I know that wizards has been doing a lot of behind the scenes work on tournament reporting with WER (the software used for paper tournaments) and how it stores and reports, so that may be part of the issue with the magic online stuff.
Also, I'm puzzling over the new dual. I'm trying it as a one-of in my Jund list and I can't figure out the sequencing. If I'm in a place to crack a fetch on end step for a tap land to conserve life it feels like the target as it can never enter untapped. But, that defeats the purpose of it cycling later in the game. It will probably take a lot of testing, but I would love some thoughts from other people on this. Should I err towards fetching it tapped when I can, or should I hold off on that so I can cycle it if I draw it later? It's also entirely possible that it just never does enough to justify not being a stomping ground. Especially since I have original stomping grounds signed by Rob Alexander.
I had a really funny game against Merfolk last night. I got stuck on 2 lands so I thought I was just dead, but I had my 1-of Prismatic in play. After a few turns of him building his board, I finally had 5 lands in play. He tapped low to put play a ton of Lords to put me to 1. On my turn, I topdecked land #6 and Scapeshifted for a million damage
I also had another game where Scapeshift helped steal a win-out-of-nowhere against Jeskai copycat. I really think I like having 1 in the deck for those times. I could see the reason for having more, but I don't see myself ever going below 1 maindeck. I do side it out a lot, but I think that's OK.
There are very few instances when the cycle-dual would be good. Really the only time is when you are topdecking with 6+ lands in play and just looking for Titan/Scapeshift. All other times, including when you are topdecking but have less than 6 lands in play, you will just be playing it. Having a card that is only better than Stomping Ground or Cinder Glade in that specific instance when you topdeck that specific land doesn't seem worth the times when your opener is cycle-dual, Cinder Glade, Valakut and you take forever to get your ramp going.
On a separate note, what do you all think about Harmonize? I find myself frequently in topdeck mode. Last night I got lucky to topdeck 3 consecutive Titans to win, but I also lost a round when I topdecked land after land. Does Harmonize have a place in the deck? Maybe instead of something like Primal Command or the 3rd Courser? I decided to test 3 in the sideboard in the place of 2 Hornet Nest and the 3rd Baloth. I figure that Hornet Nest or Harmonize would come in against DS. Hornet can be answered with Terminate whereas Harmonize could be very dangerous for them to let you keep in hand. We'll see how it goes.
Hey guys - I'm completely new to Titanshift, but just built the Jund version. I'm having trouble with my post-SB games and was hoping someone could give me some guidelines on how to SB properly. My list is pretty much this SCG list (minus misty's for 3x verdants)
I'm looking to tune to a pretty wide meta - lots of burn and death's shadow (both jund and grixis), eldrazi tron, u/w control, lantern control, infect, junk, bant eldrazi.
Sorry if the list is long! I think I'm just having trouble understanding match ups in general, since I always feel like I should be rushing to 6 or 7 lands + scapeshift asap. Any help is appreciated, and thanks for taking a look!
Started out 2-0 by having two really great matches against Affinity (both involved some tight play and a little bit of luck). I felt pretty hot going into Round 3, and was paired against Restore Balance with 4 Maindeck Leyline and Blood Moon, so I accepted the loss. Round 4 was paired against Sun and Moon, with 4 MD Leyline and Blood Moon. Game 1 in that match was a little demoralizing because I found and played all four maindeck Titans, on curve, only to have the first 3 wiped away each by a Wrath and the 4th one locked out by the new Gideon. Dropped at 2-2 so I would have time to make it downtown for the MLS match.
I realized I've played this maindeck setup (or close to it) for close to a year (since SCG and TCG regionals of last year) and it hasn't been bad for me.
