Question - just bought into Geneyquakes list). I know budget discussion is frowned upon, but I'm not currently in the position to get the playset of Verdant Catacombs. Barring not fetching the single forest, do you think replacing those with Polluted Delta for the time being is OK? My meta is not infested with blood moon.
There is no avoiding the fact that Verdant Catacombs is the best fetchland in the deck, so playing with Deltas will be suboptimal, but the deck will definitely function. More than Blood Moon, one of the things I would be worried about with Delta is that you will be shocking yourself a bit more, which Burn can definitely take advantage of. You will lose some flexibility points but as long as you are good grabbing shocklands then it is a relatively small concern. I would probably find a way to squeeze in an extra Blood Crypt to give your black fetches a bit more flexibility. Another important point is that if you keep a tally of which fetches get which lands and which colors in your mind while sequencing then you can mitigate some of the awkwardness. It is another annoying thing to keep track of but it will make a positive difference. I know that when I was playing this deck I went kind of fast and loose with the fetchland sequencing at times (which is obviously bad but is just reality, and a luxury having so many on-color fetches can give you), but you have to pay much more attention here if you shift a bit off color.
One thing that I will point out is that the 5-0 list from the most recent MODO batch replaced Wooded Foothills with two Deltas and two Marsh Flats, placing a big priority on black mana. I can't speak to whether his is better than the straight Jund set of 12, but this is a vote of confidence for the idea that a pile of black fetches can be fine, or even preferable.
In any case, have fun with the deck and let me and everyone else know how it performs, what you like and don't like, etc. I have been playing Grixis lately (was gearing up for a GP and opted to stick with my Snapcasters), but this deck is a blast to play and I think there is a lot of exploration to be done.
I've played around with Abrupt Decay in the main too, I think it is a perfectly legitimate option. I eventually ditched it to up the Bolt count, but I put 2 in the side. Againt Boggles, Ponza, and Abzan it should be solid. I played against Boggles last week and Abrupt Decay for the Daybreak Coronet blowouts was excellent. It can be slightly expensive and color sensitive but the versatility is excellent. Back to Nature seems narrow but there is no doubt that it is super high-impact if you see good matchups for it. Be careful with Engineered Explosives, is it a straight blank off of Bloodbraid unless you want to hit tokens. I do think it is an excellent SB card, but beware of the cost.
@pass8054
I haven't tried Vessel. My gut reaction is that it feels expensive, but it can find a lots of types and will be instant Delirium in a lot of cases. I won't take all the credit for making this because I took ideas from a lot of places and definitely copied from other people/decks, but I am pretty happy with how it came together and I am really interested in what will happen if the internet hive mind can get some nice testing and innovation going.
I'll throw another vote towards this deck being easier to play that 4/5c. My main reason for trying to hammer down what I want to be doing in Modern is because I am in the Modern seat for GP Kyoto in a few weeks. I played Grixis Shadow for a long time, and also played some Traverse before the BnR changes. I was basically set on playing one of those two since my team was set, but then the format had a stick of dynamite thrown at it so I have to reconsider a bit. I am sure I could just tune Grixis and probably do well, but BBE has been too good of an option to ignore. It may end up that I don't play it moving forward, but dismissing it ouright without testing is very clearly wrong. I do definitely want to stick in my Thoughtseize wheelhouse because it's what I like and what I am used to.
Playing something that can be proactive and aggressive will definitely be a big help in a long tournament. In addition, I can get more advice on play and deckbuilding from teammates about this because it is much more straightforward. If I try to talk to them about whether I want a Stomping Ground or not or what the best sideboard Traverse target is they can give general impressions but neither will have a lot of specific insights, whereas this requires a little bit less dedicated knowledge. I have already bounced some decklists off them and gotten some nice feedback.
"Do you have 3~4 mana? Yes? Then get a Bloodbraid Elf" is also just a really simplified version of trying to figure out what to do with Traverses.
I will agree that you don't often want the basic mountain in your opening hand, but I think you do need/want it in the deck. The deck is quite red heavy, and also needs 4th untapped mana later on. With normal Shadow you will often play three shocks but then slow down later on and put them in tapped to play a bit more carefully, and the deck doesn't have a lot of 4-mana plays to begin with. Bloodbraid Elf and Lightning Bolt are two of the big reasons to play this deck, so you want to be able to play them with flexibility and on time. This deck also sometimes secretly loves getting Pathed to Exiled, because BBE and Command get quite mana hungry and having three basics gives you better options here. I would consider Grim Flayer one of the only big arguments against the mountain, but it doesn't overtake the other issues. There are no maindeck Abrupt Decays or Lilianas, and most of the removal is at least partially red.
