Yep, it looks that way. I will say that there are a fair number of common sequences with this deck wherein doing so isn't as punishing as it might seem; but still, I don't think that some of these mana bases are really anywhere close to objectively correct.
Twilight Mire or Urborg, Tomb of Yawgmoth do seem like necessities in these sorts of builds, that's for certain. Urborg lets you cast T1 discard/Push (and also gives you sweet evasion in conjuction with Funeral Charm, lol), while Mire doesn't risk fixing the opponent's B mana or turning on Swampwalk from opposing Street Wraiths, and it also allows you to filter in the opposite direction, whether you're stranded on G sources or just want another Scooze activation. Either one is very playable IMO, but I still see them as something of a necessary evil brought about by overly greedy choices elsewhere in the list. But time will tell how viable these setups are!
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Yeah, those mana bases seem very greedy indeed! You'll probably be forced to FoR turn 3 to fix your colors (which is the earliest you can), so you can forget about Lily. And you better hope you're not playing a mono-colored deck or a Blood Moon deck that is only fetching basics!
I'm counting 16 black sources for Pockerwizard's deck and 15 for David Daniel's deck, so that's 88% and 84% chances of having Lily mana on turn 3, but it's 95% and 92.5% on turn 4. Chances are David is using turn 3 to FoR the opponent.
I'm not willing to go to 4 FoR for mana consistency issues, but given this weekend's results, I'm thinking of going down to 17 black sources, and running the third Treetop village over the 2nd Hissing Quagmire.
I completely agree with the article and firmly believe that playing bob is good, but also playing Tireless Tracker gives you a certain card advantage that is great, also being a potentially large threat that doesn't rely on graveyard (unlike goyf).
How do you play vs Hardened Affinity? Deck is a pain in the ass. Hard to deal with all that stuff.
This matchup is one of many, many reasons my sideboard looks the way it does, aka with lots of catch-all or highly flexible removal pieces which have x-for-1 potential.
Kalitas, Maelstrom Pulse, Golgari Charm, and Engineered Explosives are all hugely impactful against Scales. You’ll usually want to take away their namesake card ASAP, be it with removal or discard, and other than that: try to keep the board as clear as possible while sticking an early threat and/or planeswalker.
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Good article and as someone who’s been on Rock for a long time I always disagreed with people who thought of them as being interchangeable. Where tracker is great in the mirror or control matchups, it’s nearly unplayable against humans or affinity where Bob is often the best card we have. I’ve settled on Bob being a core 3-4 of at all times and tracker being a flex spot of 2-4 depending on the meta. These days I’m running 2 and could even see going to zero if the meta were ever fast enough
FNM Tournament report We had about 50 players at our black friday FNM. We had some notable attendees like Dav Shiels - GP winner, Sky mason - GP winner, Rich Shay - vintage pro and a couple pro tour competitors among others. So it wasn't a soft fnm haha. I've been on my rockdrazi list for quite some time and you can find all of my many many exploits in the deck creation forums under GB eldrazi midrange. Now that Rock is it's own forum I don't feel bad posting this here. Here is my list:
r1: 4 color saheeli combo
Not going to go into too much detail. This felt very very easy. With so much removal and interaction I'm honestly not sure how they even with this matchup.
1-0
r2 abzan counters company.
g1 I run him over after we play back and forth for a little bit. I know what he's on ahead of time so I made sure to keep a hand that can deal with the combo. g2 I keep a 1 landser with a bunch of 2 drops and some cheap GY hate. I figure if i draw a land in 3 draws I'll be fine. I didn't and lost horribly. In hindsight I need to not ever do that again...Game 3 was a long drawn out one but I run out of gas eventually and can't compete with his Rhonas.
1-1
r3 mono blue tron
I was excited to play this match as it is favorable for me. I have 6 main deck ways to turn off tron and I don't have to deal with ulamog. I'm always excited to play Utron even though it's rare. I also knew what I was up against so I new I needed trophies and fields to show up. They did and I was able to get the removal I needed to stop huge walkers. It also helped my goyfs were always 6/7s. g2 got even worse for him as I add in more hate. I played around counters but TKS is such a beating in this match.