Started out 2-0 by having two really great matches against Affinity (both involved some tight play and a little bit of luck). I felt pretty hot going into Round 3, and was paired against Restore Balance with 4 Maindeck Leyline and Blood Moon, so I accepted the loss. Round 4 was paired against Sun and Moon, with 4 MD Leyline and Blood Moon. Game 1 in that match was a little demoralizing because I found and played all four maindeck Titans, on curve, only to have the first 3 wiped away each by a Wrath and the 4th one locked out by the new Gideon. Dropped at 2-2 so I would have time to make it downtown for the MLS match.
I realized I've played this maindeck setup (or close to it) for close to a year (since SCG and TCG regionals of last year) and it hasn't been bad for me.
I'm looking to tune to a pretty wide meta - lots of burn and death's shadow (both jund and grixis), eldrazi tron, u/w control, lantern control, infect, junk, bant eldrazi.
Sorry if the list is long! I think I'm just having trouble understanding match ups in general, since I always feel like I should be rushing to 6 or 7 lands + scapeshift asap. Any help is appreciated, and thanks for taking a look!
So, you mentioned that your list is pretty close to Lejoon's, but I don't know if your board is different or your maindeck or both. So, I will give some general pointers.
Burn, if it is creature heavy burn, bring in sweepers and or Baloths in favor of some amount of ramp and the decays. If it is a less creature heavy, maybe only guides and swiftspears, maybe consider not bringing in a bunch of sweepers. I will occasionally take out one or two titans in this matchup as scapeshift kills immediately, but titan often takes 1 or more turns after casting to actually kill. In those turns, you can eat a couple of bolts and die. (Be careful with baloths as they might skullcrack or atarka's command you to stop the lifegain.)
Death's shadow, I take out explore because the liliana will rip your hand apart and you won't have lands to double drop. Bring in relic, it doesn't just neuter goyf and traverse/snappy depending on color, it also protects you from discard a bit. It's draw represents a card in hand that they can't make you discard. That part alone is really really strong. If you have fogs, consider them here to stop an all in attack with the double strike spell.
Eldrazi Tron, I have little experience here, I happened to avoid this matchup while people played it at my shop and they have all moved on (largely to death's shadow). I expect that Fatal push will perform well and any artifact removal could come in in favor of some amount of ramp.
U/W control, depends on the variant a little for play, but the sideboarding is similar. Either way, you take out fatal push and abrupt decay unless you are super afraid of Celestial Collonade. If it's the old Sun Titan control list, bring in as many extra threats as you can. If it's the newer snapcaster heavy one, consider some number of Relics too.
Lantern Control, bring in more artifact removal over fatal push. Bring in extra threats over ramp. They don't care if you draw ramp if you never draw a wincon or a Valakut. Be threat dense and try to natural valakut so that literally every card is a threat they have to mill.
Infect is not popular anymore, but bring in fogs if you have them. People used to board Sudden Shock for this matchup but it's not near as common now. Push and Decay are great.
Junk, bring in baloths over explore. Again, lilliana rips apart your hand so explore is bad and Baloth can just kill her. If you have the mana to pay summoner's pact, don't be afraid to use it to get Baloth in response to lilis +1
Bant Eldrazi, Fatal push can still kill a lot of their stuff. Abrupt decay is less good. Consider bringing in artifact/enchantment removal in case they have Worship or Leylines or something. Or, just bring in more threats.
This is not comprehensive, but I tried to touch the matchups you listed. Overall, don't think you have to rush into Scapeshift immediately, that will lose you games. You can play a more midrange game where you just win off the topdeck when you are facing control or other midrange, and you can play a more controlling game with sweepers and removal spells against the creature based decks. In game one, rushing to a lethal scapeshift or Primetime is generally the plan as many decks aren't prepared for it. In games two and three however, you need to assess your role in the matchup, and what exactly your winning line can be.
I wouldn't say you need to mulligan super aggressively. The amount of thinning (through fetchlands and all of the many search effects) and draw (through explore and Courser) mean drawing a wincon is pretty likely. We run 10 hard win conditions, and 4 valakut makes a natural valakut a soft win condition.