I actually do think there could easily be merit to the second Blood Crypt (I have always liked the second Blood Crypt in Grixis Shadow for an extra fetchable), but my instinct would be to replace a fetch, not the mountain.
I don't think Architects of Will is completely unreasonable, especially because it is also a creature, but Bauble costing zero mana while this costs 1 is a huge plus. In addition, the selection off of Bauble is very important. It is great with the all of the fetchlands in the deck, especially with the added 4 drops. Definitely interested to hear about your thoughts if you do test them out.
I will say that if you add architects then you probably want to find room for a Breeding Pool, probably in place of a Bloodstained Mire. Everyone knows that casting Street Wraith is never plan A, but it does happen. Architects not having Swampwalk hurts, but there are times when a Hill Giant would be better than a random card.
@dcovino
Thanks for the feedback, it is super helpful to have some other people give it a whirl and add some other perspectives.
I really like Grim Flayer so I am definitely happy to play it, but I am not sure of the exact number of creatures you want to play. Adding the elves already bumps the threat density up from normal Shadow, but having more for turn 2 is something to think about.
I also think the mana base feels quite good, I am pretty confident you want the basic mountain even if you don't love it in your opening hand sometimes. It matters not only against Field of Ruin but also against Burn, Affinity, and also control decks with Lightning Bolt.
You are right that Shadow often doesn't come out as big or as quickly in this deck. I still tend to just fetch-shock early against anything but burn, but you can still maintain pretty good closing speed even without being super cavalier with your life total. Also, as you mentioned, this decks Goyfs are massive and you have more burn than normal so it can often balance out.
I am also not sure about some of the sideboard. I am a bit sketchy on Jund Charm but it was fine as a Pyroclasm effect. There is value to the graveyard hate side of it but a three mana Tormod's Crypt is unspectacular (if you want that effect plus extra Rakdos Charm could be better, or just Nihil Spellbomb). I haven't gone as far as adding enchantment Blood Moons, but Magus as a Traverse target has been a nice option. I could definitely get behind more Collective Brutalities, because Burn is close but tricky and resolving a Brutality usually pushes you over the edge. Extra Duresses is also a boon against combo and control, where you want less removal but these can still work as reach. I haven't tried TBR yet but I think it is worth a shot. I agree that sometimes this is the best sideboard plan against random nonsense. I have played Grixis Shadow with zero graveyard hate and just planned to trample over. Planeswalkers would also bump the power level up, but Fulminator Mages also work pretty well in a lot of the same matchups, especially with so many Kolaghan's Commands.
I am pretty happy with the core shell of the deck, but there is still a lot to play around with and I have almost certainly made a few mistakes somewhere. Chaining Bloodbraid Elves and punching people in the face with them, however, is definitely something I will be trying to do quite a bit of in the near future.
List looks great geneyquakes. With 19 lands did multiple BBEs ever get stuck in your hand?
Any thoughts on dropping a land and a BBE and adding 2 more relevant spells? (Maybe TBR) I could see also going down to 2 K Commands and adding a 3rd cheaper spell.
It would go back to the 18 lands plan (which has always felt like borderline too many) and gives you 1 less clunky spell to get caught in hand.
There were certainly times when I didn't cast it right on time on turn 4, but I haven't really felt like they clogged up the hand. You have to adjust how you play compared to other builds. You get lands with Traverse more often. Also, whereas you would often shuffle away a third land on a turn one Bauble Scry in a normal hand, you are more likely to keep it especially with BBE or Command in hand. I do think that trimming to 3 BBE is worth thinking about, but once you have 4 mana it is just he best card in the deck. You want to draw it every turn, and you search for it with every Traverse.
That looks awesome. Did you ever miss TBR or is the non-bo with BBE too much to even consider bringing it in?
It can be a nonbo, but it is definitely powerful enough to consider. Bauble is the worst Cascade hit, but its not too bad because it is still an extra card. It is obviously worse than a Goyf or Command but it is not like cascading into a counterspell or an x-spell. TBR in the main would represent a Cascade hit that does literally nothing if you don't have a creature. I'm not sure I like that but it could also just represent enough speed and power that it is fine. There are also 2 Dreadbore and 2 Fatal Push in the main, along with 4 Thoughtseize, so it is not as if BBE having less than a 100 percent certain hit rate is completely unacceptable. You want to dodge it, but there is at least some wiggle room.
