Nearly any pile of 75 cards is capable of stringing together 5 non-swiss wins, and right now people are disproportionately trying out untuned brews with new cards against each other. Not that I ever put any stock in League results anyway, but now is extra irrelevant, other than just to see what people are trying.
I'll keep track of whether those new card-using decks were flukes, but once they hit 3 separate MTGO Modern Leagues or above, that's when I think they're potential serious players. I ended up netdecking that Esper Death's Shadow Ranger-Captain of Eos deck because it showed up in a 3rd League result. It's less consistent at pumping DS than other Death's Shadow decks, but it probably grinds the best out of any of them.
Not sure if this list demonstrates it, but they have also combined the Comp and Friendly leagues, so your going to see even more wild results. Like that Goblin list?
I think that's just an artifact of late results (those Modern League results didn't come out on Tuesday like usual). I'm fairly confident that tomorrow's (Friday's) results will come out on schedule and be for Competitive Leagues only.
With that being said, don't think Wizards will completely stop providing combined league results. These irregular results tend to come up the most often right when a new set is released.
Based on those results, it seems that an early sleeper hit is Ice-Fang Coatl, which apparently gets all the support it needs from Snow-covered basic lands.
(Of course, all these results indicate is that Ice-Fang Coatl is versatile; it has a mediocre match-up against Bridgevine's stuff.)
A card I wasn't expecting to put up MTGO League results but that actually showed up in more than one deck is Force of Virtue; apparently, White Weenie builds really do need the quick aggro boost in this meta.
Our first MTGO Modern Challenge with Modern Horizons cards is in the books, and it's got a truly scary 10 Bridgevine decks with Altar of Dementia and Hogaak, Arisen Necropolis in its Top 32 (including 3 copies in the Top 8 and a notable 2nd place). How much will this deck affect the meta? Will it push out Dredge? Will it drive everyone and their dog to run UR Phoenix.meta levels of maindeck graveyard hate? What decks will prey on it? Maybe Neoform Grishoalbrand, for example, with its faster clock and ability to dodge Turn 1 targeted discard by comboing on Turn 1?
I only do these for Standard sets. It's only been one month after War of the Spark and while some winners and losers are emerging (Blast Zone, Karn, blue PWs good, Neoform not good) let's not get too hasty on those, shall we?
On Horizons itself, it's a nostalgia set so a lot of cards are going to be subject to rose tinted glasses. Cards that were once good in Standard, Extended, or the early days of Legacy might not cut it in current Modern.
- Giver of Runes
- On Thin Ice. Path is still the boss, but this is an acceptable 5th removal spell in UW.
- Serra the Benevolent
- Force of Negation
- Carrion Feeder
- Mind Rake. Making yourself discard turns on Ensnaring Bridge faster.
- Plague Engineer
- Unearth
- Firebolt. Its usefulness is tempered somewhat by the fact that Snapcaster Mage exists.
- Lava Dart, but only for prowess decks.
- Pillage. This card can be hard to cast in Ponza as it plays upwards of six basic Forests, so it's not the automatic upgrade that everyone seems to think it is (Q: why is Ponza playing Stone Rain when Molten Rain exists?) It is, however, a good SB card that hits two types of decks, in the same vein as Abrade or Damping Sphere.
- Shenanigans, aka "can't Cage this" and "how does it feel to draw 2 mana Vindicates for the rest of the game"
- Collector Ouphe
- Crashing Footfalls. I'm probably too hopeful on this one.
- Force of Vigor
- Scale Up
- Eladamri's Call
- Kaya's Guile. Shame about the color combination though.
- Wrenn and Six. Loam has some problems (bad vs combo and persistent grave hate) but I believe they are solvable. I don't think this card is great in non-Loam midrange decks though.
- Scrapyard Recombiner
- Cycling lands
- Horizon Canopy-type lands
- Hall of Heliod's Generosity
- Astral Drift. If you're looking to abuse ETBs, Restoration Angel takes up fewer deck slots (you don't need to play cyclers with it) and provides immediate board presence. Snapcaster Mage + Restoration Angel was once a legitimate strategy in 2012 Modern, and even that seems better than Eternal Witness + Astral Drift + a bunch of other cyclers. Also relevant: damage on the stack doesn't exist any more.