However, a seven card hand without either valakut or a win condition is not a great blind keep. If you know the matchup is weak to your disruption slots and you have a couple of those in hand definitely consider it as the disruption can represent a couple of more turns to draw a wincon. But if you see a seven with just ramp and lands, heavily consider a mulligan.
I'd just like to say that I disagree with spike4972's advice - specifically that you should mulligan a hand that doesn't have a win-con or a Valakut. One of the chief virtues of this deck (in my opinion) is that it topdecks like a champion - in the basic list, you're running 10 cards that when you draw them either win you the game of put you at an incredible advantage. That's literally 1/6th of the full deck - that's very good odds, especially since we end up thinning the deck so much anyway.
I like to have two ramp spells in my openers, if I can, and if the matchup requires it, a piece of interaction. Anything else from there is gravy.
Private Mod Note
():
Rollback Post to RevisionRollBack
Well, I can saw a woman in two, but you won't wanna look in the box when I'm through.
Maybe it's just a meta thing, but I can't afford to keep a hand that doesn't have disruption or a wincon. In my shop, you will die on turn three or four. So if I'm not winning on 4 or disrupting their win, I can't keep the hand. In the blind, 3 land 4 ramp is great. When you know every deck you are playing against will destroy that, it's unkeepable.
Maybe it's just a meta thing, but I can't afford to keep a hand that doesn't have disruption or a wincon. In my shop, you will die on turn three or four. So if I'm not winning on 4 or disrupting their win, I can't keep the hand. In the blind, 3 land 4 ramp is great. When you know every deck you are playing against will destroy that, it's unkeepable.
YMMV
But a 3 land 4 ramp spells is a 40% turn 4 win (if you draw shift) and 59% turn 5 win. If undisrupted.
If undrisrupted. And %40 likelihood to win isn't what I would call great. Your meta, or the online meta, may be different, but I need disruption or a wincon in hand. Because I'm not getting that 5th turn.
At a random tournament in the blind, or in my meta against a newcomer, 3 lands 4 ramp is fine and I'll snap keep. But that's not an amazing hand, it's just acceptable. Modern is at large a touch slower than it used to be, but it's still not a turn 5 format so not having a great odds to win until then is not great, it's just acceptable.
Edit: This deck is also insanely resilient to mulligans. It has 4 cards. 1) Lands 2) Ramp 3) Wincons 4) Disruption. Going to 6 to try having 3 of those instead of 2 is fine. Even going to 5 is fine. You can really easily win with a solid 5 or 6. A moderate 7 isn't better than a good 6.
I am honestly unsure what you are trying to ask with those questions. The words don't make sense as a question in that order.
What I am saying, is that 3 lands 4 ramp spells is not a perfect hand. It is okay, but not something that you should feel required to keep. And that because of how resilient this deck is to mulligans, going down to 6 is not a problem, especially if you know the matchup. I'm not saying we are some weird combo deck that has to mulligan aggressively like Treasure Hunt, but don't feel bad at all about going to 6 if you need to.
I'm looking to tune to a pretty wide meta - lots of burn and death's shadow (both jund and grixis), eldrazi tron, u/w control, lantern control, infect, junk, bant eldrazi.
Sorry if the list is long! I think I'm just having trouble understanding match ups in general, since I always feel like I should be rushing to 6 or 7 lands + scapeshift asap. Any help is appreciated, and thanks for taking a look!
So, you mentioned that your list is pretty close to Lejoon's, but I don't know if your board is different or your maindeck or both. So, I will give some general pointers.
Burn, if it is creature heavy burn, bring in sweepers and or Baloths in favor of some amount of ramp and the decays. If it is a less creature heavy, maybe only guides and swiftspears, maybe consider not bringing in a bunch of sweepers. I will occasionally take out one or two titans in this matchup as scapeshift kills immediately, but titan often takes 1 or more turns after casting to actually kill. In those turns, you can eat a couple of bolts and die. (Be careful with baloths as they might skullcrack or atarka's command you to stop the lifegain.)