2-1
r4 jund vengevine
I'm not sure what he's on at first but figure out it's a vengevine list. I manage to deal with his threats and keep him off any sort of shenanigans. I thought he was much more all in combo and in g2 was stuck with a lot of GY hate and got smushed. g3 I remove surgicals and go back to a more typical set up I would do for jund. As expected g3 was long and drawn out but my top end is so much better than his and smushers took it home.
3-1
r5 GR titan shift
I was afraid of this matchup. I don't really have any good ways to interact with valakut or scapeshift. G1 I kept him off lands as best I could but i missed my 4th and 5th lands by a turn and that was huge. Had I been on the play I think I would have gotten there but I was 1 turn too late and he had the scapeshift and 7 lands and I was at 18. g2 i run him over very fast with some discard and he's unable to do anything about it. g3 we actually have a pretty long game after I thoughtseize his scapeshift seeing as second one then surgical them out. With step 1 completed I just needed to dodge prime time until I found answers which I did but he never drew any of the 3. I was able to finish him off pretty easily from here.
4-1
Bonus round while waiting for top 8: merfolk
g1 I run him over very fast despite it being a fairly close race. He shut off a temple which slightly screwed me for a bit till I was able to rip another land and play my guys. g2 he draws a bunch of vials and I was able to pulse them, haha felt good. He was light on mana and only really being able to play 1 guy a turn after that point was all I needed. My guys are far bigger and making sure I play around the lords and it's not really too bad. I do know from previous plays that things can get outa hand real quick with spreading seas and lords so thankfully that wasn't too much of an issue here. Trophy has been such a wonderful addition to this deck it's pretty dumb.
5-1
top 8 vs jeskai control
g1 I keep a hand with some discard and a bunch of goyfs. We play a lot of back and forth and I just run him out of resources, not run too badly into supreme verdict and my 3rd goyf gets the job done. g2 I get the eldrazi dream and t2 tks into t3 smusher. He of course is eventually able to deal with them but by that time he has but 1 lightning helix and a snapcaster in play and a couple lands in hand. I get down a kalitas, kill his snapcaster and from there I dodge 1 turn of removal for a quick win. This match felt pretty easy for me but from experience it has never felt easy. For me UW has ALWAYS been the harder matchup I was glad he was on jeskai where bolts and helix are pretty bad.
6-1
We split top 4. Top 4 was gTron, dredge, infect and GB eldrazi. Top 8 had KCI, 4 color shadow, jeskai control and 1 other I don't remember. I made a few changes prior to the tourney in moving brutalities to SB and adding a treetop and another scooze. I miss the utility of brutality but I think the consistency if more important. I really liked those changes and will stick with them for now. The additional manland was huge in the jund match. Smusher and trophy were MVPs. Smasher is such a hell of a card. I love it. I love having FoR too and the deck synergizes so well. I can't see myself playing anything else.
I have kept my eye on MTGGoldfish for a while and I have seen something interesting on it. Jund has been consistently falling since I started watching but the Rock has been rising instead and has now overtaken Jund.
So I guess going 3 colors is longer the straight up better deal? Just how UW has replaced Jeskai?
Thanks so much the Primer! Just getting into the Rock scene here and have found it to be quite helpful. Going to give it a shot at my LGS this week.
Question about your s/b guide for Runaway Red... Would you consider Damping Sphere in this MU to limit their ability to cast the spells required to get back Phoenix?
Also - would cutting LOTV be advisable on account of Fiery Temper?
@akalah I to have been experimenting with rock and eldrazies before. I did try some weard lists. Matter reshaper/kitchen finks/eternal witnes into edlrict evolution for smasher or TKS. My general takeaway was that it was hard to balance the mana. I was heavy into planes walkers. I do notvthink such a deck can support double green and black. Should I run birds? Who knows.
All I know is that TKS is the pinacle of what GBx wants to do. Remove hands and apply preasure. In the end I could not make it work. Adding a 4th colour demands a lott of mana. Perhaps FoR could help out? Also, warping wail is a cool one of.
But enough about that. How do people feel about tasigurs over bobs?
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I have dyslexia, no I am not going to spell check for you, yes you have to live with the horrors of it.
Thanks so much the Primer! Just getting into the Rock scene here and have found it to be quite helpful. Going to give it a shot at my LGS this week.