- Ranger-Captain of Eos. Controversial opinion! Yes, Ranger of Eos was a playable card. What kind of stuff has Ranger traditionally been used to get? Death's Shadows Serra Ascendant + Martyr of Sands Heritage Druid + Nettle Sentinel Champion of the Parish + Norin the Wary (I know, I play weird decks)
Two things stand out here:
1) Most 1-drops suck on turn 5 (4 with acceleration) so Ranger usually ends up getting a 2-card combo. Ranger-Captain only gets one guy at a time.
2) Ranger is easily splashable with only one white in its cost. Ranger-Captain has two white. I don't want to try fitting this into a DS deck.
- Vesperlark
- Archmage's Charm. What makes Cryptic Command so good is that it covers all your bases. If your opponent is going to attack, you tap his creatures before combat and draw a card. If your opponent casts a spell, you counter it and draw a card. Rarely will your opponent not do either of the above unless the game is already out of his reach, but you're OK with that anyway; your deck is set up to win a long game, so both players draw-going benefits you. Archmage's Charm doesn't cover you when your opponent attacks.
- Echo of Eons
- Fact or Fiction
- Marit Lage's Slumber
- Prohibit. This card never trades up on mana, and is quite bad on the draw when they start casting 3s and you're on 2 lands (Spell Snare is good because it lets you fight back from behind). It's a bit like Spellstutter Sprite in that sense, but Spellstutter has Bitterblossom (and isn't great even with it). Prohibit has...Baral? Anyway, it's probably not a good idea to go deep on counterspells when one of the tier 1 decks plays Cavern of Souls.
- Tribute Mage
- Urza, Lord High Artificer. He's not good when you're behind, and the Unexpected Results ability is at odds with your deck probably consisting of a lot of 0-mana artifacts.
- Cabal Therapist
- Force of Despair. There's multiple ways to look at this card; if you see it as a Wrath, you need to draw it before they start dumping their hand. If you see it as Cradle to Grave, whatever you're killing had better be worth 2-for-1ing yourself. It's quite a headache for Storm since it answers both Baral, Chief of Compliance and Empty the Warrens.
- Goblin Matron. No Goblin Ringleader
- Seasoned Pyromancer. As a discard outlet it's nothing spectacular, you could have discarded one or two turns ago with Looting/Reunion. In theory fair black decks that play discard should want it, since discard gets worse as the game drags on so you'll have useless spells to pitch, and if you trade your discard spells for cards in the opponent's hand and end up hellbent then there's no drawback. The problematic scenario is when you're holding removal in your hand and want to advance your board with Pyromancer - if you cast it and discard your removal, you could be left without an answer in the two draws it grants you.
- Nimble Mongoose. The LD tools that Legacy has (Wasteland, Stifle) aren't in Modern, and without them it's hard to make Mongoose a 3/3 and keep your opponent from doing stuff at the same time.
- Hogaak, Arisen Necropolis. This is another one of those cards that does nothing when you're behind, "behind" being defined as "not having at least two creatures on the field".
- Ice-Fang Coatl
- Kess, Dissident Mage. This was the card that demonstrated the problem with foil-only printings in paper before Nexus of Fate. Once upon a time it was played in Legacy, then Deathrite Shaman got banned and that was the end of it.
- Unsettled Mariner. Humans and Spirits already have plenty of ways to protect their creatures, a lot of which are on the "hard" side (Kitesail Freebooter, Meddling Mage, Drogskol Captain, Kira, Great Glass-Spinner, Spell Queller) than the "soft" side (Thalia, Guardian of Thraben, Mausoleum Wanderer). Kira is better than Kopala, Warden of Waves in Merfolk, and Monastery Siege is unplayable if these are any indication. More importantly, the soft counters stop combo decks from going off and not just their wincons - if you don't stop them from going off, they're just going to draw their Echoing Truth, bounce your hatebear, then kill you.
- Flusterstorm. This is only great in counter wars or against Storm. Dispel is a harder counter and Spell Pierce hits more things.
There are some controversial cards and/or some cards I think have promise in at least one deck that you didn't cover above; what do you think about them?
How much will the cantrip lands (e.g. Fiery Islet) encourage mono-coloured decks? From my testing of Mono-Red Phoenix with 8 cantrip lands, 8 (on-colour) cantrip lands produce insanely more gas than 4, but as seen by the lack of Horizon Canopy in BG/UG/RG decks, the colour un-fixing 2-coloured decks would need to do to fit these lands in (in enemy-coloured and GW decks' cases, more than 4 of these lands in) comes at a real cost.
