So this week I ran this list during Modern night and I wanted to give you guys a run down. A very small event with only 10 or so people but I know I always learn from reading other people’s write-ups so here you go:
SIDEBOARD
1x Forest
1x Path to Exile
2x Inquisition of Kozilek
1x Natural State
1x Grafdigger's Cage
1x Nihil Spellbomb
1x Stony Silence
1x Pyroclasm
1x Ancient Grudge
1x Abrupt Decay
2x Lingering Souls
2x Hooting Mandrils
The maindeck is about as standard as it gets, as much as I don't like Steppe Lynx there has to be a "worst creature" and Steppe Lynx just fills that role. I want to try Gnarlwood Dryad in the future though.
I was trying out the Lingering Souls in the board because I did not have access to a Ranger of Eos and I wanted to try some new tech for the grindier matchups. I saw an Abrupt Decay in the board of a couple list and wanted to try it myself as a catch-all removal spell.
ROUND 1: Bogles
Game 1 - Won the die roll, had T1 Steppe Lynx + Cyclers into T2 Nacatl + Swiftspear. T3 my opponent had a blocker and a Path but I baited it out with a Mutagenic Growth and ended it with Become Immense.
1-0
Sideboarding: +2 IoK, +1 Natural State, +1 Forest, +1 Decay, -2 Bolts, -3 Bauble. I was wavering back and forth on Decay, but I wanted a way to beat Daybraek Coronet so I decided to bring it in, pretty straightforward other than that.
Game 2 - We both mulliganed, I had a T1 Nacatl to his Bogle. I started getting in there but was low on lands as well. I got a Death's Shadow in but my opponent drew lands and eventually made an 16 point lifeswing with Coronet. Luckily my Death's Shadow was then huge and I was able to kill through an 8/8 Lifelinking blocker with my TBR on Death's Shadow
2-0 (1-0 Overall)
ROUND 2: UWR (No Nahiri!)
Game 1 - Won the die roll again, had a nice start with a T1 Nacatl into T2 Death's Shadow + Tseize. The critical point in this game was when I tapped out on T2 taking a Path with Thoughtseize and leaving my opponent with Helix to my 1/1 Death's Shadow. He went for the Helix on his turn and I got the blowout with Mutagenic Growth, untapped and killed him on my third turn.
1-0
Sideboarding: +2 Inquisition, +2 Hooting Mandrils, +2 Lingering Souls, +1 Grafdiggers Cage, +1 Forest -2 Bolt, -2 Steppe Lynx, -1 TBR, -1 Become Immense, -2 Steppe Lynx. I like to shave bits of the combo in removal heavy matchups, plus I was bringing in Mandrils which should always take at least one Become Immense’s spot. This is one of the matchups I wanted to try Lingering Souls for.
Game 2 – I mulled to 6 with my only creature being a Death’s Shadow, however I had IoK and could cast Shadow on T2. IoK took a Path but saw a Helix, a Snap and a Wrath. Basically I cycled and shocked my way down to 3 after playing Death’s Shadow but couldn’t find another creature. My opponent drew the Path and helixed me with Ajani Vengeant.
1-1
Game 3 – On the play I felt much more comfortable, especially with a hand of Thoughtseize into double Death’s shadow turn 2 with Lingering Souls backup. I seized away a Wrath and followed it up with my Shadows, got another blowout on a Helix with Mutagenic Growth, and held onto Souls in case of another Wrath. T4 kill.
2-1 (2-0 Overall)
ROUND 3: 4c Kiki Coco (Love the name)
Game 1 - Lost the die roll. Wall of Omens to block my Nacatl got Evolutioned away for Skite, Exarch took care of my attackers for a turn and then he Kikid me on T4. The curve, especially Spellskite with Double TBR in hand, was too good for me to handle.
0-1
Sideboarding: +1 Forest, +1 Path, +1 Grafdigger’s Cage, +2 Lingering Souls, +2 Mandrils, +2 IoK, -1 TBR, -1 Become Immense, -3 Steppe Lynx, -2 Bauble. I was setting up for the long haul, pretty standard boarding. In the future I would not board in IoK and leave in Baubles, but my line of thought was I was trying to maximize interaction and ways to deal with the combo and Spellskite.