Question about your s/b guide for Runaway Red... Would you consider Damping Sphere in this MU to limit their ability to cast the spells required to get back Phoenix?
Also - would cutting LOTV be advisable on account of Fiery Temper?
Cheers
I think LoTV is strong enough to keep, despite Fiery Temper. And yeah, Damping Sphere seems like a good card against them, haven't thought about that yet.
I used to play Jund for quite some time (mainly before the unbanning of Bloodbraid Elf):
Obviously the unbanning got everyone excited (me included), but after some extensive testing I realized that I didn't like the card. At all. In theory BBE is strong against Jace but I don't think Jund is favoured against control anymore since the printing of Teferi. Bloodbraid Elf is strong against Shadow and the BGx mirror and is decent in matchups where you need a clock. But more often than not (especially against the mass of hyper-aggressive decks of modern) I wished that BBE would be a Huntmaster. I just don't like the idea behind the card. Yes, Cascade is a powerful ability with raw power, but you cannot control it, and that is my biggest problem with it. I don't want to tap out against Humans in t4 for a 3/2 body only to reveal a useless Thoughtseize (just one of many scenarios).
So why would I play red? The answer is Raging Ravine, Ancient Grudge, Bolt and Anger of the Gods.
All four of them are amazing cards but none are particulary shining currently.
There are not enough artifact decks around to play red for Grudge, Bolt is a worse push in the current meta and Anger is very good against Dredge but can be awkward against Spirits and Humans (remember you will probably loose quite some life to have double red in t3 and 3 damage might not even be good enough against Spirits and Humans, especially on the draw).
So I decided to try out The Rock.
Rock is by far not the best deck in modern, but it does some things very well.
First you play your typical BGx midrange deck, but on the same time you have a very painless manabase. Not only is it painless but you are also not vulnerable to Blood Moon (even though the card doesn't see much play currently). Next the Rock got some very important Prints in the last few years that culminated in the printing of Assassin's Trophy (Blooming Marsh, Liliana, the Last Hope, Brutality, Push, Field of Ruin and the new PW-Rule). Now the deck can deal with basically any permanent and/or spell in your opponent's hand.
Besides that, you are able to maindeck landhate in the form of GQ/FoR which is a huge boon against Control decks and imo even a stronger tool than Bloodbraid Elf is. With Jund, you most often than not loose because you can not handle a Celestial Colonnade.
Next, you have several flex-slots in your typical Rock list which not only let you adapt the deck to any given meta, but most importantly let you include maindeck Nihil Spellbomb and Collective Brutality.
Besides that, Tracker is your card advantage engine in the lategame, and while being slower than BBE, it is "controlled" card advantage which is imo more important than the one random card of BBE which is sometimes completely useless.
Disadvantages of the Rock?
Slightly awkward manabase if you try to play both Treetop and FoR/GQ. I would never register a Quagmire in my 75 which means I can play max. 2 of the Strip mine effects because I always want 3 Treetops. Quagmire is just a bad card and I don't like bad cards in a midrange deck. Next your sideboard is not as versatile as in Jund/Abzan because of your colours (no good artifact hate for example), but you nevertheless have some sweet options against most archetypes.
Since switching to Rock from Jund/Abzan I don't miss the splash for Red apart from Raging Ravine. Assassin's Trophy is a good new tool (I like a 2/2 mix with Decay) and the deck is a ton of fun to play. Just my opinion, but I highly recommend you trying it out.
there are at least a few very solid artifact removal in GB. Reclamation Sage, Natural state, creeping corrosion, dispossess I suppose and unravel the aether are basically the best we have. Sure, they are no ancient grudge but they are very solid on top of main deck trophies gives us a lot of options. Natural state in particular is strong.
I understand I play a different variant of GB in that I play 7 eldrazi, but FoR (I play 3) has always been awesome for me. There are so many utility lands and manlands running around they get use in almost every matchup. As for quagmire, I too find it underwhelming in most scenarios but there are plenty of times it just stone brickwalls an opponents huge monster. Or they forget about it or completely choose to undervalue it (which is usually the case in my experience) and it just doomblades their guy. I find it hard to justify more than 1 though even in normal GB but depending on the meta I could see it.