How in the heck did they choose which of those cards to make into Art Series? I mean, why would you ever include one of the less impressive Slivers and not the actual Sliver selling point of the set, The First Sliver?? It makes absolutely no sense. And to include Chillerpillar??? I have no idea how they decided what to include, and frankly I don't think sifting through an hour long clip to find any reasoning is going to make me happier about their decisions.
Much of the cards in the Art Series list are unplayable, and I have to admit I do like Chillerpillar's art (and am intrigued at what looks like butterflies hanging upside-down like bats from a rock formation on the left side of the art).
I keep imagining that Chillerpillar grows tiny wings post-Monstrosity a la Heimlich from A Bug's Life.
I'm surprised Spirits and Humans are the ones discussing the W/U changeling. Seems to me like it would be a very natural include for Merfolk. Easily slots over Kira, and maybe a couple others.
It's at a great spot for
TVialhe , gets an extra boost from Master of Waves, their manabase already splashes white for the reveal Merfolk land, and it's a great effect to protect their board, and offer interaction they didn't already have.
The average Merfolk deck that plays Wanderwine Hub doesn't play enough white sources for Sygg, River Guide. As far as I can tell, the most common Merfolk build prides itself on its ability to stave off aggro with tappers, bouncers, and pain-free lands. The colour Merfolk should honestly be splashing is green for the additional aggro Merfolk, yet UG Merfolk never really took off, and Mono-U Merfolk is still more common.
So no, I don't think Merfolk wants to splash white for anything. It probably incurs too much pain with the mana base, and the lack of a UW cantrip land doesn't help.
Winding Way digs the top 4 cards of your library for creatures or lands and dumps the rest into your graveyard for only 1G at sorcery speed! Lead the Stampede might be out of a job, and Mulch definitely is.
Shatter Assumptions is hilarious mass discard sideboard tech against Gx Tron and Colourless Eldrazi (Tron) decks. It costs only 1BB and makes them discard close to all their business! I suppose you'll hit multicoloured cards with this some day, too.
Might First-Sphere Gargantua be playable in Dredge? Unlike Haunted Dead, it costs 1 mana more to reanimate, it can't block once reanimated, and it can't discard Dredge cards out of your hand, but it can Dredge once and swing as a 5/4 with Haste that lasts only a turn. The lack of a period in its rules text looks sloppy as heck, though.
Igneous Elemental usually costs 2RR instead of 2 mana more than that because you have a land in the graveyard, is a 4/3, and pings a creature for 2 damage when it ETB. Dang it, still not quite a Flametongue Kavu...
Recruit the Worthy looks neat as a W instant that makes a 1/1 Soldier and has 3-mana Buyback, but is it playable?
Winter's Rest looks nifty as the world's best Singing Bell Strike as long as you play snow basics, which you likely have at least one of by Turn 2 because UG doesn't have that many good removal spells.
I'm very disappointed. Elves got virtually nothing and needed just a few things to be relevant. Angels and Dinosaurs are my other tribes, but didn't get nearly enough. While I'm excited for Slivers, none of the main stuff I run got any support except Zombies.
I just hope that the set does so well there's a Modern Horizons 2.
Don't say Elves got nothing. They got a cheaper almost-Lead the Stampede in Winding Way.
So we finally get Splice onto instant or sorcery Draw a card...for a splice cost of 2U and a regular mana cost at instant speed for 1U. Will Everdream see play? It has the same nigh-unstoppability as Splicer's Skill unless your hand gets shredded apart, but competing with Jace, the Mind Sculptor and Search for Azcanta is bound to get ugly.
Mirrodin Besieged is like a noncreature Sai, Master Thopterist, except the tokens don't fly and you can't sac artifacts to draw cards, but you can change your mind and make this a looting win con that wants you to hit 15+ artifacts in your graveyard. Does any deck want this?
Might Geomancer's Gambit see play as 3-mana mono-red Ghost Quarter-level LD that draws a card to compensate? As much as Fulminator Mage is a bro and Pillage has added versatility, I'd imagine that some decks value the card velocity quite a lot more, and then there's search hosing.
