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  • posted a message on [Primer] RUG Scapeshift
    Quote from DJ_AGUILA »
    Quote from micah1 »
    @purklefluff In your opinion, what changed?

    @DJ_Aguila Assassin's Trophy takes the limited removal spots that Bring to Light had. They were running some number of Bolts/Pushes/Paths, generally up to 3. The black versions also ran a singleton Maelstrom Pulse as a tutor target to match with it. In a black based version, I'd probably just play 3 Trophy and give myself and extra flex slot (which could end up being the fourth Trophy).

    I've been married to BtL White for a while now, but Trophy sure makes the switch very very tempting. We'll see how things shape out. If Trophy gives G/B/x decks a larger meta share, Scapeshift of all varieties will celebrate.

    Part of why I don't want to swap is that I don't have the lands for BtL black Frown and I just purchased the stuff for Wish Shift in paper today. I really do like Wish Shift, but Assassin's Trophy seems like it's going to be so good.

    I am mildly worried about Trophy being good against us, but it's mostly another GQ effect which isn't too bad. If straight G/B becomes the version of choice that could be an issue since they already run 4 Fields and sometimes a few GQs. It's possible I'll add the second basic Mountain if this becomes an issue.
    I think Black Bring to Scapeshift versions are better than white BTL versions because we have more removal in early game with the pack fatal push-Assasins Trophy- Maelstrom Pulse (is destroyer) and Dammation don't forget.
    Assassins Trophy don't hurt us ,what can destroy?, Sakura,search for tomorrow,..?? only can destroy Search for Azcanta, Jace Mind sculptor or a early Valakut.
    My opinion, Assassins Trophy is the solution to return a Tier1


    It sure ain't going to be a return to tier 1. That would take a lot more than a great removal spell.

    Also, more early removal with Fatal Push? Half the time Black lists run Bolt anyway, and I personally run 3 Paths. Maindeck, the real advantage has always been Maelstrom Pulse, which deals with random crap like turn 0 double Leyline from Bogles. Sideboard, they get Slaughter Games instead of RIP and Stony. Assassin's Trophy is the best removal spell we could want, as it is cheap, instant speed, and deals with the corner cases like Pulse always did. Now, instead of having to BtL for it, we can just run 4 Trophy (if we're in Black).

    Assassin's Trophy is a GQ effect. GQ is noticeable disruption especially when there are multiple copies of its effect, as since Valakut is an intervening "if" clause if we don't have sufficient mountains when the trigger would resolve, it doesn't do anything instead. If they destroy one of our Mountains and we don't have another Basic to fetch... plus, we can't prepare for it in advance since we can't tell that it's in their hand compared to a GQ in play. I think it's going to affect our G/B/x matchup quite a bit, although I doubt it will sway it their way.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    @purklefluff In your opinion, what changed?

    @DJ_Aguila Assassin's Trophy takes the limited removal spots that Bring to Light had. They were running some number of Bolts/Pushes/Paths, generally up to 3. The black versions also ran a singleton Maelstrom Pulse as a tutor target to match with it. In a black based version, I'd probably just play 3 Trophy and give myself and extra flex slot (which could end up being the fourth Trophy).

    I've been married to BtL White for a while now, but Trophy sure makes the switch very very tempting. We'll see how things shape out. If Trophy gives G/B/x decks a larger meta share, Scapeshift of all varieties will celebrate.

    Part of why I don't want to swap is that I don't have the lands for BtL black Frown and I just purchased the stuff for Wish Shift in paper today. I really do like Wish Shift, but Assassin's Trophy seems like it's going to be so good.

    I am mildly worried about Trophy being good against us, but it's mostly another GQ effect which isn't too bad. If straight G/B becomes the version of choice that could be an issue since they already run 4 Fields and sometimes a few GQs. It's possible I'll add the second basic Mountain if this becomes an issue.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    I've played against Amulet combo a half dozen times, probably. I don't believe I've ever lost tbh. I generally find that between Remands and Paths and Cryptics I'm able to slow the game down enough to win. Remanding the Titan that they Pact'd for can cut them off of the mana they would need to pay for Pact as well. If you play against a seasoned Amulet player I could see it being pretty hard. Some of the best hate for that deck is counterspells that hit Primeval Titan or the Pacts, although if they have a Cavern things get a lot harder.

    For beating Humans, the best I've done is going for extra wraths like my list. 2 Verdict 1 Anger maindeck with 2 more Angers sideboard is a lot of clearing, and adding on Paths to deal with large Champions, then add 4/4 Baloth blockers... makes life hard for them. If you want to make it even better, try splitting up the Angers with Sweltering Suns and Firespout. With how my list is currently set up, I'd say Humans is mildly favorable.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    RE DJ_AGUILA:

    For my list ( https://www.mtggoldfish.com/deck/681057#paper ) I'd -4 Remand -1 Farseek or Hunting Wilds, +2 Anger of the Gods +3 Obstinate Baloth.