Playing jund you get slightly better % vs some matches but worse vs others. You just have all the tools you need in GB even if you lose out on the 3 mana 3 damage wrath. You have a better mana base and a more consistent game. I find no wrong with people choosing to play jund though. It's still very good. Trophy and brutality have really allowed GB to stand on it's own though.
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Modern: BG eldrazi midrange BWG Abzan value evolution BUG BUG Midrange
Great posts, Hype_rion and Akalah. I don’t have much more to add. The crux of the matter IMO is that one no longer “needs” to splash a third color in order to achieve peak BGx competitiveness; and, when that splash color is no longer necessitated, it’s amazing how swiftly it can become a liability relative to the clean and painless consistency offered by a 2c deck.
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Very interesting 2nd place list from the SCG Modern Challenge as well:
http://www.starcitygames.com/decks/125203
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https://magic.wizards.com/en/articles/archive/mtgo-standings/modern-challenge-2018-11-18#decklists
http://www.starcitygames.com/decks/125203
Maybe that's not an bad thing. The Twilight Mire seems to be a good addition to the Treetop-heavy lists.
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
Twilight Mire or Urborg, Tomb of Yawgmoth do seem like necessities in these sorts of builds, that's for certain. Urborg lets you cast T1 discard/Push (and also gives you sweet evasion in conjuction with Funeral Charm, lol), while Mire doesn't risk fixing the opponent's B mana or turning on Swampwalk from opposing Street Wraiths, and it also allows you to filter in the opposite direction, whether you're stranded on G sources or just want another Scooze activation. Either one is very playable IMO, but I still see them as something of a necessary evil brought about by overly greedy choices elsewhere in the list. But time will tell how viable these setups are!
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I'm counting 16 black sources for Pockerwizard's deck and 15 for David Daniel's deck, so that's 88% and 84% chances of having Lily mana on turn 3, but it's 95% and 92.5% on turn 4. Chances are David is using turn 3 to FoR the opponent.
I'm not willing to go to 4 FoR for mana consistency issues, but given this weekend's results, I'm thinking of going down to 17 black sources, and running the third Treetop village over the 2nd Hissing Quagmire.
WBC Eldrazi & Taxes CBW
UR Keep on Cantripin' (UR Phoenix) RU
WU Surprise! It's not UW Control! (UW Midrange) UW
BG The Rock, Straight BG
U Mono-Blue Fish U
RBW Mardu Pyromancer BWR
RG Rabble! Rabble! (GR Blood Moon Aggro) GR
Legacy
W Death & Taxes W
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Temur Tooth and Nail (feat. Kiora, Master of the Depths) deck topic and reddit thread.
https://mtgrock.com/2018/11/23/play-patterns-the-tireless-tracker-misconception/
I hope you guys like it!
Nice article, congrats!
URBGrixis ControlBRUURBGrixis Death's ShadowBRU[
URBGrixis TwinBRUGWUGWx VizierGWU
UWRJeskai NahiriRWUGBBG RockBG
This matchup is one of many, many reasons my sideboard looks the way it does, aka with lots of catch-all or highly flexible removal pieces which have x-for-1 potential.
Kalitas, Maelstrom Pulse, Golgari Charm, and Engineered Explosives are all hugely impactful against Scales. You’ll usually want to take away their namesake card ASAP, be it with removal or discard, and other than that: try to keep the board as clear as possible while sticking an early threat and/or planeswalker.
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3 scavenging ooze
4 tarmogoyf
3 tireless tracker
4 thought-knot seer
3 reality smasher
spells
2 inquisition of kozilek
2 thoughtseize
4 fatal push
4 oath of nissa
3 assassin's trophy
2 liliana of the veil
1 liliana, the last hope
1 maelstrom pulse
2 llanowar wastes
1 Blooming marsh
4 verdant catacombs
1 overgrown tomb
3 swamp
2 forest
1 twilight mire
2 treetop village
1 hissing quagmire
4 eldrazi temple
3 field of ruin
3 surgical extraction
1 flaying tendrils
1 damnation
3 collective brutality
1 maelstrom pulse
1 Obstinate baloth
1 Kalitas, traitor of ghet
1 reclamation sage
1 fulminator mage
1 golgari charm
1 damping sphere
r1: 4 color saheeli combo
Not going to go into too much detail. This felt very very easy. With so much removal and interaction I'm honestly not sure how they even with this matchup.