Death's shadow, I take out explore because the liliana will rip your hand apart and you won't have lands to double drop. Bring in relic, it doesn't just neuter goyf and traverse/snappy depending on color, it also protects you from discard a bit. It's draw represents a card in hand that they can't make you discard. That part alone is really really strong. If you have fogs, consider them here to stop an all in attack with the double strike spell.
Eldrazi Tron, I have little experience here, I happened to avoid this matchup while people played it at my shop and they have all moved on (largely to death's shadow). I expect that Fatal push will perform well and any artifact removal could come in in favor of some amount of ramp.
U/W control, depends on the variant a little for play, but the sideboarding is similar. Either way, you take out fatal push and abrupt decay unless you are super afraid of Celestial Collonade. If it's the old Sun Titan control list, bring in as many extra threats as you can. If it's the newer snapcaster heavy one, consider some number of Relics too.
Lantern Control, bring in more artifact removal over fatal push. Bring in extra threats over ramp. They don't care if you draw ramp if you never draw a wincon or a Valakut. Be threat dense and try to natural valakut so that literally every card is a threat they have to mill.
Infect is not popular anymore, but bring in fogs if you have them. People used to board Sudden Shock for this matchup but it's not near as common now. Push and Decay are great.
Junk, bring in baloths over explore. Again, lilliana rips apart your hand so explore is bad and Baloth can just kill her. If you have the mana to pay summoner's pact, don't be afraid to use it to get Baloth in response to lilis +1
Bant Eldrazi, Fatal push can still kill a lot of their stuff. Abrupt decay is less good. Consider bringing in artifact/enchantment removal in case they have Worship or Leylines or something. Or, just bring in more threats.
This is not comprehensive, but I tried to touch the matchups you listed. Overall, don't think you have to rush into Scapeshift immediately, that will lose you games. You can play a more midrange game where you just win off the topdeck when you are facing control or other midrange, and you can play a more controlling game with sweepers and removal spells against the creature based decks. In game one, rushing to a lethal scapeshift or Primetime is generally the plan as many decks aren't prepared for it. In games two and three however, you need to assess your role in the matchup, and what exactly your winning line can be.
Hey Spike -
Thanks for the detailed response! Really appreciate it. I can definitely see where I've been going wrong with my SB decisions - I'll be using your advice during my upcoming weekly modern event
Disruption (14)
Relic of Progenitus - 4
Lightning Bolt - 0
Fatal Push - 4
Abrupt Decay - 1
Maelstrom Pulse - 1
Anger of the Gods - 1
Chandra, Torch of Defiance - 1
Engineered Explosives - 2
Utility (5)
Prismatic Omen - 1
Courser of Kruphix - 0
Harmonize - 3 (in place of BtL if we stick with straight Jund)
Bring to Light - 0 (use instead of Harmonize if we splash Blue)
Primal Command - 1
Payoff (6)
Scapeshift - 3
Primeval Titan - 3
Lands (26)
Cut 2 cards somewhere to make it 60. If the Jund version often plays a midrange game anyway, why not embrace it, make us a little slower, and give us plenty of tools to survive until we get 7 lands + a payoff card?
I would love to hear someone's results if they try a list like that. But, in my opinion the power of the deck (even the Jund list) is that it can win really fast in a hard to disrupt way but also have the disruption to stop the opponent.
The reason BTL plays all those 1 ofs it's because they can tutor and play them with BTL. Your list doesn't make any sense without it.
My list initially had BtL in it, but I removed it to avoid the "post this in the dead BtL thread instead of here" comments :-P But perhaps BtL would be better than Harmonize, I'm not sure. The point of showing the 1-ofs is to emphasize that you have a TON of available disruption options just by adding black. In particular, I am excited to try EE.
@spike4972: Perhaps you're right. I'm just trying to see what else we could do with the deck. I think we could still have a viable deck that is still fast and resilient but maybe a touch more disruption. I need to see how close I am to building this Online so I can try it out.