Game 2 – Opening hand had double Souls, snap keep. T1 Swiftspear + Probe seeing a slow hand with Reflector Mage, Exarch, Ewit and, T2 T Seize taking Exarch, T3 Souls into T4 into T5 Souls + Flashback and attack for a bunch does the trick.
1-1
Reboarding: Opponent goes to sideboard again and I assume he’s going for the Souls hate (he flashed me a Staticaster) so I sided out the Souls for the Baubles.
Game 3 - I have Cage with Swiftspear, Death’s shadow and Bolt for his dork. I remember awkwardly drawing a shock that delayed my Shadow a turn, letting it get Reflector Maged 4-5 turns in a row while I sit back on a Swiftspear and Nacatl. My opponent develops his board while refusing to attack, I am way behind from all the Reflector Mages. He gets to just about lethal on board but he runs out of Reflector Mages and Phantasmal Images so I stick a Shadow. He saws go, I draw another Shadow, play it and pass. He draws and passes again with exactly 20 points of toughness in blockers, however two 9/9 Death’s Shadows + a TBR and my pair of Mutagenic Growths manage to get through for the kill.
2-1 (3-0 Overall)
ROUND 4: Abzan
Game 1 – Not particularly interesting. I lose the die roll and mull to 5 with no creatures, but 2 Baubles a land and the combo, however I fetch and shock low and die to a Goyf.
Sideboarding: +1 Path, +1 Decay, +1 Forest, +2 Souls, +2 Mandrils, -1 TBR, -1 Become Immense, -2 Bauble, -1 Steppe Lynx, -2 Bolt. Again settling in for the long game, I considered Nihil Spellbomb for Goyf and Souls but decided against it because my GY is always pretty stacked for Goyf and Mandrils helps against Souls anyways.
Game 2 – Mull to 6, Keep double Nacatls who do work, but T2 Lilly into T3 Rhino into T4 Rhino kills me very easily.
0-2 (3-1 Overall)
This matchup is very hard, I wish I had drawn Souls to see how it was however I think they are better against Jund since they don’t have Souls of their own.
FINAL NOTES: I’m still loving this deck, and it’s a lot of fun. The free wins feel dirty but I almost enjoy that even more. I really hate the card Mishra’s Bauble but it’s a necessary evil, I hate Steppe Lynx as well but I think it may be less necessary, I want to test Gnarlwood Dryad in that spot later. I want to try Souls more, whenever I drew it they were fantastic but more data is needed. Because they cost 3 and create more bodies for much cheaper I think I might end up keeping them even if I get a Ranger of Eos, however time will tell. I'm going to add another Path to the board over Decay because I think Decay suffers from the Lightning Helix problem, it costs too much in this deck for removal. Maybe anoterh Dismember would do, but from what I've read on here everyone seems to think Path is the way to go. Anyways let me know what you think on the matter. Other cards I want to try out are Goyf (Don’t own any) and Grim Flayer. I really like the idea of Grim Flayer and I think (and hope as a budget replacement for Goyf) that he ends up being good. Let me know if you have any questions, comments or concerns, or something doesn’t make sense (it’s late and I’ve had a long day).
-Alex
Game 2 – Opening hand had double Souls and Grafdigger’s Cage, snap keep. T1 Swiftspear + Probe seeing a slow hand with Reflector Mage, Exarch, Ewit and, T2 Grafdigger’s Cage + Seize taking Exarch, T3 Souls into T4 into T5 Souls + Flashback and attack for a bunch does the trick.
I wish I could play your Cage, seems much better than the regular one (hint: cage and souls is a nombo)
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Trophyless guy.
Thought of the Month: I gave up from trying to require the 'i' on my name: SolesticIo
I hated Lynx when I first started playing, but I seem to be prone to flooding with this deck so I've come to love that little guy.
I've tried out Dryad a bit and so far have not been impressed. 1/1 all the time doesn't compare to a creature that's a 4/5 the majority of the time imo.
For those who are running the 1 basic land in the SB, do you feel that's it's worth the slot?