I certainly did want TBR in a few spots. I actually played the deck almost unchanged yesterday with a Ghor-Clan Rampager in place of the second Flayer. This isn't quite the same thing but it might be a reasonable middle ground. I also think that there is merit to having 2 or 3 copies of TBR in the side. Against removal heavy decks where your turn two Goyf often dies, you probably don't want TBR anyway. Against Affinity, Storm, Tron, Valakut and the like - matches where you very much want Battle Rage - your turn two and three creatures are much more likely to be alive when elf flips over a TBR on turn 4, and this will quite often represent lethal.
If you're playing BBE I think you have to either play 19 lands or play 18 and 4 manamorphose.
@whocansay- it's possible that TBR is just so powerful that it's still worth including in the 75. The deck hasn't really been figured out enough yet to know. TBR is only a nonbo with BBE if it is the only creature you have. If you play goyf on turn 2, you're likely setting up a near lethal attack on turn 4 with TBR.
Sidenote:
BBE is way too much fun to play in paper, I feel like I've developed a mild a gambling addiction...
Is it really worth lowering life total, playing a bunch of cantrips/cards that interact badly with BBE, just to have traverse + shadow, with no TBR? TBR is what makes traverse shadow a good deck in this format, IMO. If shadow ever got out of hand, I think TBR is the card they could ban to neuter the deck. You can configure the deck to attack from multiple axis; hand disruption, removal, counterspells, etc, but TBR gives the deck the combo finish it needs in practically every single non-midrange matchup. How can you win consistently with this deck in modern, without TBR? BBE is a great card, I'm still not convinced it belongs alongside death's shadow/traverse.
I agree with a lot of this, but I have a few points I would like to point out. I have TBRed plenty of people in my day and I understand how good it is, but I don't think you automatically need to it for Death's Shadow to be a good threat.
I think my lines of thinking in making deckbuilding decisions vary from what you are talking about. This is hard to explain clearly, but I will give it a whirl. For starters, this isn't built as a Death's Shadow deck, it is built as a Traverse the Ulvenwald deck, and in reality Shadow is the tertiary threat. The central threat is actually Tarmogoyf (I will digress a moment and point out that I realize the list I posted only had 3 and that might make me look like an idiot), and the top end payoff - and what basically every Traverse tutors for turn 3 or later - is Bloodbraid Elf. Normal Traverse Shadow and Grixis Shadow certainly make deckbuilding decisions (Baubles, Thought Scours, etc) to match their engine cards and secondary threats, but at the end of the day they are Death's Shadow decks at their core. This deck is different. My top priorities are Traverse, Tarmogoyf, and Bloodbraid Elf. I want my Goyfs XXL, and I want Traverse consistently turned on. The super obvious addition here is Bauble, but the sneaky secondary enabler is Street Wraith. It looks like a Shadow enabler, and of course it is, but that is not its only job. The next piece of the puzzle is Thoughtseize. It is still the best card in Modern, and in particular it is the best turn 1 play in modern. For our Traverse/Goyf plan, I want Street Wraith, I want Thoughtseize, and I want fetchlands and shocklands for the color-hungry manabase. If I am already here, it is a very short leap to make to get to Shadow. I want it as a 1 mana 4/4 or 5/5 that only gets better later in the game. It doesn't need to single-handedly carry the deck, but it is big and costs one mana. Playing Street Wraith just for Traverse is probably too much, but the fact that it lets you play another premium efficient threat next to Goyf makes it worth it.
You mentioned that there are cards that interact badly with BBE, but I just don't think that is as serious of an issue as you make it sound. Worst hit is easily Bauble, but it is still a card and not just a whiff. Nothing else is bad unless your removal spells are blank, but that doesn't stop Jund from playing Fatal Push, Terminate, and Maelstrom Pulse so I don't think it is a non-starter here either.
I also want to make clear that I don't necessarily think that this build is just clearly better than traditional Dark Confidant/Liliana Jund or 4 color Traverse Shadow. It is possible that I am right to play Tarmogoyf and BBE, but that not including Bob, Lili, and Raging Ravine is a mistake. I could also be right to play Shadow and Traverse, but that not including Stubborn Denial and Temur Battle Rage is a mistake. (I think this would be particularly true if the format is just completely overrun with unfair and uninteractive decks, and your mileage may vary but I don't see that to be the case right now.)
What I do know is that it is worth trying. The card advantage and board presence that Bloodbraid Elf creates is a tool that Shadow is often lacking. Thoughtseize and Stubborn Denial go a long way in protecting our plan, but Shadow is often just one Path to Exile or Supreme Verdict from getting buried. BBE does a lot in these matchups. This deck has more closing speed than normal Jund against things like Tron, and Traverse opens up some interesting sideboard options as well.
