3 wargear is probably too many. Tasigur is going to murder your face off from Dark Confidant, also since you can't activate his ability if you really wanted a delve card you should go with tombstalker or gurmag angler(I would say no to both) In general though your curve is too high to play dark confidant without being afraid of killing yourself.
I have considered running 1-2 delve creatures alongside Dark Confidant since the chance that you actually flip them is so low. I'd start with a single Gurmag Angler or Tombstalker, probably the latter. However neither is going to be castable early in the game so you might as well just run another 4 drop or a Grave Titan or something.
I went through a few pages and put together a quick rough draft of the list I think I'd like to put together. Any advice would be very much appreciated.
Good stuff, hope you enjoy it! I agree with the others about some things. Because Wargear doesn't apply pressure by itself I think three might actually be one too many. Personally I would never run any delve cards in a deck with Dark Confidant because he already hurts plenty even with the whole-deck average CMC down at 1.28 in my version. (Don't forget we run Thoughtseize, fetches, and shocks too.) I agree that your curve is too high right now for Bob to work out.
You definitely do not have enough removal for Percy. You only have Path x4 and Wargear x3. I am running 12 ways to kill him, including Miren and Lili. I would definitely add a Miren (and/or a Liliana or two) and change Dismember to either Victim of Night or Go for the Throat. I have lost due to not being able to get rid of Persecutor before, and it sucks.
You have five colorless lands and no Urborgs. You'll want at least one, I think. Four tap lands (Vent) seems like an awful lot to me, as well. This deck is already not very fast.
Question: I am thinking about trying Bloodghast in the 2 CMC slot because of his free recursion and Lili/Pack Rat discard synergy. Has anybody else tried this? Bloodghast with haste while Wargear is on the battlefield would be very good, I think. I came into this discussion back at a time when the 2 CMC creature slot was being discussed with some vexation, and we still do not have a rock-solid go-to card other than Bob. The other options all come with some significant drawbacks. (So does Bloodghast, though). It would be nice to round out the options a bit with a new card from the next set.
I've actually played a lot of blood ghast decks in my life unfortunately I don't think this is the right strategy for him.
Historically bloodghast has been played in 3 types of decks.
1.) Aggressive decks b/r vamps ala scars zen standard
2.) Combo(ish) decks that can take advantage of multiple free creatures in a turn (aristocrat style decks)
3.) Sideboards of control decks for the mirror.
Dead guy is slower than #1 has less synergy that #2 and has too many threats to be considered #3.
I think the only thing holding him back is the inability to block. The combination with war gear is neat but remember to consider the average and worst case scenario. Sometimes you'll have aghast without a gear and all you accomplished was discarding a card that probably wouldn't help your plan anyway.
I played bloodghast a few years ago and the problem with it is that it get outclassed really fast. On turn 2 or 3 you have goyfs, swiftspears, tasigurs, merfolks, kird apes, just a lot of other stronger creatures. It is just gets blocked and dies without wargear.
Bloodghast is good against other midrange decks, and some control decks. If I was expecting to play against a lot of Abzhan and Jund, I would consider Bloodghast. In every match against an aggro deck, Bloodghast was a dead card since it can't block and doesn't make us faster. Same thing against even slow combo, it doesn't make us faster except in fringe scenarios, so they can just ignore it. Basically, it's only good against decks that want to kill creatures.
In terms of it getting blocked by stronger creatures, I'm on 4 Gatekeepers in addition to the 7 instant removal, so that might have been what avoided that problem for me. Abzhan decks generally had to bring in graveyard hate just for Bloodghast, because it screws up their removal plan so much.
Well I was sort of just spitballing, but I would say the verdict is in and Bloodghast is a no go, which is kinda what I was expecting. I can't see how he could ever work without Wargear, and that is just way too conditional. Thank you all for your advice.
Maybe I'll give Gatekeeper of Malakir a shot, but I am reluctant because I see that as a 3 CMC card and that slot is already full in my deck (eleven CMC=1, thirteen CMC=2, eight CMC=3, four CMC=4). Or maybe back to Sculler as a three-of if Grunt feels dead to me again in the next couple events.
Spellskite is looking like it might be worth a try. I have a couple on order already. However... I have noticed that many players are very serious about getting rid of Jötun Grunt right away when he hits the battlefield. Spellskite dies to more removal than Grunt, and it doesn't hate on graveyard strategies or put any pressure on. Unless it has Wargear on, and a 6 butt. I dunno.
Played with the Percy build yet, davemo88? Please let us know your thoughts.
Tonight I went 2-1-1 in a field of 18.
2-0 vs. UBG crapdeck: Another random 7th grader, trying things out, and he goes down quickly.
2-0 vs. Merfolk: My Burn playing buddy switched decks and is now playing Fish. Pack Rat absolutely dominated both games.
