Quote from sixfootsev3n »I actually built your list on MTGO minus the bridges which i just dont have yet. I found the usual issues came up with specific cards you chose to run with. Vexing devil is never the choice I wanted them to make and it was also outclassed quickly vs Eldrazi and DSJ. Gonti was inconsistent and a dead draw late game even when I went out of my way to try and hold them in play as long as possible to build extra energy. Bump is cool, but I was always a fan, just bump alone isn't enough reason for me to splash black over the other options. I'm glad to see you dropped the number of blackcleave cliffs down in favor of another fetch, I also had an issue with having too many non fetch lands which made gonti less consistent. I would consider going up to 12 fetches just to make gonti more consistent. I personally would go with some number of grim lavamancer over Devil. Do you play Guerrilla tactic just for Liliana and Kologhan's command decks? Ever consider going with 2 color splashes for either Jund or Mardu? I think both would be very good options as well.
How many games did you play? No, Vexing Devil is never the choice you want them to make. That's the nature of them having the choice. But this issue is often an illusion. Is the choice they made better or worse than the effect that the card Vexing Devil replaced would have had? How are you playing Gonti? When are you cracking fetches? I've had very few Gonti's be dead. They're only really dead when they're the last card you draw before you die, you don't have any fetches in play, and you haven't had any Gontis before. That's a rare circumstance, IMO. You shouldn't crack fetches unless you need the mana since there are so many benefits to leaving them behind (Blaze and Gonti main, Grim out of the board). I am happy with the mana. 4 fastlands is too many and extra fetchlands are always wanted, so it was a natural switch. I'm currently messing with several more versions of the deck (all one-drops with Shard Volley and Grim Lavamancer over the twos, and oops all spells Mardu). Yeah, there are a lot of Liliana decks around here, so the Guerrilla Tactics is just a fun-of. I've seen it exactly two times, both of which it was 4 damage. Yes, I've considered both of those splashes, but the main issue is that the splashes only offer two-mana spells to the deck, which goes against the main plan of this deck. Once we're in three colors with 16-20 two-mana spells, we're about a turn slower and drawing more Lava Spikes isn't as good. Once we get past turn 3/4, mana isn't an issue, so paying 2 mana for 4 damage is better than paying 1 mana for 3 damage. Similarly, drawing 2-mana: deal 3, draw a card (Lightning Helix often buys a drawstep) is better. I think the best decks with 16+ 2-mana spells are Naya/Rw(g). This deck just wants to get 'em dead on turn 3 or 4, so the cards can be a little bit weaker, as long as this plan manifests often enough. Yeah, VD is AWFUL off the top, and Machinations sometimes can be, but this decks wants to minimize the number of draw steps, so these kind of issues are intrinsically mitigated. With my first 9 cards, I want to hit my first three land drops, cast 6 spells, and have them dead to a majority of my top-decks every single turn thenafter. I don't know if this is a reasonable plan in the real meta, but it's been doing WORK in mine. The least that would need to change would be +1 Stomping Grounds and +3 Destructive Revelry for a big tournament because there're too many random enchantments out there. In my meta, there's like 4 total Leylines across 2 sideboards and one Ad Nauseum player (who's been on Junk for several weeks), so green just doesn't matter.