@Tucker: Thanks for the reminder The more I play Titan Shift, the less I like Omen. I am down to 1 copy now and could see dropping it completely for another Farseek which also fixes your mana and actually ramps you to Titan.
I think you would be far better served just playing Jund instead of that list.
Edited to remind everyone prismatic omen is bad.
I agree, regular Jund is probably just better at what that midrangey list is trying to do.
And just saying with no other context that Prismatic Omen is bad is not helpful to the discussion in the thread. If you want to continue to reiterate how bad you think the card is, give actual reasonings. But please don't just tack 'Prismatic Omen is bad' onto posts, it's unhelpful and obnoxious.
Also, I'm puzzling over the new dual. I'm trying it as a one-of in my Jund list and I can't figure out the sequencing. If I'm in a place to crack a fetch on end step for a tap land to conserve life it feels like the target as it can never enter untapped. But, that defeats the purpose of it cycling later in the game. It will probably take a lot of testing, but I would love some thoughts from other people on this. Should I err towards fetching it tapped when I can, or should I hold off on that so I can cycle it if I draw it later? It's also entirely possible that it just never does enough to justify not being a stomping ground. Especially since I have original stomping grounds signed by Rob Alexander.
Marath, Will of the Wild Tokens!! / Karrthus, Tyrant of Jund Dragons! / Muzzio, Visionary Architect / Brago, King Eternal / Daretti, Scrap Savant / Narset, Enlightened Master / Alesha, Who Smiles at Death / Bruna, Light of Alabaster / Marchesa, the Black Rose / Iroas, God of Victory / Freyalise, Llanowar's Fury / Omnath, Locus of rage / Titania, Protector of Argoth / Kozilek, the Great Distortion
Modern
Elves / Titanshift / Merfolk
I also had another game where Scapeshift helped steal a win-out-of-nowhere against Jeskai copycat. I really think I like having 1 in the deck for those times. I could see the reason for having more, but I don't see myself ever going below 1 maindeck. I do side it out a lot, but I think that's OK.
There are very few instances when the cycle-dual would be good. Really the only time is when you are topdecking with 6+ lands in play and just looking for Titan/Scapeshift. All other times, including when you are topdecking but have less than 6 lands in play, you will just be playing it. Having a card that is only better than Stomping Ground or Cinder Glade in that specific instance when you topdeck that specific land doesn't seem worth the times when your opener is cycle-dual, Cinder Glade, Valakut and you take forever to get your ramp going.
On a separate note, what do you all think about Harmonize? I find myself frequently in topdeck mode. Last night I got lucky to topdeck 3 consecutive Titans to win, but I also lost a round when I topdecked land after land. Does Harmonize have a place in the deck? Maybe instead of something like Primal Command or the 3rd Courser? I decided to test 3 in the sideboard in the place of 2 Hornet Nest and the 3rd Baloth. I figure that Hornet Nest or Harmonize would come in against DS. Hornet can be answered with Terminate whereas Harmonize could be very dangerous for them to let you keep in hand. We'll see how it goes.
http://sales.starcitygames.com/deckdatabase/displaydeck.php?DeckID=112754
Any pointers and tips are welcome! Thanks!
I'm looking to tune to a pretty wide meta - lots of burn and death's shadow (both jund and grixis), eldrazi tron, u/w control, lantern control, infect, junk, bant eldrazi.
Sorry if the list is long! I think I'm just having trouble understanding match ups in general, since I always feel like I should be rushing to 6 or 7 lands + scapeshift asap. Any help is appreciated, and thanks for taking a look!