1-2 vs. Mono-G Stompy: His deck was fast. G1 went to him using Treetop Village. I misplayed into a Vines of Vastwood that I suspected he might have, which cost me the game. In G2 Damnation from the board cleared the way for Spirits to swing in for the win wearing Wargear. In G3 his Rancor was able to push through damage despite my second board sweep and another Spirits/Wargear. Rancor won this game for him. This was a good match but I made a couple of misplays into his pumps.
1-1-1 vs. Grixis Control: Grindy, controlly matches went over time. He had huge card advantage. G1 went to me, with lots of discard enabling Souls to swing in ftw. In G2 I mulled an otherwise good hand due to both Shambling Vents being my only lands. (Vent is officially out, it's too slow and too weak. I can see it being good with Elspeth, though.) His Night of Souls' Betrayal was absolutely devastating for me post-board. In G3 I sided in 2x Disenchant but didn't get to see them. He was playing the Origins Jace, and my Pithing Needle was key disruption post-board. (Note: This guy is a good player, and he was not a fan of letting Grunt hang around.) We grinded to a draw but if it weren't for his -1/-1 enchantment in G2 and G3 things would have been quite different. Wargear was outstanding again in this match, and the equip 0 is the key to its success.
Once again I'd like to praise the Percy/Bob/Souls/Wargear package. I totally love this synergy and it appears to be very powerful in many matchups. I guess I should add that it's necessary to build in lots of removal for Percy, of all different kinds.
I am also having success with Pack Rat as an early play after checking for removal with IoK or Thoughtseize. Especially in G1. But it feels like the whole game state changes at this point because it is an all-or-nothing tactic. Start discarding Lingering Souls or a dead second Urborg or Lili and climb on board the Pack Rat train. It's much harder to pull off without Mutavault in play though.
As before, I really want to thank the board for the indispensable advice and support. I am really liking playing a rogue deck that has totally unique win conditions and feels quite capable when I don't make mistakes. I'll be playing in an SCG States Modern tournament on Sunday and I'm excited to test at a higher level. Naturally you can expect to see a play report afterwards Cheers, dd
To be fair dga isn't exactly rogue. It won several modern states last year and has been putting up decent results since roughly the inception of modern.
One thing that is often overlooked though in this thread is that mana tithe has been in the most sucessful builds.It has been more or less ignored and I think I'll start giving it some more testing time. It plays exceptionally well off of the fact that we have path.
It's true it's not really a rogue deck but it is also not one that anybody knows about. Pack Rat, Persecutor, Grunt, and Wargear are all surprises every time.
Bah, I got my butt kicked today, 1-4 in a field of 50. (Dropped out before the final round.) This was my first event at a level above FNM and it showed. Lost to UW Control, RG Tron, and also Abzan twice, all 1-2. Beat Affinity 2-1. I felt outclassed in the UW Match but the others felt like they could have gone either way if I hadn't had to mulligan so much today. Made a couple of really bad misplays as well, which is a regular issue for me.
My 3 sideboard Kor Firewalkers were totally dead, I don't think there was a single Burn player at the event. Grafted Wargear was dead on board a couple of times with nobody to equip it to. It also put in good work attached to Spirit tokens though. Pithing Needle was very strong against manlands, Scooze, etc. Everybody is afraid of Jötun Grunt. He is still worth keeping, if I'm going to judge by how fast he gets removed. It really is such a graveyard-dependent format. (Today an opponent called a judge over to ask if--in his words--"this two mana 4/4 with no downside" was really legal in Modern.)
Happened to enter SCG States in Portland, Oregon today with this list. Ended up going 3-3 for 25th place. Won 2-0 vs RUG Prowess, UW Emeria Control, and UW Flash Control. Lost 0-2 vs Affinity, Elves and Merfolk. I definitely kept a super sketchy hand of 5 lands + Path game 1 vs Affinity. Then proceeded to draw 4 more lands. The Sword of Light and Shadow rocked in the grindy control match ups when Pack Rat got it for recurring cards to activate it.
I definitely didn't bring the right sideboard, as I was expecting/hoping for a lot more Grixis decks than there were. Should have ran 3 Wrath of God taking out the 3rd Go for the Throat and the Engineered Explosives. Ran the swords as I've been too lazy to order a couple copies of Grafted Wargear.
Overall I'm happy I brought this deck. Just wish I had brought a more thought out sideboard.
Going to make the switch from BW Tokens to DGA. This is a bit of a rough draft, I have most of this and can trade for the rest. Just looking for some critiques from those with experience in this archetype. I like the idea of Miren, but I'd like to see how far I have to go with this list. Maybe less mutavaults are needed. Some number of Bloodstained Mire instead of Windswept Heath. Is Fetid Heath even worth running? Etc etc.
I might use Slaughter Pact and Darkblast as sideboard cards but I would not run them maindeck alongside Percy myself. I agree that Fetid Heath is not good in a deck with so many colorless lands, and for sure we need to be able to fetch Swamps and not Plains so Heath is much worse than Mire.
Hervedgerse, that is the same SCG States tourney I got crushed in! We should get together and compare notes sometime if you live locally in PDX. PM me if you want to meet up.