I'm not sure if losing the slot is worth it since path is a great card against us anyway, that getting the extra ramp never seens to make much of a difference to me in this deck
For those who are running the 1 basic land in the SB, do you feel that's it's worth the slot?
I'm not sure if losing the slot is worth it since path is a great card against us anyway, that getting the extra ramp never seens to make much of a difference to me in this deck
It's also there to give you more land slots against decks that are going to be killing your stuff, so you have an easier time casting Hooting Mandrills and ensuring that you hit land drops against decks like Jund. Personally I like the forest.
That looks like the most stock list available. If you've watched videos, read articles, or spent any amount of time playing the deck there isn't any advice to offer (especially if you don't know the meta).
See my comment about playing the deck enough. Have you tried Dryad enough to form an opinion on it? Doesn't sound like it to me.
Either you need to know which version of the deck you like better after playing it a ton or you need to know the meta you're going into well if anyone is going to provide quality input. I don't want to sound salty but it sounds to me like you're net decking a week before the tournament and expect a magical answer here. If you don't know if you should play Dryad I would lean towards not. If you have a goyf try swapping one in for a Lynx. It doesn't require changing the rest of the deck to reliably hit Delerium. For Dryad to be effective in the stock list you basically need to draw a Bauble, Fetch, Growth (and use it), Probe or Wraith all by turn 2. Which is very possible but I've had many games where that just doesn't happen. Then if you cast Become Immense and it doesn't win you the game your Dryads are now 1/1s.
Thanks for you help, i play with this deck since maybe three months and i'm not getting relevant results, getting bad spots for me. I read this primer over and over but some little advices i consider welcome because i'm a begginer im MTG.
Speaking based on the mtgo leagues I played with the Dryad, I would say the card is good if you're expecting a midrange meta. The card can deal by itself with goyf, pumped oozes, grim harvester,rhinos, and loxodons. Against the control and combo decks I would rather keep the lynx. The latter with fetch + mutagenic and temur battle can close the game, not to mention he deals vital damage before you have assembled the combo/ the shadow is able to attack.
Can someone give some tips about sideboarding with the deck.
I play only against GR TRON (only the 3 games of my first round), MERFOLKS (about 8 games in all night) and INFECT (about 5 games).
I arrived soon and play some games againts Merfolks before the FNM. I feel the matchup it hard, and very quick. I play 2 games without sideboard and then sideboarding in 2 Pyroclasm and 1 Murderous Cut for 3 Sleight of Hand. I don't like very much the Pyroclasm and in only one match it's very good.
In the FNM I played against this guy and win 2-0. In game 2 I sideboard in 3 Duress for 3 sleight of Hand, but my opponent mull to 5 five and keep a lose hand.
Against GR Tron I sideboard in 3 Duress and 1 Young Pyromancer for 2 Dismember and 2 Sleight of Hand.
Against Infect I played 3 games no sideboard between rounds and feel that was a race. But I like the match up and feel that after sideboard it will be better. I sideboard in 3 Gut Shot and 2 Pyroclasm for a mix of 5 Sleight of Hand and Serum Visions. In game two I mull to five and keep a hand OK, but I lose when I draw four TBR in a row and need to lose one more point of life.
I don't really know if I do a right swap removing always Sleight of Hand. I copy this list from one top 8, and I'm not sure if I full understand the 4 Young Pyromancer and 2 Pyroclasm in the sideboard.
Thanks in advance for all.
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The Izmagnus are the most powerful members of the Izmundi
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes Commander: Locust God
Tron should be pretty easy. Their only defense against your early game is Pyroclasm, although a small percentage of them run Lightning Bolt. The important thing is to go hyper-aggressive and don't let the game go late: the deck has huge inevitability. There are very few Tron players who can do anything during your turn. I feel like the Duress doesn't really stop them and making the deck more aggro is better.
For Merfolk, Sam Black says you cut pump spells: Mutagenic and Become Immense. Bring in Dismember and Pyroclasm. It would be better if you could use Inquisition of Kozilek over Duress here. Are you anticipating a lot of Ad Nauseam or something? In my experience, the biggest mistake people make with Pyroclasm vs. Merfolk is to try to get multiple fish with it. This doesn't really happen: they have too many lords that will quickly put them out of range of it. It's usually a 2 for 1 at best.