4 Lightning Bolt
2 Relic of Progenitus
2 Prismatic Omen
3 Khalni Heart Expedition
2 Explore
2 Farseek
1 Ancient Grudge
2 Nature's Claim
3 Obstinate Baloth
1 Tireless Tracker
1 Relic of Progenitus
1 Reclamation Sage
2 Grafdigger's Cage
1 Sudden Shock
3 Anger of the Gods
Started out 2-0 by having two really great matches against Affinity (both involved some tight play and a little bit of luck). I felt pretty hot going into Round 3, and was paired against Restore Balance with 4 Maindeck Leyline and Blood Moon, so I accepted the loss. Round 4 was paired against Sun and Moon, with 4 MD Leyline and Blood Moon. Game 1 in that match was a little demoralizing because I found and played all four maindeck Titans, on curve, only to have the first 3 wiped away each by a Wrath and the 4th one locked out by the new Gideon. Dropped at 2-2 so I would have time to make it downtown for the MLS match.
I realized I've played this maindeck setup (or close to it) for close to a year (since SCG and TCG regionals of last year) and it hasn't been bad for me.
Fetch-Shock-Blog
Moderator of /r/Scapeshift
Maindecking Blood Moon and Leyline of Sanctity seems to be more and more common.
So, you mentioned that your list is pretty close to Lejoon's, but I don't know if your board is different or your maindeck or both. So, I will give some general pointers.
Burn, if it is creature heavy burn, bring in sweepers and or Baloths in favor of some amount of ramp and the decays. If it is a less creature heavy, maybe only guides and swiftspears, maybe consider not bringing in a bunch of sweepers. I will occasionally take out one or two titans in this matchup as scapeshift kills immediately, but titan often takes 1 or more turns after casting to actually kill. In those turns, you can eat a couple of bolts and die. (Be careful with baloths as they might skullcrack or atarka's command you to stop the lifegain.)
Death's shadow, I take out explore because the liliana will rip your hand apart and you won't have lands to double drop. Bring in relic, it doesn't just neuter goyf and traverse/snappy depending on color, it also protects you from discard a bit. It's draw represents a card in hand that they can't make you discard. That part alone is really really strong. If you have fogs, consider them here to stop an all in attack with the double strike spell.
Eldrazi Tron, I have little experience here, I happened to avoid this matchup while people played it at my shop and they have all moved on (largely to death's shadow). I expect that Fatal push will perform well and any artifact removal could come in in favor of some amount of ramp.
U/W control, depends on the variant a little for play, but the sideboarding is similar. Either way, you take out fatal push and abrupt decay unless you are super afraid of Celestial Collonade. If it's the old Sun Titan control list, bring in as many extra threats as you can. If it's the newer snapcaster heavy one, consider some number of Relics too.
Lantern Control, bring in more artifact removal over fatal push. Bring in extra threats over ramp. They don't care if you draw ramp if you never draw a wincon or a Valakut. Be threat dense and try to natural valakut so that literally every card is a threat they have to mill.
Infect is not popular anymore, but bring in fogs if you have them. People used to board Sudden Shock for this matchup but it's not near as common now. Push and Decay are great.
Junk, bring in baloths over explore. Again, lilliana rips apart your hand so explore is bad and Baloth can just kill her. If you have the mana to pay summoner's pact, don't be afraid to use it to get Baloth in response to lilis +1
Bant Eldrazi, Fatal push can still kill a lot of their stuff. Abrupt decay is less good. Consider bringing in artifact/enchantment removal in case they have Worship or Leylines or something. Or, just bring in more threats.
This is not comprehensive, but I tried to touch the matchups you listed. Overall, don't think you have to rush into Scapeshift immediately, that will lose you games. You can play a more midrange game where you just win off the topdeck when you are facing control or other midrange, and you can play a more controlling game with sweepers and removal spells against the creature based decks. In game one, rushing to a lethal scapeshift or Primetime is generally the plan as many decks aren't prepared for it. In games two and three however, you need to assess your role in the matchup, and what exactly your winning line can be.