1-0
r2 abzan counters company.
g1 I run him over after we play back and forth for a little bit. I know what he's on ahead of time so I made sure to keep a hand that can deal with the combo. g2 I keep a 1 landser with a bunch of 2 drops and some cheap GY hate. I figure if i draw a land in 3 draws I'll be fine. I didn't and lost horribly. In hindsight I need to not ever do that again...Game 3 was a long drawn out one but I run out of gas eventually and can't compete with his Rhonas.
1-1
r3 mono blue tron
I was excited to play this match as it is favorable for me. I have 6 main deck ways to turn off tron and I don't have to deal with ulamog. I'm always excited to play Utron even though it's rare. I also knew what I was up against so I new I needed trophies and fields to show up. They did and I was able to get the removal I needed to stop huge walkers. It also helped my goyfs were always 6/7s. g2 got even worse for him as I add in more hate. I played around counters but TKS is such a beating in this match.
2-1
r4 jund vengevine
I'm not sure what he's on at first but figure out it's a vengevine list. I manage to deal with his threats and keep him off any sort of shenanigans. I thought he was much more all in combo and in g2 was stuck with a lot of GY hate and got smushed. g3 I remove surgicals and go back to a more typical set up I would do for jund. As expected g3 was long and drawn out but my top end is so much better than his and smushers took it home.
3-1
r5 GR titan shift
I was afraid of this matchup. I don't really have any good ways to interact with valakut or scapeshift. G1 I kept him off lands as best I could but i missed my 4th and 5th lands by a turn and that was huge. Had I been on the play I think I would have gotten there but I was 1 turn too late and he had the scapeshift and 7 lands and I was at 18. g2 i run him over very fast with some discard and he's unable to do anything about it. g3 we actually have a pretty long game after I thoughtseize his scapeshift seeing as second one then surgical them out. With step 1 completed I just needed to dodge prime time until I found answers which I did but he never drew any of the 3. I was able to finish him off pretty easily from here.
4-1
Bonus round while waiting for top 8: merfolk
g1 I run him over very fast despite it being a fairly close race. He shut off a temple which slightly screwed me for a bit till I was able to rip another land and play my guys. g2 he draws a bunch of vials and I was able to pulse them, haha felt good. He was light on mana and only really being able to play 1 guy a turn after that point was all I needed. My guys are far bigger and making sure I play around the lords and it's not really too bad. I do know from previous plays that things can get outa hand real quick with spreading seas and lords so thankfully that wasn't too much of an issue here. Trophy has been such a wonderful addition to this deck it's pretty dumb.
5-1
top 8 vs jeskai control
g1 I keep a hand with some discard and a bunch of goyfs. We play a lot of back and forth and I just run him out of resources, not run too badly into supreme verdict and my 3rd goyf gets the job done. g2 I get the eldrazi dream and t2 tks into t3 smusher. He of course is eventually able to deal with them but by that time he has but 1 lightning helix and a snapcaster in play and a couple lands in hand. I get down a kalitas, kill his snapcaster and from there I dodge 1 turn of removal for a quick win. This match felt pretty easy for me but from experience it has never felt easy. For me UW has ALWAYS been the harder matchup I was glad he was on jeskai where bolts and helix are pretty bad.
6-1
We split top 4. Top 4 was gTron, dredge, infect and GB eldrazi. Top 8 had KCI, 4 color shadow, jeskai control and 1 other I don't remember. I made a few changes prior to the tourney in moving brutalities to SB and adding a treetop and another scooze. I miss the utility of brutality but I think the consistency if more important. I really liked those changes and will stick with them for now. The additional manland was huge in the jund match. Smusher and trophy were MVPs. Smasher is such a hell of a card. I love it. I love having FoR too and the deck synergizes so well. I can't see myself playing anything else.
Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
So I guess going 3 colors is longer the straight up better deal? Just how UW has replaced Jeskai?
Question about your s/b guide for Runaway Red... Would you consider Damping Sphere in this MU to limit their ability to cast the spells required to get back Phoenix?
Also - would cutting LOTV be advisable on account of Fiery Temper?
