having success running 1 main and 1 side?
Lightning Bolt - I seem to be in the minority running 1 main and 0 side. Is Bolt rarely played because our creatures are already so big? Personally, I've found it nice as a removal to clear out creatures (especially Affinity and Humans, two main decks atm) and also occasionally break board stalls. When I ran up against Mardu Pyromancer I found the 3 damage key to finish off my opponent (after they have walled up with chump blockers).
Liliana of the Veil - I've been running a 1-of Liliana, the Last Hope in my SB but no LOTV because I don't own one, and secondly, I've been running a pair of Young Pyromancer in its place. Am I significantly missing out by not having at least 1 LOTV in my SB?
Is Nihil Spellbomb the "best" SB anti-GY card at our disposal that people generally play? What other options are people running to take on GYs?
Does someone have a SB/SCD (single card discussion) guide on the use of Temur Battle Rage? I mean, I understand what the card does functionally, but what are the best and worst MU's to bring it in? I don't have enough playtime under my belt to have a definitive answer on this. And I do think there are some nuances to it as well. For example, if someone says "take it out for grindy MU's" while pointing to playing against Jund, I think the argument does not apply when playing against a deck such as Mardu Pyromancer, since while it is a very grindy deck, being able to punch through Young Pyromancer tokens and Lingering Souls is important. Are people keeping it in against combo decks to race them? I kept them in against Amulet Titan and have no idea if that was the "correct" call.
Hey folks, I used to play a bunch of Grixis Delver a while back and I've been thinking of buying into Grixis Death's Shadow. Would it be viable to replace Scalding Tarns for Verdant Catacombs? I have most of the deck, except Tarns. The purchase of just 4 Death's Shadow and 4 Street Wraith is significantly easier to swallow.
Is there any guideline for 18 versus 19 lands? Like, how many cantrips one should run?
On cantrips, I notice most lists are running Serum Visions over Opt, which seems silly to me. Wouldn't you rather bluff having Stubborn Denial up and play Opt on their turn?
Does someone have a SB/SCD (single card discussion) guide on the use of Temur Battle Rage? I mean, I understand what the card does functionally, but what are the best and worst MU's to bring it in? I don't have enough playtime under my belt to have a definitive answer on this. And I do think there are some nuances to it as well. For example, if someone says "take it out for grindy MU's" while pointing to playing against Jund, I think the argument does not apply when playing against a deck such as Mardu Pyromancer, since while it is a very grindy deck, being able to punch through Young Pyromancer tokens and Lingering Souls is important. Are people keeping it in against combo decks to race them? I kept them in against Amulet Titan and have no idea if that was the "correct" call.
I'm not an expert in this deck, I've been playing it for the last 3 months and recently began to have more success with it by switching some concepts of the cards it runs. First of all, you're not playing control, so Temur battle rage is the card that release you from the need to remove every single creature your opponent throws at you. Your removal is limited and should be used very careful. It also solves a lot of problems that old Death's Shadows version had, wich is evasion basically. That being said, the importance of Rage is that unlike removal it can be played against decks with few to 0 creatures like Tron or combo, because it can speed up the clock a lot.
In my experience, you want Rage when facing an army of tokens or little creatures, and when facing non interactive combo or big mana decks. The mardu pyromancer matchup is a tricky one, because is both interactive and go-wide, but in the matchs I played, I always wanted Rage because you eventually end up with a big guy in play against a bunch of little tokens no matter what. Hope it helps, good luck!
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"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."
Hey folks, I used to play a bunch of Grixis Delver a while back and I've been thinking of buying into Grixis Death's Shadow. Would it be viable to replace Scalding Tarns for Verdant Catacombs? I have most of the deck, except Tarns. The purchase of just 4 Death's Shadow and 4 Street Wraith is significantly easier to swallow.
Is there any guideline for 18 versus 19 lands? Like, how many cantrips one should run?
On cantrips, I notice most lists are running Serum Visions over Opt, which seems silly to me. Wouldn't you rather bluff having Stubborn Denial up and play Opt on their turn?
You can play the deck just fne and the Scalding tarn is the less important fetch of all of them. However, you will suffer maybe a 5-15% of games because you coldn't search your Steam Vents when you needed it. You also want to search for your island many times, so maybe you can swich between verdant catacombs and other island search fetch.
On cantrips, you can do fine with Opt, however, here's a few things that SV does better despite being a sorcery and may be the reason behind every decklist we see winning runs them.
- It can fix bad starting hands. You're playing a low land count deck, you'll usually keep 1 landers.
- You're playing 8 threats and NEED to find at least one.
- You're playing discard the first turns. Wich means that if you don't do anything relevant later your opponent will just draw what you took earlier. Card selection is huge here.
- You can find easier your Battle Rage combo.
- You can send lands to the botton when you don't want them anyomore.
- It's better againts grindy and control matchups.
- It just goes deeper.
I'm sure there's more, but I hope theese will help you to understand a little more, good luck!
"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."