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These days, some wizards are finding they have a little too much deck left at the end of their $$$.
MTG finance guy- follow me on Twitter@RichArschmann or RichardArschmann on Reddit
I haven't played any games with this deck yet, but the sideboards I see are very strange. What matchups do you bring in stuff like the hooting mandrills and 1-2 tarmogoyf? or is it better to just mainboard a goyf or 2 now? I'm guessing they just come in against burn and aggro and maybe you take out some shadows and other phyrexian cards? I dunno, I'm curious how this deck sideboards because I'm going to give it a try soon, but it's just a really strange deck to figure out sometimes.
I haven't played any games with this deck yet, but the sideboards I see are very strange. What matchups do you bring in stuff like the hooting mandrills and 1-2 tarmogoyf? or is it better to just mainboard a goyf or 2 now? I'm guessing they just come in against burn and aggro and maybe you take out some shadows and other phyrexian cards? I dunno, I'm curious how this deck sideboards because I'm going to give it a try soon, but it's just a really strange deck to figure out sometimes.
They come in against the midrange decks. You have to think of this deck as three decks in one: Infect (a combo deck based on creatures), Zoo, and Jund. Preboard, it's primarily infect but also has strong elements of Zoo. Postboard, it emphasizes the 1-2 best plans against the opponent's deck, and de-emphasizes the other one(s). A creature based combo deck is poor against jund, so you side out almost all of the combo elements and bring in as many large creatures as you can, and a mix of hard removal spells and maybe discard (I don't think there's concensus about whether to keep the discard in).
I recommend reading Manus Lantto's primer: part 1, part 2
MAINDECK
Creatures:
4x Death's Shadow
4x Monastery Swiftspear
4x Wild Nacatl
3x Steppe Lynx
Instants/Sorceries (Interaction):
3x Thoughtseize
2x Lightning Bolt
Instants/Sorceries (Combo):
4x Mutagenic Growth
3x Become Immense
4x Temur Battle Rage
Cyclers:
4x Street Wraith
4x Gitaxian Probe
4x Mishra's Bauble
Lands:
3x Verdant Catacombs
1x Wooded Foothills
4x Bloodstained Mire
4x Windswept Heath
1x Blood Crypt
1x Stomping Grounds
1x Godless Shrine
1x Sacred Foundry
1x Overgrown Tomb
SIDEBOARD
1x Forest
1x Path to Exile
2x Inquisition of Kozilek
1x Natural State
1x Grafdigger's Cage
1x Nihil Spellbomb
1x Stony Silence
1x Pyroclasm
1x Ancient Grudge
1x Abrupt Decay
2x Lingering Souls
2x Hooting Mandrils
The maindeck is about as standard as it gets, as much as I don't like Steppe Lynx there has to be a "worst creature" and Steppe Lynx just fills that role. I want to try Gnarlwood Dryad in the future though.
I was trying out the Lingering Souls in the board because I did not have access to a Ranger of Eos and I wanted to try some new tech for the grindier matchups. I saw an Abrupt Decay in the board of a couple list and wanted to try it myself as a catch-all removal spell.
ROUND 1: Bogles
Game 1 - Won the die roll, had T1 Steppe Lynx + Cyclers into T2 Nacatl + Swiftspear. T3 my opponent had a blocker and a Path but I baited it out with a Mutagenic Growth and ended it with Become Immense.
1-0
Sideboarding: +2 IoK, +1 Natural State, +1 Forest, +1 Decay, -2 Bolts, -3 Bauble. I was wavering back and forth on Decay, but I wanted a way to beat Daybraek Coronet so I decided to bring it in, pretty straightforward other than that.
Game 2 - We both mulliganed, I had a T1 Nacatl to his Bogle. I started getting in there but was low on lands as well. I got a Death's Shadow in but my opponent drew lands and eventually made an 16 point lifeswing with Coronet. Luckily my Death's Shadow was then huge and I was able to kill through an 8/8 Lifelinking blocker with my TBR on Death's Shadow
2-0 (1-0 Overall)
ROUND 2: UWR (No Nahiri!)