I am 9-2 in matches over the last two days with this. It doesn't mean it is perfect but there are good ideas here that are worth playing with.
Played this to a 6-1 finish in a Hareruya Cup yesterday. I'm still playing around with some things, especially the sideboard. Random thoughts:
Second Grim Flayer should probably just be a 4th Tarmogoyf, but I do really like Flayer. The selection is good, and Trample was relevant. But with Bauble, Seal, and Tarfire this deck's Goyfs get really big really fast, and Removal/Thoughtseize into Goyf-Goyf just murders people really quickly.
I liked the removal package. Slightly weak against really big creatures, but Shadow and 6/7 Tarmogoyf rumble with everything in Eldrazi and you can kill people before they ever get set up. Lightning Bolt killing all of Noble Hierarch, Dark Confidant, and Jace is excellent, and this deck is pretty aggressive so Bolt's go upstairs quite often.
With 4 drops and more and more Field of Ruin running around, three basics feels good. You generally still want to get shocks because of Shadow and the deep color requirements, but being able to get all three against Burn was great, and playing Bloodbraids on turn 4 and 5 against something like UWR without murdering your lifetotal is a big plus. Also, this deck uses the Lay of the Land mode on Traverse more than most Traverse decks, and keeping a one lander lets you go Overgrown Tomb to Traverse for Mountain, which casts everything in the deck except Flayer.
Collective Brutality is still the nuts against Burn, I might want more. Especially after going down to just 4 discard spells maindeck, have the extra Duresses in the board helps against both combo and control.
I didn't have a lot of use for Ancient Grudge all day but the card is still great. Used Cage against Company but never drew it. Jund and Golgari Charms are pretty versatile, they have seemed good but I could see moving to more powerful focused effects. I could also see an argument for a Rakdos Charm.
Traverse bullets were Magus, Fulminator, and Scavenging Ooze. Magus won a game outright against Tron. Might make sense to just play actual Blood Moons because Magus gets Bolted and Dismembered, but being able to Tutor for it is a significant plus. Fulminator Mages are great in a lot of matchups, Tron and Valakut are the obvious targets but I love them in Raving Ravine and Celestial Collonade matches. Ooze was great against that Soulflayer nonsense and I think it has enough general utility to be worth playing.
Matches:
Merfolk: 1-2
I think the pile of Lightning Bolts strategy is generally pretty good, but blocking was tough with Islandwalk and it often ends up being a race. I don't think this is a bad matchup, but my opponent was able to go Kira-Lord-Lord-Lord and take it. I was one more Bolt or one fetchland to Revolt a Fatal Push away from winning this matchup.
Green Tron: 2-1
I lost game one with lethal on board to a topdecked Tower into Ugin. #banurzastower
Game two the Magus in my opener won singlehandedly, and Game three I just punched them in the face really hard while they had natural tron but no payoff.
Grixis Soulflayer: 2-1
Soulflayer is basically the only card that worries me. If it has flying and hexproof I just die, but if I keep them off that all of their creatures are awful. G1 they topdecked flayer and flying-double striked me to death, game 2 Thoughtseize was great and they never got going, game three Scavenging Ooze was an allstar and racing was a breeze.
Boggles: 2-1
No LotV hurts, but outside of Grif's Boon and Spirit Mantle I can usually handle their dudes. Leyline in all three games was annoying, but my removal still found targets in Kor Spiritdancer and a timely Abrupt Decay to blow out some Daybreak Coronets kept me in control.
Junk Company: 2-0
Kitchen Finks was annoying but Goyf outsized everything, Flayer's trample was excellent, and BBE into Lightning Bolt over and over was excellent.
UWR Control: 2-1
Bloodbraid was the unsurprising all-star here. They really taxed their removal and counters. I dropped a game when Jace came down, Brainstormed into Snapcaster and Path, and then lived to take over the game, but BBE offering both speed and card advantage was excellent. The look on my opponents face when I Traversed for two copies of BBE on turn 3 basically tells the whole story about they feel about that card. They were also playing Spell Queller, and Lightning Bolt just murders that plan.
Burn: 2-0
Tarmogoyf, three basics, and timely Kolaghan's Commands and Collective Brutalities took down the match. G1 was a sweat, as I had an unusable Street Wraith in hand from turn 1 and was dead to a topdecked Bolt on the last turn, but was able to pull it out. Fully escalated Brutality in game two left him him close to helpless and I cruised from there.