    RE LeFantak: I like removal enough against a lot of decks. Path in particular is useful just about anywhere.

    I've had games where when running 3 Scapeshift 4 BtL wasn't able to find me the combo in the long game as I died with 30 cards left in my library, including with Supreme Will looking at top 4 mixed in there somewhere. With a SfA that basically couldn't have happened. If that's not what you want to do, go for and tell us how it works out.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    Heyo. Just a little explanation:

    The deck *can* control the game in some situations, generally the games where you don't draw a Scapeshift to just end the game. SfA and Jace let you dig for those once the game is more or less locked up, as well as being able to dig for counterspells in a longer game against control. It depends what battles you want to fight.

    Your list is similar to CJ Steele's and Sungjin's most recent lists, except you're still running Cryptic Command. They're going lower to the ground with Farseeks and more ramp, with the full 4 Scapeshift as well. Sample list: https://www.mtggoldfish.com/archetype/modern-bring-to-light-scapeshift-54086#paper

    For spot removal, if it buys you a turn, it drew you a card and thus replaced itself. That's the goal.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    It's definitely very effective. I've used it in Taking Turns before, where it has more of a dual purpose. If you're sick of blue decks, jam it in. Being able to fog could also be relevant in some matchups, but I don't really know where I'd want it.

    Do note that we frequently have 2-4 blue sources by the time we want to combo so it's not a surefire thing.
    Posted in: Combo
  • posted a message on Mono-Red control project or The Hunt for Red Controlber!
    Well, I'm glad at least someone else is doing ok with it.

    Keep your life total high enough that Corrupt isn't an issue and try to land some Curses. It's work well for me so far, haven't lost a game in like 4 matches against MBC. Also, allowing Tendrils is its own problem. Kill your creature or their creature in response to the Tendrils and they won't gain the life.
    Posted in: Paper Pauper and Peasant
  • posted a message on Mono-Red control project or The Hunt for Red Controlber!
    River Shrine is awful. You can't gain life till turn 4. That's one that definitely comes up though.

    MBC is miserable? I thought it was a pretty easy matchup! All their value dudes are 2/2s so you can Staggershock them and Firebolt them, and Gary dies to Flame Slash. Admittedly, Gurmag Angler sucks to deal with, but only 2 in most lists makes things easier. At least they've got lots of dead removal!

    Also, how have you been doing, record wise? I've actually quit playing it because my record with the deck was 1-4, 5-0, 1-4, 1-4, 2-3, 0-5. Frown I admittedly lost a good bit to myself, but sometimes lines are hard to see.
    Posted in: Paper Pauper and Peasant
  • posted a message on [Primer] RUG Scapeshift
    Note: I'm not done. Not even all that close. I just figured I could throw a bone while having a separate copy of what I'm working on as a backup on here. Plus, I can get suggestions and opinions from you guys!



    BlueShift

    The Basis
    Blue Scapeshift decks tend to fall under a Combo/Control category, much like Twin was before its banning. It can call under Big Mana along with Tron and TitanShift as well. The deck is planning on ramping into control elements such as Cryptic Command and Supreme Verdict and follow up with Scapeshift finding Valakut, the Molten Pinnacle and enough Mountains to win the game.