Game 1 - Won the die roll again, had a nice start with a T1 Nacatl into T2 Death's Shadow + Tseize. The critical point in this game was when I tapped out on T2 taking a Path with Thoughtseize and leaving my opponent with Helix to my 1/1 Death's Shadow. He went for the Helix on his turn and I got the blowout with Mutagenic Growth, untapped and killed him on my third turn.
1-0
Sideboarding: +2 Inquisition, +2 Hooting Mandrils, +2 Lingering Souls, +1 Grafdiggers Cage, +1 Forest -2 Bolt, -2 Steppe Lynx, -1 TBR, -1 Become Immense, -2 Steppe Lynx. I like to shave bits of the combo in removal heavy matchups, plus I was bringing in Mandrils which should always take at least one Become Immense’s spot. This is one of the matchups I wanted to try Lingering Souls for.
Game 2 – I mulled to 6 with my only creature being a Death’s Shadow, however I had IoK and could cast Shadow on T2. IoK took a Path but saw a Helix, a Snap and a Wrath. Basically I cycled and shocked my way down to 3 after playing Death’s Shadow but couldn’t find another creature. My opponent drew the Path and helixed me with Ajani Vengeant.
1-1
Game 3 – On the play I felt much more comfortable, especially with a hand of Thoughtseize into double Death’s shadow turn 2 with Lingering Souls backup. I seized away a Wrath and followed it up with my Shadows, got another blowout on a Helix with Mutagenic Growth, and held onto Souls in case of another Wrath. T4 kill.
2-1 (2-0 Overall)
ROUND 3: 4c Kiki Coco (Love the name)
Game 1 - Lost the die roll. Wall of Omens to block my Nacatl got Evolutioned away for Skite, Exarch took care of my attackers for a turn and then he Kikid me on T4. The curve, especially Spellskite with Double TBR in hand, was too good for me to handle.
0-1
Sideboarding: +1 Forest, +1 Path, +1 Grafdigger’s Cage, +2 Lingering Souls, +2 Mandrils, +2 IoK, -1 TBR, -1 Become Immense, -3 Steppe Lynx, -2 Bauble. I was setting up for the long haul, pretty standard boarding. In the future I would not board in IoK and leave in Baubles, but my line of thought was I was trying to maximize interaction and ways to deal with the combo and Spellskite.
Game 2 – Opening hand had double Souls, snap keep. T1 Swiftspear + Probe seeing a slow hand with Reflector Mage, Exarch, Ewit and, T2 T Seize taking Exarch, T3 Souls into T4 into T5 Souls + Flashback and attack for a bunch does the trick.
1-1
Reboarding: Opponent goes to sideboard again and I assume he’s going for the Souls hate (he flashed me a Staticaster) so I sided out the Souls for the Baubles.
Game 3 - I have Cage with Swiftspear, Death’s shadow and Bolt for his dork. I remember awkwardly drawing a shock that delayed my Shadow a turn, letting it get Reflector Maged 4-5 turns in a row while I sit back on a Swiftspear and Nacatl. My opponent develops his board while refusing to attack, I am way behind from all the Reflector Mages. He gets to just about lethal on board but he runs out of Reflector Mages and Phantasmal Images so I stick a Shadow. He saws go, I draw another Shadow, play it and pass. He draws and passes again with exactly 20 points of toughness in blockers, however two 9/9 Death’s Shadows + a TBR and my pair of Mutagenic Growths manage to get through for the kill.
2-1 (3-0 Overall)
ROUND 4: Abzan
Game 1 – Not particularly interesting. I lose the die roll and mull to 5 with no creatures, but 2 Baubles a land and the combo, however I fetch and shock low and die to a Goyf.
Sideboarding: +1 Path, +1 Decay, +1 Forest, +2 Souls, +2 Mandrils, -1 TBR, -1 Become Immense, -2 Bauble, -1 Steppe Lynx, -2 Bolt. Again settling in for the long game, I considered Nihil Spellbomb for Goyf and Souls but decided against it because my GY is always pretty stacked for Goyf and Mandrils helps against Souls anyways.
Game 2 – Mull to 6, Keep double Nacatls who do work, but T2 Lilly into T3 Rhino into T4 Rhino kills me very easily.