Good for 6-1 and Top 8, where I got rekt by Burn. She had the play game one and started on Guide. I killed it but then got hit with Eidolon and a flurry of Bolts. The mana base was basically cooperating, but Goyf couldn't play both offense and defense so a race was just never going to end in my favor. Game two Rest in Peace turned off Traverse, then I flooded out pretty badly. BBE into Bolt kept me afloat but she stopped on 2~3 lands and just had a pile of Boros Charms and Helixes. Ideally I would obviously liked more Brutalities but I liked my sideboarding in general (though after the fact I realized I should possibly be playing Golgari Charm because RiP and Eidolon probably represent enough targets) and I don't think I made any big misplays. Sometimes they just have it.
Overall, the deck was a blast to play and I think there is definitely something to this build or something similar. If there are a lot of unfair decks running around then switching back to Stubborn Denial and Battle Rage could prove better, but this deck has power, speed, and a really nice mana base.
Should we consider the amount of Inquisition of Kozilek since they can't hit either of these targets?
My instinct here is no. Discard is still good against these decks, and while we may want Thoughtseize more IoK is still excellent. We will need to prioritize taking the 4 drops with Thoughtseizes because they can't be answered cleanly otherwise, but interacting in the early turns is still essential.
Jace decks will have Paths, Mana Leaks, Spreading Seas, Snapcaster Mages, Logic Knots, and a whole host of other things that we want to hit. BBE decks have their own discard, Decay, Terminate, Dark Confidant, Liliana; literally every card in their deck but Bloodbraid. IoK doesn't take the curve-topping finisher, but it still hits the majority of the decks.
To put it another way, Jace coming down when we are behind or at parity is clearly bad, but if the first meaningful thing they do is tap out on turn 4 we are probably way ahead, even if their 4 drop is super high powered.
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There is no avoiding the fact that Verdant Catacombs is the best fetchland in the deck, so playing with Deltas will be suboptimal, but the deck will definitely function. More than Blood Moon, one of the things I would be worried about with Delta is that you will be shocking yourself a bit more, which Burn can definitely take advantage of. You will lose some flexibility points but as long as you are good grabbing shocklands then it is a relatively small concern. I would probably find a way to squeeze in an extra Blood Crypt to give your black fetches a bit more flexibility. Another important point is that if you keep a tally of which fetches get which lands and which colors in your mind while sequencing then you can mitigate some of the awkwardness. It is another annoying thing to keep track of but it will make a positive difference. I know that when I was playing this deck I went kind of fast and loose with the fetchland sequencing at times (which is obviously bad but is just reality, and a luxury having so many on-color fetches can give you), but you have to pay much more attention here if you shift a bit off color.
One thing that I will point out is that the 5-0 list from the most recent MODO batch replaced Wooded Foothills with two Deltas and two Marsh Flats, placing a big priority on black mana. I can't speak to whether his is better than the straight Jund set of 12, but this is a vote of confidence for the idea that a pile of black fetches can be fine, or even preferable.
In any case, have fun with the deck and let me and everyone else know how it performs, what you like and don't like, etc. I have been playing Grixis lately (was gearing up for a GP and opted to stick with my Snapcasters), but this deck is a blast to play and I think there is a lot of exploration to be done.
I've played around with Abrupt Decay in the main too, I think it is a perfectly legitimate option. I eventually ditched it to up the Bolt count, but I put 2 in the side. Againt Boggles, Ponza, and Abzan it should be solid. I played against Boggles last week and Abrupt Decay for the Daybreak Coronet blowouts was excellent. It can be slightly expensive and color sensitive but the versatility is excellent. Back to Nature seems narrow but there is no doubt that it is super high-impact if you see good matchups for it. Be careful with Engineered Explosives, is it a straight blank off of Bloodbraid unless you want to hit tokens. I do think it is an excellent SB card, but beware of the cost.
@pass8054
I haven't tried Vessel. My gut reaction is that it feels expensive, but it can find a lots of types and will be instant Delirium in a lot of cases. I won't take all the credit for making this because I took ideas from a lot of places and definitely copied from other people/decks, but I am pretty happy with how it came together and I am really interested in what will happen if the internet hive mind can get some nice testing and innovation going.
Playing something that can be proactive and aggressive will definitely be a big help in a long tournament. In addition, I can get more advice on play and deckbuilding from teammates about this because it is much more straightforward. If I try to talk to them about whether I want a Stomping Ground or not or what the best sideboard Traverse target is they can give general impressions but neither will have a lot of specific insights, whereas this requires a little bit less dedicated knowledge. I have already bounced some decklists off them and gotten some nice feedback.