I think I found a deck for Echo of Eons: Jeskai Ascendancy Combo. Discarding Echo of Eons mid-combo is a walk in the park there, even discarding it pre-combo isn't completely unrealistic there, and it could definitely use the CA. The flashback cost being 3 mana may bite, but it's a lot more reachable than 4 mana in that land-light deck. Yes, I have been able to pay the flashback cost mid-combo. (Ascendancy Combo is also a cute home for Eladamri's Call, tutoring for regular mana dorks/Fatestitcher/post-board bullets and being turntable with Glittering Wish, although it's possible that more efficient cards are better.)
In the meantime, I suppose a cool thing about Hall of Heliod's Generosity is that, with it, you can stick a bunch of silly 1-ofs in your Life from the Loam deck that you can't always support but that can come in handy. I'm thinking stuff along the lines of singleton Astral Drift with some cycling lands, although Cast Out is also solid.
(In Legacy, I think Hall of Heliod's Generosity will become a staple in Lands, but only because they can dig for Exploration by spamming LftL.)
The rumours were true. We indeed get white-wanting Academy Ruins for enchantments in Hall of Heliod's Generosity, and we get a Convoke Delve 8/8 for 5 generic and 2 hybrid black-green mana that we can cast from the graveyard but we can never pay actual mana for in Hogaak, Arisen Necropolis. I think Hogaak is castable too late in Dredge, but Hall of Heliod's Generosity looks abusable...
Tectonic Reformation is kinda like Trade Routes, except it's red, it demands red mana, and it has Cycling 2 instead of being able to bounce your lands. It still seems worse than Throes of Chaos in Jund to me because of the initial card disadvantage and tempo sink, the fact that it can be countered and then you get no more card quality out of it, the fact that it does nothing when discarded, and that Bloodbraid Elf can unfortunately Cascade into it, but maybe the Cycling and not caring about the graveyard can convince me otherwise.
Yeah, Echo of Eons looks breakable to me. Any good ways to discard this card in UR Storm? Does UR Phoenix play for the long game too much to want this card? Does Narset Pitch Blue want this card?
Oh yeah, I'm surprisingly not excited about the Onslaught cycling lands. They're great with Life from the Loam and likely Wrenn and Six, and I'm sure they'll do things for Cycling Matters cards like Astral Drift, but it seems that all the low-land decks want cantrip lands like Fiery Islet instead. Notably, Dredge does not have the deck space for them, and these don't colour fix well enough for control decks.
Tee hee, Tribute Mage tutors for both halves of the Thopter-Sword combo and a load of hate rocks besides. It also tutors for Cranial Plating and Arcbound Ravager, so might Affinity want it?
Vesperlark is a 2/1 flier for 2W, resurrects a creature in your graveyard with power 1 or less when it ETB, and has Evoke 1W. Abusable?
Llanowar Tribe costs as much as 3 Llanowar Elves, taps for as much mana as 3 Llanowar Elves, and has the P/T of 3 Llanowar Elves combined. Might Nykthos Green want it?
"Mist-Clan Ninja" has the powerful combat-damage-to-player trigger of making a copy of itself but is a 3/1 and has both a mana cost and Ninjutsu cost of 2U. Guess it still isn't the Ninjutsu ninja that will see Modern play?
In the meantime, initial resting results with Throes of Chaos in Jund are that it does indeed increase card quality like mad and help against midrange and control, but it's hard to cast it twice against aggro and combo. It feeling like half a Bloodbraid Elf is kinda lame for the first shot, but you'd be surprised how often spinning the wheel with the first one is better than any of the cards in your hand given the board state. It also notably is mono-red and therefore completely laughs at Blood Moon, but it is pretty weak to graveyard hate. It nonbos with Tireless Tracker, but it's certainly funner than a lot of the flex slot cards I've tried in Jund. I suspect it's better than Hexdrinker in Jund and tries to fix several of the same match-ups.
I'm absolutely glued to this spoiler season so I can say, "SEE, I TOLD YOU SO!" to absolutely ******* nobody; it's actually quite unhealthy. I'm not usually expecting much if anything from spoilers and sets, but WOTC and the community have hyped this set up so much as being a second coming that I expected my archetype not to be fed hot garbage.
Like, as of now, Jund, Rock, Shadow have still received nothing. Abzan received a card, but Abzan has so many fundamental issues as of now it doesn't matter. I also think Kara's Guile is more of an esper card not Abzan. God knows the 3 drop slot in that deck is already filled with too much.