Does someone have a SB/SCD (single card discussion) guide on the use of Temur Battle Rage? I mean, I understand what the card does functionally, but what are the best and worst MU's to bring it in? I don't have enough playtime under my belt to have a definitive answer on this. And I do think there are some nuances to it as well. For example, if someone says "take it out for grindy MU's" while pointing to playing against Jund, I think the argument does not apply when playing against a deck such as Mardu Pyromancer, since while it is a very grindy deck, being able to punch through Young Pyromancer tokens and Lingering Souls is important. Are people keeping it in against combo decks to race them? I kept them in against Amulet Titan and have no idea if that was the "correct" call.
Battle Rage is in the deck to allow you to trample over go wide decks and gives you a faster clock against non interactive decks with little to no removal. You usually side it out in grindy matchups like Jund because they tend to have plenty of removal and you'll often just offer up a 2 for 1 when they Push/Terminate/Path your threat with Battle Rage on the stack. Keeping them in against Amulet Titan was probably right since you need to kill them before they can one shot kill you with the Primeval Titan.
Hey folks, I used to play a bunch of Grixis Delver a while back and I've been thinking of buying into Grixis Death's Shadow. Would it be viable to replace Scalding Tarns for Verdant Catacombs? I have most of the deck, except Tarns. The purchase of just 4 Death's Shadow and 4 Street Wraith is significantly easier to swallow.
Is there any guideline for 18 versus 19 lands? Like, how many cantrips one should run?
On cantrips, I notice most lists are running Serum Visions over Opt, which seems silly to me. Wouldn't you rather bluff having Stubborn Denial up and play Opt on their turn?
You can play the deck just fne and the Scalding tarn is the less important fetch of all of them. However, you will suffer maybe a 5-15% of games because you coldn't search your Steam Vents when you needed it. You also want to search for your island many times, so maybe you can swich between verdant catacombs and other island search fetch.
On cantrips, you can do fine with Opt, however, here's a few things that SV does better despite being a sorcery and may be the reason behind every decklist we see winning runs them.
- It can fix bad starting hands. You're playing a low land count deck, you'll usually keep 1 landers.
- You're playing 8 threats and NEED to find at least one.
- You're playing discard the first turns. Wich means that if you don't do anything relevant later your opponent will just draw what you took earlier. Card selection is huge here.
- You can find easier your Battle Rage combo.
- You can send lands to the botton when you don't want them anyomore.
- It's better againts grindy and control matchups.
- It just goes deeper.
I'm sure there's more, but I hope theese will help you to understand a little more, good luck!
Just to add:
serum visions + street wraith (i usually do this>>>stubborn or removal on topdeck so opponent can't easily interact)
I honestly don't think fatal push is as strong anymore in the meta since most things can be killed by bolt again, very rare to see death's shadows running around now.
I've been playing 2x faithless looting for a while. I've found that I am only on the grind plan about 25% or less of the time, so looting maindeck has been fantastic. Grixis DS plays like a tempo deck from my experience and usually needs to disrupt, play a threat, and then hang on just long enough to sneak out a win. Looting has been great for helping me to not worry about flood or drawing dead cards like fatal push against tron or stubborn denial against humans. I prefer to run 18 lands anyway in this deck and that decision plays very well for me when I know I have the ability to dump my 4th or 5th land in the games that go a little longer. It has nice synergy with a lot of the cards in your deck already including thought scour, gurmag angler, and snapcaster mage. Overall, my advice is to test it out and see if it feels good. Some metas may not be a great fit, especially if you play against a lot of jund and jeskai type decks, but in a more open meta with a wide range of decks, looting seems really good and has been for me for a while.
There have been scg articles advocating faithless looting in this deck to help with mitigating flood and wrong half syndrome. Being a huge fan of the grind and card advantage, I'm initially sceptical. Has anyone tried those lists yet, and what were your impressions of looting?
I haven't played any of those decks, but I've played other midrange decks with looting(rbx pyromancer) and it's pretty good in those so I could see it working here
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Modern:UBRDeath's ShadowUBR, CEldrazi StompyC,WUBRGSliversWUBRG, UBRGTraverse ShadowUBRG,RUGtempo pileRUG Pauper:UdelverU they slaughtered my deck i miss gush and daze..
And I'll add to my thoughts earlier by saying that if you want a deck that grinds out games and wins through card advantage, Grixis shadow is probably not the best option. Sure it has some 2 for 1 plays like snapcaster and k-command (which I don't maindeck anymore due to the CMC-3 being awful for this deck's gameplan), but ultimately the late-game power of this deck is not all that impressive compared to many other decks in the format. We thrive on mana efficiency and seek to end the game before slower strategies can overwhelm us with their more powerful, but more expensive spells.
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https://docs.google.com/document/d/113aJBMWGQTSH0Yiv3zWh_1tVebsm1UvWihkLhpvsvY0/mobilebasic
Here y'all go! He's also 5-0d twice this week.
https://twitter.com/bmjmtgo
dont see any sb guide though.