"Do you have 3~4 mana? Yes? Then get a Bloodbraid Elf" is also just a really simplified version of trying to figure out what to do with Traverses.
I will agree that you don't often want the basic mountain in your opening hand, but I think you do need/want it in the deck. The deck is quite red heavy, and also needs 4th untapped mana later on. With normal Shadow you will often play three shocks but then slow down later on and put them in tapped to play a bit more carefully, and the deck doesn't have a lot of 4-mana plays to begin with. Bloodbraid Elf and Lightning Bolt are two of the big reasons to play this deck, so you want to be able to play them with flexibility and on time. This deck also sometimes secretly loves getting Pathed to Exiled, because BBE and Command get quite mana hungry and having three basics gives you better options here. I would consider Grim Flayer one of the only big arguments against the mountain, but it doesn't overtake the other issues. There are no maindeck Abrupt Decays or Lilianas, and most of the removal is at least partially red.
I actually do think there could easily be merit to the second Blood Crypt (I have always liked the second Blood Crypt in Grixis Shadow for an extra fetchable), but my instinct would be to replace a fetch, not the mountain.
I don't think Architects of Will is completely unreasonable, especially because it is also a creature, but Bauble costing zero mana while this costs 1 is a huge plus. In addition, the selection off of Bauble is very important. It is great with the all of the fetchlands in the deck, especially with the added 4 drops. Definitely interested to hear about your thoughts if you do test them out.
I will say that if you add architects then you probably want to find room for a Breeding Pool, probably in place of a Bloodstained Mire. Everyone knows that casting Street Wraith is never plan A, but it does happen. Architects not having Swampwalk hurts, but there are times when a Hill Giant would be better than a random card.
@dcovino
Thanks for the feedback, it is super helpful to have some other people give it a whirl and add some other perspectives.
I really like Grim Flayer so I am definitely happy to play it, but I am not sure of the exact number of creatures you want to play. Adding the elves already bumps the threat density up from normal Shadow, but having more for turn 2 is something to think about.
I also think the mana base feels quite good, I am pretty confident you want the basic mountain even if you don't love it in your opening hand sometimes. It matters not only against Field of Ruin but also against Burn, Affinity, and also control decks with Lightning Bolt.
You are right that Shadow often doesn't come out as big or as quickly in this deck. I still tend to just fetch-shock early against anything but burn, but you can still maintain pretty good closing speed even without being super cavalier with your life total. Also, as you mentioned, this decks Goyfs are massive and you have more burn than normal so it can often balance out.
I am also not sure about some of the sideboard. I am a bit sketchy on Jund Charm but it was fine as a Pyroclasm effect. There is value to the graveyard hate side of it but a three mana Tormod's Crypt is unspectacular (if you want that effect plus extra Rakdos Charm could be better, or just Nihil Spellbomb). I haven't gone as far as adding enchantment Blood Moons, but Magus as a Traverse target has been a nice option. I could definitely get behind more Collective Brutalities, because Burn is close but tricky and resolving a Brutality usually pushes you over the edge. Extra Duresses is also a boon against combo and control, where you want less removal but these can still work as reach. I haven't tried TBR yet but I think it is worth a shot. I agree that sometimes this is the best sideboard plan against random nonsense. I have played Grixis Shadow with zero graveyard hate and just planned to trample over. Planeswalkers would also bump the power level up, but Fulminator Mages also work pretty well in a lot of the same matchups, especially with so many Kolaghan's Commands.
I am pretty happy with the core shell of the deck, but there is still a lot to play around with and I have almost certainly made a few mistakes somewhere. Chaining Bloodbraid Elves and punching people in the face with them, however, is definitely something I will be trying to do quite a bit of in the near future.
There were certainly times when I didn't cast it right on time on turn 4, but I haven't really felt like they clogged up the hand. You have to adjust how you play compared to other builds. You get lands with Traverse more often. Also, whereas you would often shuffle away a third land on a turn one Bauble Scry in a normal hand, you are more likely to keep it especially with BBE or Command in hand. I do think that trimming to 3 BBE is worth thinking about, but once you have 4 mana it is just he best card in the deck. You want to draw it every turn, and you search for it with every Traverse.