Marath, Will of the Wild Tokens!! / Karrthus, Tyrant of Jund Dragons! / Muzzio, Visionary Architect / Brago, King Eternal / Daretti, Scrap Savant / Narset, Enlightened Master / Alesha, Who Smiles at Death / Bruna, Light of Alabaster / Marchesa, the Black Rose / Iroas, God of Victory / Freyalise, Llanowar's Fury / Omnath, Locus of rage / Titania, Protector of Argoth / Kozilek, the Great Distortion
Modern
Elves / Titanshift / Merfolk
However, a seven card hand without either valakut or a win condition is not a great blind keep. If you know the matchup is weak to your disruption slots and you have a couple of those in hand definitely consider it as the disruption can represent a couple of more turns to draw a wincon. But if you see a seven with just ramp and lands, heavily consider a mulligan.
Marath, Will of the Wild Tokens!! / Karrthus, Tyrant of Jund Dragons! / Muzzio, Visionary Architect / Brago, King Eternal / Daretti, Scrap Savant / Narset, Enlightened Master / Alesha, Who Smiles at Death / Bruna, Light of Alabaster / Marchesa, the Black Rose / Iroas, God of Victory / Freyalise, Llanowar's Fury / Omnath, Locus of rage / Titania, Protector of Argoth / Kozilek, the Great Distortion
Modern
Elves / Titanshift / Merfolk
I like to have two ramp spells in my openers, if I can, and if the matchup requires it, a piece of interaction. Anything else from there is gravy.
YMMV
Marath, Will of the Wild Tokens!! / Karrthus, Tyrant of Jund Dragons! / Muzzio, Visionary Architect / Brago, King Eternal / Daretti, Scrap Savant / Narset, Enlightened Master / Alesha, Who Smiles at Death / Bruna, Light of Alabaster / Marchesa, the Black Rose / Iroas, God of Victory / Freyalise, Llanowar's Fury / Omnath, Locus of rage / Titania, Protector of Argoth / Kozilek, the Great Distortion
Modern
Elves / Titanshift / Merfolk
If undrisrupted. And %40 likelihood to win isn't what I would call great. Your meta, or the online meta, may be different, but I need disruption or a wincon in hand. Because I'm not getting that 5th turn.
At a random tournament in the blind, or in my meta against a newcomer, 3 lands 4 ramp is fine and I'll snap keep. But that's not an amazing hand, it's just acceptable. Modern is at large a touch slower than it used to be, but it's still not a turn 5 format so not having a great odds to win until then is not great, it's just acceptable.
Edit: This deck is also insanely resilient to mulligans. It has 4 cards. 1) Lands 2) Ramp 3) Wincons 4) Disruption. Going to 6 to try having 3 of those instead of 2 is fine. Even going to 5 is fine. You can really easily win with a solid 5 or 6. A moderate 7 isn't better than a good 6.
Marath, Will of the Wild Tokens!! / Karrthus, Tyrant of Jund Dragons! / Muzzio, Visionary Architect / Brago, King Eternal / Daretti, Scrap Savant / Narset, Enlightened Master / Alesha, Who Smiles at Death / Bruna, Light of Alabaster / Marchesa, the Black Rose / Iroas, God of Victory / Freyalise, Llanowar's Fury / Omnath, Locus of rage / Titania, Protector of Argoth / Kozilek, the Great Distortion
Modern
Elves / Titanshift / Merfolk
What I am saying, is that 3 lands 4 ramp spells is not a perfect hand. It is okay, but not something that you should feel required to keep. And that because of how resilient this deck is to mulligans, going down to 6 is not a problem, especially if you know the matchup. I'm not saying we are some weird combo deck that has to mulligan aggressively like Treasure Hunt, but don't feel bad at all about going to 6 if you need to.