Edit: a little late
Pauper: UdelverUthey slaughtered my deck i miss gush and daze..Turn 6 Karn > Turn 2 Phage
Legacy: Grixis Delver
EDH: Derevi Stax
Pauper: Goblins
Temur Battle Rage - 2 in the 75 seems widely accepted. Are we still gung-ho about running 2 main or are people having success running 1 main and 1 side?
Lightning Bolt - I seem to be in the minority running 1 main and 0 side. Is Bolt rarely played because our creatures are already so big? Personally, I've found it nice as a removal to clear out creatures (especially Affinity and Humans, two main decks atm) and also occasionally break board stalls. When I ran up against Mardu Pyromancer I found the 3 damage key to finish off my opponent (after they have walled up with chump blockers).
Liliana of the Veil - I've been running a 1-of Liliana, the Last Hope in my SB but no LOTV because I don't own one, and secondly, I've been running a pair of Young Pyromancer in its place. Am I significantly missing out by not having at least 1 LOTV in my SB?
Is Nihil Spellbomb the "best" SB anti-GY card at our disposal that people generally play? What other options are people running to take on GYs?
http://tappedout.net/mtg-decks/dylan-donegan-gds/?cb=1523844757
I like this so much!
Mardu Pyromancer
Grixis Shadow
Traverse Shadow
Jund
Abzan
The Rock
Is there any guideline for 18 versus 19 lands? Like, how many cantrips one should run?
On cantrips, I notice most lists are running Serum Visions over Opt, which seems silly to me. Wouldn't you rather bluff having Stubborn Denial up and play Opt on their turn?
I'm not an expert in this deck, I've been playing it for the last 3 months and recently began to have more success with it by switching some concepts of the cards it runs. First of all, you're not playing control, so Temur battle rage is the card that release you from the need to remove every single creature your opponent throws at you. Your removal is limited and should be used very careful. It also solves a lot of problems that old Death's Shadows version had, wich is evasion basically. That being said, the importance of Rage is that unlike removal it can be played against decks with few to 0 creatures like Tron or combo, because it can speed up the clock a lot.
In my experience, you want Rage when facing an army of tokens or little creatures, and when facing non interactive combo or big mana decks. The mardu pyromancer matchup is a tricky one, because is both interactive and go-wide, but in the matchs I played, I always wanted Rage because you eventually end up with a big guy in play against a bunch of little tokens no matter what. Hope it helps, good luck!
You can play the deck just fne and the Scalding tarn is the less important fetch of all of them. However, you will suffer maybe a 5-15% of games because you coldn't search your Steam Vents when you needed it. You also want to search for your island many times, so maybe you can swich between verdant catacombs and other island search fetch.
On cantrips, you can do fine with Opt, however, here's a few things that SV does better despite being a sorcery and may be the reason behind every decklist we see winning runs them.
- It can fix bad starting hands. You're playing a low land count deck, you'll usually keep 1 landers.
- You're playing 8 threats and NEED to find at least one.
- You're playing discard the first turns. Wich means that if you don't do anything relevant later your opponent will just draw what you took earlier. Card selection is huge here.
- You can find easier your Battle Rage combo.
- You can send lands to the botton when you don't want them anyomore.
- It's better againts grindy and control matchups.
- It just goes deeper.
I'm sure there's more, but I hope theese will help you to understand a little more, good luck!
Battle Rage is in the deck to allow you to trample over go wide decks and gives you a faster clock against non interactive decks with little to no removal. You usually side it out in grindy matchups like Jund because they tend to have plenty of removal and you'll often just offer up a 2 for 1 when they Push/Terminate/Path your threat with Battle Rage on the stack. Keeping them in against Amulet Titan was probably right since you need to kill them before they can one shot kill you with the Primeval Titan.
Just to add:
serum visions + street wraith (i usually do this>>>stubborn or removal on topdeck so opponent can't easily interact)
3 Gurmag Angler
3 Snapcaster Mage
4 Street Wraith
1 Tasigur, the Golden Fang
2 Inquisition of Kozilek
4 Serum Visions
4 Thoughtseize
2 Dismember
2 Fatal Push
2 Lightning Bolt
3 Stubborn Denial
2 Temur Battle Rage
4 Thought Scour
3 Mishra's Bauble
4 Bloodstained Mire
1 Island
4 Polluted Delta
3 Scalding Tarn
1 Steam Vents
1 Swamp
2 Watery Grave
1 Snapcaster Mage
2 Fatal Push
1 Stubborn Denial
2 Ceremonious Rejection
2 Collective Brutality
2 Disdainful Stroke
1 Kolaghan's Command
1 Liliana, the Last Hope
1 Radiant Flames
1 Terminate
1 Vendilion Clique
17 land deck. I'm liking only running 3 snaps mainboard. Bauble's and serum visions together with only one k command in the 75.
I haven't played any of those decks, but I've played other midrange decks with looting(rbx pyromancer) and it's pretty good in those so I could see it working here
Pauper: UdelverUthey slaughtered my deck i miss gush and daze..Turn 6 Karn > Turn 2 Phage