It can be a nonbo, but it is definitely powerful enough to consider. Bauble is the worst Cascade hit, but its not too bad because it is still an extra card. It is obviously worse than a Goyf or Command but it is not like cascading into a counterspell or an x-spell. TBR in the main would represent a Cascade hit that does literally nothing if you don't have a creature. I'm not sure I like that but it could also just represent enough speed and power that it is fine. There are also 2 Dreadbore and 2 Fatal Push in the main, along with 4 Thoughtseize, so it is not as if BBE having less than a 100 percent certain hit rate is completely unacceptable. You want to dodge it, but there is at least some wiggle room.
I certainly did want TBR in a few spots. I actually played the deck almost unchanged yesterday with a Ghor-Clan Rampager in place of the second Flayer. This isn't quite the same thing but it might be a reasonable middle ground. I also think that there is merit to having 2 or 3 copies of TBR in the side. Against removal heavy decks where your turn two Goyf often dies, you probably don't want TBR anyway. Against Affinity, Storm, Tron, Valakut and the like - matches where you very much want Battle Rage - your turn two and three creatures are much more likely to be alive when elf flips over a TBR on turn 4, and this will quite often represent lethal.
1. Agree
2. Agree
3. Super Agree
I agree with a lot of this, but I have a few points I would like to point out. I have TBRed plenty of people in my day and I understand how good it is, but I don't think you automatically need to it for Death's Shadow to be a good threat.
I think my lines of thinking in making deckbuilding decisions vary from what you are talking about. This is hard to explain clearly, but I will give it a whirl. For starters, this isn't built as a Death's Shadow deck, it is built as a Traverse the Ulvenwald deck, and in reality Shadow is the tertiary threat. The central threat is actually Tarmogoyf (I will digress a moment and point out that I realize the list I posted only had 3 and that might make me look like an idiot), and the top end payoff - and what basically every Traverse tutors for turn 3 or later - is Bloodbraid Elf. Normal Traverse Shadow and Grixis Shadow certainly make deckbuilding decisions (Baubles, Thought Scours, etc) to match their engine cards and secondary threats, but at the end of the day they are Death's Shadow decks at their core. This deck is different. My top priorities are Traverse, Tarmogoyf, and Bloodbraid Elf. I want my Goyfs XXL, and I want Traverse consistently turned on. The super obvious addition here is Bauble, but the sneaky secondary enabler is Street Wraith. It looks like a Shadow enabler, and of course it is, but that is not its only job. The next piece of the puzzle is Thoughtseize. It is still the best card in Modern, and in particular it is the best turn 1 play in modern. For our Traverse/Goyf plan, I want Street Wraith, I want Thoughtseize, and I want fetchlands and shocklands for the color-hungry manabase. If I am already here, it is a very short leap to make to get to Shadow. I want it as a 1 mana 4/4 or 5/5 that only gets better later in the game. It doesn't need to single-handedly carry the deck, but it is big and costs one mana. Playing Street Wraith just for Traverse is probably too much, but the fact that it lets you play another premium efficient threat next to Goyf makes it worth it.
You mentioned that there are cards that interact badly with BBE, but I just don't think that is as serious of an issue as you make it sound. Worst hit is easily Bauble, but it is still a card and not just a whiff. Nothing else is bad unless your removal spells are blank, but that doesn't stop Jund from playing Fatal Push, Terminate, and Maelstrom Pulse so I don't think it is a non-starter here either.
I also want to make clear that I don't necessarily think that this build is just clearly better than traditional Dark Confidant/Liliana Jund or 4 color Traverse Shadow. It is possible that I am right to play Tarmogoyf and BBE, but that not including Bob, Lili, and Raging Ravine is a mistake. I could also be right to play Shadow and Traverse, but that not including Stubborn Denial and Temur Battle Rage is a mistake. (I think this would be particularly true if the format is just completely overrun with unfair and uninteractive decks, and your mileage may vary but I don't see that to be the case right now.)
What I do know is that it is worth trying. The card advantage and board presence that Bloodbraid Elf creates is a tool that Shadow is often lacking. Thoughtseize and Stubborn Denial go a long way in protecting our plan, but Shadow is often just one Path to Exile or Supreme Verdict from getting buried. BBE does a lot in these matchups. This deck has more closing speed than normal Jund against things like Tron, and Traverse opens up some interesting sideboard options as well.
I am 9-2 in matches over the last two days with this. It doesn't mean it is perfect but there are good ideas here that are worth playing with.