Marath, Will of the Wild Tokens!! / Karrthus, Tyrant of Jund Dragons! / Muzzio, Visionary Architect / Brago, King Eternal / Daretti, Scrap Savant / Narset, Enlightened Master / Alesha, Who Smiles at Death / Bruna, Light of Alabaster / Marchesa, the Black Rose / Iroas, God of Victory / Freyalise, Llanowar's Fury / Omnath, Locus of rage / Titania, Protector of Argoth / Kozilek, the Great Distortion
Modern
Elves / Titanshift / Merfolk
Hey Spike -
Thanks for the detailed response! Really appreciate it. I can definitely see where I've been going wrong with my SB decisions - I'll be using your advice during my upcoming weekly modern event
Marath, Will of the Wild Tokens!! / Karrthus, Tyrant of Jund Dragons! / Muzzio, Visionary Architect / Brago, King Eternal / Daretti, Scrap Savant / Narset, Enlightened Master / Alesha, Who Smiles at Death / Bruna, Light of Alabaster / Marchesa, the Black Rose / Iroas, God of Victory / Freyalise, Llanowar's Fury / Omnath, Locus of rage / Titania, Protector of Argoth / Kozilek, the Great Distortion
Modern
Elves / Titanshift / Merfolk
Ramp (11)
Search for Tomorrow - 2
STE - 4
Farseek - 4
Explore - 0
Hunting Wilds - 1 (test card pulled from BtL; efficient double-ramp)
Disruption (14)
Relic of Progenitus - 4
Lightning Bolt - 0
Fatal Push - 4
Abrupt Decay - 1
Maelstrom Pulse - 1
Anger of the Gods - 1
Chandra, Torch of Defiance - 1
Engineered Explosives - 2
Utility (5)
Prismatic Omen - 1
Courser of Kruphix - 0
Harmonize - 3 (in place of BtL if we stick with straight Jund)
Bring to Light - 0 (use instead of Harmonize if we splash Blue)
Primal Command - 1
Payoff (6)
Scapeshift - 3
Primeval Titan - 3
Lands (26)
Cut 2 cards somewhere to make it 60. If the Jund version often plays a midrange game anyway, why not embrace it, make us a little slower, and give us plenty of tools to survive until we get 7 lands + a payoff card?
Marath, Will of the Wild Tokens!! / Karrthus, Tyrant of Jund Dragons! / Muzzio, Visionary Architect / Brago, King Eternal / Daretti, Scrap Savant / Narset, Enlightened Master / Alesha, Who Smiles at Death / Bruna, Light of Alabaster / Marchesa, the Black Rose / Iroas, God of Victory / Freyalise, Llanowar's Fury / Omnath, Locus of rage / Titania, Protector of Argoth / Kozilek, the Great Distortion
Modern
Elves / Titanshift / Merfolk
Edited to remind everyone prismatic omen is bad.
My list initially had BtL in it, but I removed it to avoid the "post this in the dead BtL thread instead of here" comments :-P But perhaps BtL would be better than Harmonize, I'm not sure. The point of showing the 1-ofs is to emphasize that you have a TON of available disruption options just by adding black. In particular, I am excited to try EE.
@spike4972: Perhaps you're right. I'm just trying to see what else we could do with the deck. I think we could still have a viable deck that is still fast and resilient but maybe a touch more disruption. I need to see how close I am to building this Online so I can try it out.
@Tucker: Thanks for the reminder The more I play Titan Shift, the less I like Omen. I am down to 1 copy now and could see dropping it completely for another Farseek which also fixes your mana and actually ramps you to Titan.
I agree, regular Jund is probably just better at what that midrangey list is trying to do.
And just saying with no other context that Prismatic Omen is bad is not helpful to the discussion in the thread. If you want to continue to reiterate how bad you think the card is, give actual reasonings. But please don't just tack 'Prismatic Omen is bad' onto posts, it's unhelpful and obnoxious.
Marath, Will of the Wild Tokens!! / Karrthus, Tyrant of Jund Dragons! / Muzzio, Visionary Architect / Brago, King Eternal / Daretti, Scrap Savant / Narset, Enlightened Master / Alesha, Who Smiles at Death / Bruna, Light of Alabaster / Marchesa, the Black Rose / Iroas, God of Victory / Freyalise, Llanowar's Fury / Omnath, Locus of rage / Titania, Protector of Argoth / Kozilek, the Great Distortion
Modern
Elves / Titanshift / Merfolk