0-2 (3-1 Overall)
This matchup is very hard, I wish I had drawn Souls to see how it was however I think they are better against Jund since they don’t have Souls of their own.
FINAL NOTES: I’m still loving this deck, and it’s a lot of fun. The free wins feel dirty but I almost enjoy that even more. I really hate the card Mishra’s Bauble but it’s a necessary evil, I hate Steppe Lynx as well but I think it may be less necessary, I want to test Gnarlwood Dryad in that spot later. I want to try Souls more, whenever I drew it they were fantastic but more data is needed. Because they cost 3 and create more bodies for much cheaper I think I might end up keeping them even if I get a Ranger of Eos, however time will tell. I'm going to add another Path to the board over Decay because I think Decay suffers from the Lightning Helix problem, it costs too much in this deck for removal. Maybe anoterh Dismember would do, but from what I've read on here everyone seems to think Path is the way to go. Anyways let me know what you think on the matter. Other cards I want to try out are Goyf (Don’t own any) and Grim Flayer. I really like the idea of Grim Flayer and I think (and hope as a budget replacement for Goyf) that he ends up being good. Let me know if you have any questions, comments or concerns, or something doesn’t make sense (it’s late and I’ve had a long day).
-Alex
I wish I could play your Cage, seems much better than the regular one (hint: cage and souls is a nombo)
Thought of the Month:
I gave up from trying to require the 'i' on my name: SolesticIo
Creature (18)
4 Gnarlwood Dryad
4 Death's Shadow
1 Ghor-Clan Rampager
4 Monastery Swiftspear
1 Tarmogoyf
4 Street Wraith
Sorcery (10)
4 Gitaxian Probe
4 Thoughtseize
2 Traverse the Ulvenwald
Instant (10)
4 Mutagenic Growth
1 Become Immense
4 Temur Battle Rage
1 Dismember
Artifact (4)
4 Mishra's Bauble
Land (16)
4 Verdant Catacombs
4 Bloodstained Mire
3 Wooded Foothills
2 Stomping Ground
1 Blood Crypt
1 Swamp
1 Overgrown Tomb
Tribal instant (2)
2 Tarfire
60 Cards
Sideboard (15)
2 Tarmogoyf 2 Grafdigger's Cage 2 Inquisition of Kozilek 2 Pyroclasm 2 Hooting Mandrills 1 Nihil Spellbomb 1 Ancient Grudge 1 Spellskite 1 Natural State 1 Gut Shot
My H/W list
I've tried out Dryad a bit and so far have not been impressed. 1/1 all the time doesn't compare to a creature that's a 4/5 the majority of the time imo.
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
For those who are running the 1 basic land in the SB, do you feel that's it's worth the slot?
I'm not sure if losing the slot is worth it since path is a great card against us anyway, that getting the extra ramp never seens to make much of a difference to me in this deck
I live for fair Magic.
Legacy: D&T/Lands
Modern: BGx
It's also there to give you more land slots against decks that are going to be killing your stuff, so you have an easier time casting Hooting Mandrills and ensuring that you hit land drops against decks like Jund. Personally I like the forest.
