Oftentimes with assault loam I go with 2 swamp when I am heavier on black just to increase the amount of basics I can draw or fetch when I can't afford the life loss of shocks or expect a blood moon. Naturally my first basic if I suspect blood moon is forest, which then keep loam open but it is worth it when you are heavier on black to increase your chances to top deck a key mana source.
Honestly I would never assume the Death's Shadows decks to be an issue for us. Grixis delver or Grixis control which can drop an angler and tempo us out if we can't find enough land to double spell is generally our only real weakness. Jund can be tough as well since they have enough relevant disruption and good threats like Tarmogoyf to back it up.
You can run something with Traverse the Ulvenwald or Unburial Rites for an easy way to either find Gitrog or reanimate it. Overall we have not been entirely into it though.
Cut 2 fetchlands and 1 canyon slough. You have more than enough fetches to start and although I am also excited for the cycle lands I don't want more than two. This isn't legacy where we have Mox Diamond and cycle lands that cost 1 so the 2 mana cycle cost and no way to fetch untapped is still a cost that limits how many you actually want.
That is way too many Fatal push in my opinion. There should definitely be another terminate in there and some number of decay most likely. Grim flayer just seems wrong. I would rather see a Tasigur, Hooting Mandrils or whatever to play around opposing decay/push. 29 Lands is likely a couple too many. He would easily exchange 2 for a pair of decay as well. Decklist seems fine overall, but I would say it is clear that inexperience with the deck comes into play.
I like this list, it appears solid though I am not sure that Knight is great here. As a land tutor you don't have much in the way of utility and as far as a beater you are better off with Tarmogoyf or Countryside Crusher. If you do insist on splashing white for knight of the reliquary then potential removal options to make more use of that white include: Path to Exile, Dromoka's Command (which naturally needs a Knight to be useful) and again, Lightning Helix.
I noticed the list. I still think I like a 4/2 loam/shadow split, maybe a 4/3 loam/shadow split over 3/3 but that is just me. I like it for the fact it can pull the random "gotcha" but I do not like it for the fact that it really needs loam to be optimal.
I am a big fan of commune with the gods over Vessel of Nascency since it digs 1 deeper, though I do suppose vessel can be used at instant speed so the trade off is likely worth it.
Insult is certainly interesting. One thing that I like about Shadow from the Grave is that with 2 mana up if our opponent tries to use discard to hit Assault early we can use Shadow to get it back at the end of turn. Naturally this is a corner case scenario, but it is further reason why I like the idea of Shadow. I think Insult would be great in a build with something like Tarmogoyf or crusher where you can use assault to wipe their board/hit their face and then a large creature to just punch their face in.
Seems like a good start. Personally I would like to see at least 3 Life from the Loam with at least 2 Shadow. If you don't have a way to get all the land into your hand, Shadow isn't going to do very much for you.
We even got bonepicker if we wanted to play the tempo delver plan. Could do jund splash blue for delver and basically have 8 delver of secrets 4 of which start flipped and aren't as susceptible to abrupt decay or fatal push without revolt
Looks like I have to actively come back to modern... darn. These cards are soo good. I am prepping a list for the new set, will post when I am happy. It will likely be BRGw "creatureless" with a couple unburial rites alongside a few good reanimation targets like bobo, elesh norn, iona
Honestly I would never assume the Death's Shadows decks to be an issue for us. Grixis delver or Grixis control which can drop an angler and tempo us out if we can't find enough land to double spell is generally our only real weakness. Jund can be tough as well since they have enough relevant disruption and good threats like Tarmogoyf to back it up.
I am a big fan of commune with the gods over Vessel of Nascency since it digs 1 deeper, though I do suppose vessel can be used at instant speed so the trade off is likely worth it.
I'm excited to test my creatureless variant. I will likely have a pair of iona and a single Elesh Norn in the sideboard.
Lands 26
4 Blackcleave Cliffs
1 Blood Crypt
3 Bloodstained Mire
1 Forest
3 Ghost Quarter
1 Godless Shrine
3 Graven Cairns
1 Overgrown Tomb
2 Raging Ravine
1 Stomping Ground
2 Swamp
1 Urborg, Tomb of Yawgmoth
3 Verdant Catacombs
Creatures 3
1 Archfiend of Ifnir
1 Borborygmos Enraged
1 Vengeful Pharaoh
2 Abrupt Decay
4 Faithless Looting
1 Flame Jab
2 Kolaghan's Command
4 Life from the Loam
3 Liliana of the Veil
3 Raven's Crime
4 Seismic Assault
3 Shadow of the Grave
2 Terminate
1 Unburial Rites
1 Worm Harvest
1 Abrupt Decay
2 Ancient Grudge
1 Darkblast
1 Engineered Explosives
3 Kitchen Finks
1 Maelstrom Pulse
1 Ray of Revelation