I just want a god damn good card, and so far most of Tuesday's big spoilers is already done with. So far Yawgmoth and a 3/3 undead dude isn't doing it. Neither is an unplayable snow deluge (not enough product).
From my testing, I think Traverse Death's Shadow has indeed received a card: Wrenn and Six. She accelerates you into your midgame and late game by recurring painful fetchlands, she deals with go-wide strategies by pinging their smaller guys, and her ult quickly ends games. I've noticed that she subtly does her part to win games, even in match-ups where you wouldn't think she's good like UR Phoenix, although it sucks when opponents swing into her and kill her before she ults. However, Traverse Death's Shadow has bigger problems to overcome: all that graveyard hate.
Jund and the Rock also received a good sideboard card in Collector Ouphe. We at the Gx Tron thread are already ripping our hair out trying to deal with it.
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I'll keep track of whether those new card-using decks were flukes, but once they hit 3 separate MTGO Modern Leagues or above, that's when I think they're potential serious players. I ended up netdecking that Esper Death's Shadow Ranger-Captain of Eos deck because it showed up in a 3rd League result. It's less consistent at pumping DS than other Death's Shadow decks, but it probably grinds the best out of any of them.
I think that's just an artifact of late results (those Modern League results didn't come out on Tuesday like usual). I'm fairly confident that tomorrow's (Friday's) results will come out on schedule and be for Competitive Leagues only.
With that being said, don't think Wizards will completely stop providing combined league results. These irregular results tend to come up the most often right when a new set is released.
Based on those results, it seems that an early sleeper hit is Ice-Fang Coatl, which apparently gets all the support it needs from Snow-covered basic lands.
(Of course, all these results indicate is that Ice-Fang Coatl is versatile; it has a mediocre match-up against Bridgevine's stuff.)
A card I wasn't expecting to put up MTGO League results but that actually showed up in more than one deck is Force of Virtue; apparently, White Weenie builds really do need the quick aggro boost in this meta.
There are some controversial cards and/or some cards I think have promise in at least one deck that you didn't cover above; what do you think about them?
Much of the cards in the Art Series list are unplayable, and I have to admit I do like Chillerpillar's art (and am intrigued at what looks like butterflies hanging upside-down like bats from a rock formation on the left side of the art).
I keep imagining that Chillerpillar grows tiny wings post-Monstrosity a la Heimlich from A Bug's Life.
The average Merfolk deck that plays Wanderwine Hub doesn't play enough white sources for Sygg, River Guide. As far as I can tell, the most common Merfolk build prides itself on its ability to stave off aggro with tappers, bouncers, and pain-free lands. The colour Merfolk should honestly be splashing is green for the additional aggro Merfolk, yet UG Merfolk never really took off, and Mono-U Merfolk is still more common.
So no, I don't think Merfolk wants to splash white for anything. It probably incurs too much pain with the mana base, and the lack of a UW cantrip land doesn't help.
No, Recruit the Worthy doesn't go infinite with Intruder Alarm. It doesn't have Convoke.
Shatter Assumptions is hilarious mass discard sideboard tech against Gx Tron and Colourless Eldrazi (Tron) decks. It costs only 1BB and makes them discard close to all their business! I suppose you'll hit multicoloured cards with this some day, too.
Might First-Sphere Gargantua be playable in Dredge? Unlike Haunted Dead, it costs 1 mana more to reanimate, it can't block once reanimated, and it can't discard Dredge cards out of your hand, but it can Dredge once and swing as a 5/4 with Haste that lasts only a turn. The lack of a period in its rules text looks sloppy as heck, though.
Igneous Elemental usually costs 2RR instead of 2 mana more than that because you have a land in the graveyard, is a 4/3, and pings a creature for 2 damage when it ETB. Dang it, still not quite a Flametongue Kavu...
Ransack the Lab is black Strategic Planning. Hooray for redundancy in black non-blue combo decks?
Might Fountain of Ichor be playable as a rainbow mana rock for 3 mana that can also become a 3/3 until end of turn for 3 mana?
Will any Eldrazi deck want Cave of Temptation as a Shimmering Grotto that can be cracked for 2 +1/+1 counters late-game?
Recruit the Worthy looks neat as a W instant that makes a 1/1 Soldier and has 3-mana Buyback, but is it playable?