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
17 LANDS
1 Arid Mesa
1 Blood Crypt
4 Bloodstained Mire
1 Godless Shrine
1 Overgrown Tomb
1 Sacred Foundry
1 Stomping Ground
2 Verdant Catacombs
4 Windswept Heath
1 Wooded Foothills
19 CREATURES
4 Death's Shadow
4 Monastery Swiftspear
3 Steppe Lynx
4 Street Wraith
4 Wild Nacatl
20 INSTANTS and SORC.
3 Become Immense
4 Gitaxian Probe
2 Lightning Bolt
4 Mutagenic Growth
4 Temur Battle Rage
3 Thoughtseize
4 OTHER SPELLS
4 Mishra's Bauble
SIDEBOARD
1 Ancient Grudge
1 Dismember
1 Forest
1 Grafdigger's Cage
2 Hooting Mandrills
2 Inquisition of Kozilek
1 Phyrexian Unlife
2 Path to Exile
1 Pyroclasm
1 Ranger of Eos
1 Stony Silence
1 Traverse the Ulvenwald
Either you need to know which version of the deck you like better after playing it a ton or you need to know the meta you're going into well if anyone is going to provide quality input. I don't want to sound salty but it sounds to me like you're net decking a week before the tournament and expect a magical answer here. If you don't know if you should play Dryad I would lean towards not. If you have a goyf try swapping one in for a Lynx. It doesn't require changing the rest of the deck to reliably hit Delerium. For Dryad to be effective in the stock list you basically need to draw a Bauble, Fetch, Growth (and use it), Probe or Wraith all by turn 2. Which is very possible but I've had many games where that just doesn't happen. Then if you cast Become Immense and it doesn't win you the game your Dryads are now 1/1s.
Just my 2 cents
1 Blood Crypt
4 Bloodstained Mire
4 Polluted Delta
3 Scalding Tarn
1 Steam Vents
2 Watery Grave
4 Death's Shadow
2 Gurmag Angler
4 Kiln Fiend
3 Street Wraith
2 Dismember
3 Mutagenic Growth
4 Stubborn Denial
4 Temur Battle Rage
4 Gitaxian Probe
4 Serum Visions
4 Sleight of Hand
4 Thoughtseize
2 Grafdigger's Cage
4 Young Pyromancer
3 Gut Shot
1 Murderous Cut
3 Duress
2 Pyroclasm
Can someone give some tips about sideboarding with the deck.
I play only against GR TRON (only the 3 games of my first round), MERFOLKS (about 8 games in all night) and INFECT (about 5 games).
I arrived soon and play some games againts Merfolks before the FNM. I feel the matchup it hard, and very quick. I play 2 games without sideboard and then sideboarding in 2 Pyroclasm and 1 Murderous Cut for 3 Sleight of Hand. I don't like very much the Pyroclasm and in only one match it's very good.
In the FNM I played against this guy and win 2-0. In game 2 I sideboard in 3 Duress for 3 sleight of Hand, but my opponent mull to 5 five and keep a lose hand.
Against GR Tron I sideboard in 3 Duress and 1 Young Pyromancer for 2 Dismember and 2 Sleight of Hand.
Against Infect I played 3 games no sideboard between rounds and feel that was a race. But I like the match up and feel that after sideboard it will be better. I sideboard in 3 Gut Shot and 2 Pyroclasm for a mix of 5 Sleight of Hand and Serum Visions. In game two I mull to five and keep a hand OK, but I lose when I draw four TBR in a row and need to lose one more point of life.
I don't really know if I do a right swap removing always Sleight of Hand. I copy this list from one top 8, and I'm not sure if I full understand the 4 Young Pyromancer and 2 Pyroclasm in the sideboard.
Thanks in advance for all.
Modern: Grixis DS ; UR Phoenix ; Storm ; Burn
Standard: MonoRed ; Ral Spells ; UR Phoenix ; Izzet Drakes
Commander: Locust God
For Merfolk, Sam Black says you cut pump spells: Mutagenic and Become Immense. Bring in Dismember and Pyroclasm. It would be better if you could use Inquisition of Kozilek over Duress here. Are you anticipating a lot of Ad Nauseam or something? In my experience, the biggest mistake people make with Pyroclasm vs. Merfolk is to try to get multiple fish with it. This doesn't really happen: they have too many lords that will quickly put them out of range of it. It's usually a 2 for 1 at best.
MTG finance guy- follow me on Twitter@RichArschmann or RichardArschmann on Reddit
Affinity
Legacy:
GBCombo Elves
EDH:
GEzuri, Renegade Leader's Elf Ball
Cube:
180 Peasant Micro Cube
They come in against the midrange decks. You have to think of this deck as three decks in one: Infect (a combo deck based on creatures), Zoo, and Jund. Preboard, it's primarily infect but also has strong elements of Zoo. Postboard, it emphasizes the 1-2 best plans against the opponent's deck, and de-emphasizes the other one(s). A creature based combo deck is poor against jund, so you side out almost all of the combo elements and bring in as many large creatures as you can, and a mix of hard removal spells and maybe discard (I don't think there's concensus about whether to keep the discard in).
I recommend reading Manus Lantto's primer: part 1, part 2