4 Bloodstained Mire
4 Verdant Catacombs
4 Wooded Foothills
2 Overgrown Tomb
1 Stomping Ground
1 Blood Crypt
1 Mountain
1 Forest
1 Swamp
Creatures
4 Death's Shadow
4 Street Wraith
4 Bloodbraid Elf
3 Tarmogoyf
2 Grim Flayer
4 Mishra's Bauble
4 Traverse the Ulvenwald
4 Thoughtseize
3 Lightning Bolt
3 Kolaghan's Command
2 Fatal Push
2 Dreadbore
1 Seal of Fire
1 Tarfire
2 Collective Brutality
2 Ancient Grudge
2 Fulminator Mage
2 Abrupt Decay
1 Fatal Push
1 Magus of the Moon
1 Scavenging Ooze
1 Nihil Spellbomb
1 Golgari Charm
1 Jund Charm
1 Grafdigger's Cage
Played this to a 6-1 finish in a Hareruya Cup yesterday. I'm still playing around with some things, especially the sideboard. Random thoughts:
Matches:
Merfolk: 1-2
I think the pile of Lightning Bolts strategy is generally pretty good, but blocking was tough with Islandwalk and it often ends up being a race. I don't think this is a bad matchup, but my opponent was able to go Kira-Lord-Lord-Lord and take it. I was one more Bolt or one fetchland to Revolt a Fatal Push away from winning this matchup.
Green Tron: 2-1
I lost game one with lethal on board to a topdecked Tower into Ugin. #banurzastower
Game two the Magus in my opener won singlehandedly, and Game three I just punched them in the face really hard while they had natural tron but no payoff.
Grixis Soulflayer: 2-1
Soulflayer is basically the only card that worries me. If it has flying and hexproof I just die, but if I keep them off that all of their creatures are awful. G1 they topdecked flayer and flying-double striked me to death, game 2 Thoughtseize was great and they never got going, game three Scavenging Ooze was an allstar and racing was a breeze.
Boggles: 2-1
No LotV hurts, but outside of Grif's Boon and Spirit Mantle I can usually handle their dudes. Leyline in all three games was annoying, but my removal still found targets in Kor Spiritdancer and a timely Abrupt Decay to blow out some Daybreak Coronets kept me in control.
Junk Company: 2-0
Kitchen Finks was annoying but Goyf outsized everything, Flayer's trample was excellent, and BBE into Lightning Bolt over and over was excellent.
UWR Control: 2-1
Bloodbraid was the unsurprising all-star here. They really taxed their removal and counters. I dropped a game when Jace came down, Brainstormed into Snapcaster and Path, and then lived to take over the game, but BBE offering both speed and card advantage was excellent. The look on my opponents face when I Traversed for two copies of BBE on turn 3 basically tells the whole story about they feel about that card. They were also playing Spell Queller, and Lightning Bolt just murders that plan.
Burn: 2-0
Tarmogoyf, three basics, and timely Kolaghan's Commands and Collective Brutalities took down the match. G1 was a sweat, as I had an unusable Street Wraith in hand from turn 1 and was dead to a topdecked Bolt on the last turn, but was able to pull it out. Fully escalated Brutality in game two left him him close to helpless and I cruised from there.
Good for 6-1 and Top 8, where I got rekt by Burn. She had the play game one and started on Guide. I killed it but then got hit with Eidolon and a flurry of Bolts. The mana base was basically cooperating, but Goyf couldn't play both offense and defense so a race was just never going to end in my favor. Game two Rest in Peace turned off Traverse, then I flooded out pretty badly. BBE into Bolt kept me afloat but she stopped on 2~3 lands and just had a pile of Boros Charms and Helixes. Ideally I would obviously liked more Brutalities but I liked my sideboarding in general (though after the fact I realized I should possibly be playing Golgari Charm because RiP and Eidolon probably represent enough targets) and I don't think I made any big misplays. Sometimes they just have it.
Overall, the deck was a blast to play and I think there is definitely something to this build or something similar. If there are a lot of unfair decks running around then switching back to Stubborn Denial and Battle Rage could prove better, but this deck has power, speed, and a really nice mana base.
My instinct here is no. Discard is still good against these decks, and while we may want Thoughtseize more IoK is still excellent. We will need to prioritize taking the 4 drops with Thoughtseizes because they can't be answered cleanly otherwise, but interacting in the early turns is still essential.
Jace decks will have Paths, Mana Leaks, Spreading Seas, Snapcaster Mages, Logic Knots, and a whole host of other things that we want to hit. BBE decks have their own discard, Decay, Terminate, Dark Confidant, Liliana; literally every card in their deck but Bloodbraid. IoK doesn't take the curve-topping finisher, but it still hits the majority of the decks.
To put it another way, Jace coming down when we are behind or at parity is clearly bad, but if the first meaningful thing they do is tap out on turn 4 we are probably way ahead, even if their 4 drop is super high powered.