Winter's Rest looks nifty as the world's best Singing Bell Strike as long as you play snow basics, which you likely have at least one of by Turn 2 because UG doesn't have that many good removal spells.
Haha, Face of Divinity is worse Daybreak Coronet for 3 mana, but at least you can put it on a non-enchanted creature.
Don't say Elves got nothing. They got a cheaper almost-Lead the Stampede in Winding Way.
You need a creature to blink both times, so Ephemerate isn't that good. Compare to Momentary Blink.
Mirrodin Besieged is like a noncreature Sai, Master Thopterist, except the tokens don't fly and you can't sac artifacts to draw cards, but you can change your mind and make this a looting win con that wants you to hit 15+ artifacts in your graveyard. Does any deck want this?
Might Geomancer's Gambit see play as 3-mana mono-red Ghost Quarter-level LD that draws a card to compensate? As much as Fulminator Mage is a bro and Pillage has added versatility, I'd imagine that some decks value the card velocity quite a lot more, and then there's search hosing.
Will Wall of Blossoms see play anywhere?
In the meantime, I suppose a cool thing about Hall of Heliod's Generosity is that, with it, you can stick a bunch of silly 1-ofs in your Life from the Loam deck that you can't always support but that can come in handy. I'm thinking stuff along the lines of singleton Astral Drift with some cycling lands, although Cast Out is also solid.
(In Legacy, I think Hall of Heliod's Generosity will become a staple in Lands, but only because they can dig for Exploration by spamming LftL.)
Tectonic Reformation is kinda like Trade Routes, except it's red, it demands red mana, and it has Cycling 2 instead of being able to bounce your lands. It still seems worse than Throes of Chaos in Jund to me because of the initial card disadvantage and tempo sink, the fact that it can be countered and then you get no more card quality out of it, the fact that it does nothing when discarded, and that Bloodbraid Elf can unfortunately Cascade into it, but maybe the Cycling and not caring about the graveyard can convince me otherwise.
Yeah, Echo of Eons looks breakable to me. Any good ways to discard this card in UR Storm? Does UR Phoenix play for the long game too much to want this card? Does Narset Pitch Blue want this card?
Oh yeah, I'm surprisingly not excited about the Onslaught cycling lands. They're great with Life from the Loam and likely Wrenn and Six, and I'm sure they'll do things for Cycling Matters cards like Astral Drift, but it seems that all the low-land decks want cantrip lands like Fiery Islet instead. Notably, Dredge does not have the deck space for them, and these don't colour fix well enough for control decks.
Vesperlark is a 2/1 flier for 2W, resurrects a creature in your graveyard with power 1 or less when it ETB, and has Evoke 1W. Abusable?
Llanowar Tribe costs as much as 3 Llanowar Elves, taps for as much mana as 3 Llanowar Elves, and has the P/T of 3 Llanowar Elves combined. Might Nykthos Green want it?
"Mist-Clan Ninja" has the powerful combat-damage-to-player trigger of making a copy of itself but is a 3/1 and has both a mana cost and Ninjutsu cost of 2U. Guess it still isn't the Ninjutsu ninja that will see Modern play?
In the meantime, initial resting results with Throes of Chaos in Jund are that it does indeed increase card quality like mad and help against midrange and control, but it's hard to cast it twice against aggro and combo. It feeling like half a Bloodbraid Elf is kinda lame for the first shot, but you'd be surprised how often spinning the wheel with the first one is better than any of the cards in your hand given the board state. It also notably is mono-red and therefore completely laughs at Blood Moon, but it is pretty weak to graveyard hate. It nonbos with Tireless Tracker, but it's certainly funner than a lot of the flex slot cards I've tried in Jund. I suspect it's better than Hexdrinker in Jund and tries to fix several of the same match-ups.
From my testing, I think Traverse Death's Shadow has indeed received a card: Wrenn and Six. She accelerates you into your midgame and late game by recurring painful fetchlands, she deals with go-wide strategies by pinging their smaller guys, and her ult quickly ends games. I've noticed that she subtly does her part to win games, even in match-ups where you wouldn't think she's good like UR Phoenix, although it sucks when opponents swing into her and kill her before she ults. However, Traverse Death's Shadow has bigger problems to overcome: all that graveyard hate.
Jund and the Rock also received a good sideboard card in Collector Ouphe. We at the Gx Tron thread are already ripping our hair out trying to deal with it.