Cheers
All I know is that TKS is the pinacle of what GBx wants to do. Remove hands and apply preasure. In the end I could not make it work. Adding a 4th colour demands a lott of mana. Perhaps FoR could help out? Also, warping wail is a cool one of.
But enough about that. How do people feel about tasigurs over bobs?
I think LoTV is strong enough to keep, despite Fiery Temper. And yeah, Damping Sphere seems like a good card against them, haven't thought about that yet.
Obviously the unbanning got everyone excited (me included), but after some extensive testing I realized that I didn't like the card. At all. In theory BBE is strong against Jace but I don't think Jund is favoured against control anymore since the printing of Teferi. Bloodbraid Elf is strong against Shadow and the BGx mirror and is decent in matchups where you need a clock. But more often than not (especially against the mass of hyper-aggressive decks of modern) I wished that BBE would be a Huntmaster. I just don't like the idea behind the card. Yes, Cascade is a powerful ability with raw power, but you cannot control it, and that is my biggest problem with it. I don't want to tap out against Humans in t4 for a 3/2 body only to reveal a useless Thoughtseize (just one of many scenarios).
So why would I play red? The answer is Raging Ravine, Ancient Grudge, Bolt and Anger of the Gods.
All four of them are amazing cards but none are particulary shining currently.
There are not enough artifact decks around to play red for Grudge, Bolt is a worse push in the current meta and Anger is very good against Dredge but can be awkward against Spirits and Humans (remember you will probably loose quite some life to have double red in t3 and 3 damage might not even be good enough against Spirits and Humans, especially on the draw).
So I decided to try out The Rock.
Rock is by far not the best deck in modern, but it does some things very well.
First you play your typical BGx midrange deck, but on the same time you have a very painless manabase. Not only is it painless but you are also not vulnerable to Blood Moon (even though the card doesn't see much play currently). Next the Rock got some very important Prints in the last few years that culminated in the printing of Assassin's Trophy (Blooming Marsh, Liliana, the Last Hope, Brutality, Push, Field of Ruin and the new PW-Rule). Now the deck can deal with basically any permanent and/or spell in your opponent's hand.
Besides that, you are able to maindeck landhate in the form of GQ/FoR which is a huge boon against Control decks and imo even a stronger tool than Bloodbraid Elf is. With Jund, you most often than not loose because you can not handle a Celestial Colonnade.
Next, you have several flex-slots in your typical Rock list which not only let you adapt the deck to any given meta, but most importantly let you include maindeck Nihil Spellbomb and Collective Brutality.
Besides that, Tracker is your card advantage engine in the lategame, and while being slower than BBE, it is "controlled" card advantage which is imo more important than the one random card of BBE which is sometimes completely useless.
Disadvantages of the Rock?
Slightly awkward manabase if you try to play both Treetop and FoR/GQ. I would never register a Quagmire in my 75 which means I can play max. 2 of the Strip mine effects because I always want 3 Treetops. Quagmire is just a bad card and I don't like bad cards in a midrange deck. Next your sideboard is not as versatile as in Jund/Abzan because of your colours (no good artifact hate for example), but you nevertheless have some sweet options against most archetypes.
Since switching to Rock from Jund/Abzan I don't miss the splash for Red apart from Raging Ravine. Assassin's Trophy is a good new tool (I like a 2/2 mix with Decay) and the deck is a ton of fun to play. Just my opinion, but I highly recommend you trying it out.
I understand I play a different variant of GB in that I play 7 eldrazi, but FoR (I play 3) has always been awesome for me. There are so many utility lands and manlands running around they get use in almost every matchup. As for quagmire, I too find it underwhelming in most scenarios but there are plenty of times it just stone brickwalls an opponents huge monster. Or they forget about it or completely choose to undervalue it (which is usually the case in my experience) and it just doomblades their guy. I find it hard to justify more than 1 though even in normal GB but depending on the meta I could see it.
Playing jund you get slightly better % vs some matches but worse vs others. You just have all the tools you need in GB even if you lose out on the 3 mana 3 damage wrath. You have a better mana base and a more consistent game. I find no wrong with people choosing to play jund though. It's still very good. Trophy and brutality have really allowed GB to stand on it's own though.
Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
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