    The Absolute Core
    BlueShift, at its core, is a RUGx Combo/Control deck. There are many varieties and splashes of BlueShift, but basically every list has these things in common
    4 Search for Tomorrow
    Frequently, this is the only “1” drop that you cast on the first turn. Some pure RUG lists also run cantrips. Having something proactive to do on turn 1 is very good and this card is always a 4 of and should basically never be boarded out.
    4 Sakura-Tribe Elder
    Block, sac before damage. Steve is a Rampant Growth that gains you life is very good. Don’t just sac him immediately when you can wait for him to block a bigger creature, or to attack your opponent down to 18 for the 7 land kill. I’ve also won a game where I just managed to put the last point of damage in with him. He’s incredible and once again, very unlikely to get sideboarded out.
    4 Cryptic Command
    Some lists run 3. Some lists run 2. They’re wrong. Run 4. In my opinion, the best line in the entire deck is a ramp spell into Cryptic Command on turn 3. Turn 4 is slow, especially on the draw, but turn 3 is gold.
    2+ Scapeshift
    You win the game with this card. If you’re not running it, you’re not BlueShift. Depending on what sorts of tutors you run and how many, you could be on a variable number. Considering most splashes are for ways to add tutors for the card, it’s almost always a 4 of in RUG and a 2-3 of in other lists.
    4 Remand
    Early on, this functions like a Time Walk for your deck that needs to play lands. Against control, it’s an extra counterspell for the nigh inevitable counter war over a Scapeshift. Some lists have recently (recently as of June 2018) have begun to run none, instead opting for additional ramp and Izzet Charm as replacements. My personal opinion is that Charm is good, but I wouldn’t cut Remand for it.
    The Manabase
    Although this ends up being extremely variable, these are absolutes. You *must* have a minimum of 10 Mountains and 11 Forests. Not having a green source is one of the most common reasons to mulligan. Traditional RUG runs around 23 lands, whereas most other types run 25-26 lands. This is not because they need more lands to cast Scapeshift, but rather for mana fixing, kinda like in Draft and Sealed. Traditional RUG also tends to run cheap cantrips which allows for a reduction in the land count.
    2+ Valakut, the Molten Pinnacle
    You need at least two to kill players at higher life totals. You only want the full set if you’re running Prismatic Omen as it makes every land you play trigger Valakut.
    4 Steam Vents
    You need lots of mountains for Scapeshift and lots of islands for Cryptic Command. You need the full set
    4 Stomping Grounds
    You need lots of green sources so you can use your ramp spells that fix you into other colors. Untapped ones are the best, as they let you suspend Search for Tomorrow on the first turn.
    1+ Mountain
    You need at least one to find with a Ghost Quarter if they try to knock you below 6 mountains with the Valakut, the Molten Pinnacle triggers on the stack. It’s also to search up if you can’t quite kill your opponent with Valakut but they tapped out of counterspells for a turn so you know you can Scapeshift to mostly kill them
    2+ Forest

    3+ Island

    3+ Fetchlands

    Misty Rainforest is the best. Mountain is the least needed basic, and Forest is needed the most.
    Optional Cards
    All of these are in the RUG colors and not specific to any particular version of BlueShift.

    Removal
    Lightning Bolt
    One of the best 1 mana removal spells, but it loses a lot of utility in Scapeshift. It can knock your opponent down to 18 or less, but it’s really rare to do so. Sometimes people will play Roast or Izzet Charm instead, especially with a sideboard Chalice of the Void plan. In the versions with a 4th color, it’s popular to play Fatal Push or Path to Exile instead.
    Roast
    This is almost exclusively used in RUG lists as a way to deal with larger (non-flying) creatures. It does like to crop up in sideboards as well.
    Repeal
    Since the deck is really just looking to stall and we have a ton of mana anyway, it’s been a popular option in the past. It can also deal with problem permanents like Blood Moon and Leyline of Sanctity. Since the advent of Death’s Shadow this has become a much less popular option.
    Abrade
    Great replacement for Lightning Bolt if that’s something you’re looking for. Destroying artifacts is definitely relevant text and it’s not an option to overlook.
    Electrolyze
    Cantripping is great in a deck that needs to find its combo. It’s functional removal spell in some matchups and can certainly be really powerful. It’s most common to be seen in regular RUG lists.
    Izzet Charm
    A two mana shock isn’t great, but the utility is really powerful. Shock still kills a lot of things and shouldn’t be underestimated. Once again, most commonly seen in RUG Shift, but it’s still played in the other versions. Some lists run 3-4 Charm.
    Boardwipes
    Anger of the Gods
    Anger is the most common red boardwipe. The upside of exiling everything is relevant against more decks than people realize. If you’re only running 1 red wipe, this is my suggestion, especially if you’re running a tutor for it like Bring to Light.
    Sweltering Suns
    Suns is the second most popular red boardwipe. It’s very similar to Anger but it cantrips in bad matchups. Yes, that can be very nice. No, I’ve not been too impressed with it. If you want multiple, split this with Anger to get around Meddling Mage from Humans
    Kozilek’s Return
    An interesting option that hasn’t been explored much. Being Instant speed allows for some blow-outs and it isn’t as risky to leave it in hand against a deck like Humans. Tagging manlands as well really slows down Affinity, and it kills Etched Champion.
    Hour of Devastation
    This is the biggest red boardwipe I’m going to suggest. You could play Blasphemous Act instead, but I’ve never tried it. Killing planeswalkers can be really important, as it deals with Chandra, Torch of Defiance, Jace, the Mind Sculptor, Liliana of the Veil, Liliana, the Last Hope, and Teferi, Hero of Dominaria. Dealing 5 damage also makes it easier to kill Tarmogoyf and Death’s Shadow, while guaranteeing a boardwipe against Eldrazi decks without having to splash a fourth color.
    Pyroclasm
    This is the smallest red wipe and has been largely replaced since the printing of Anger of the Gods. If you really don’t want to need to find a second red source, this is an option along with Kozilek’s Return. It’s really unusual to need to clear the board on turn two unless you’re against Affinity, but if it’s what you want, here you go.
    Digging
    Search for Azcanta
    This is the best way to dig for a Scapeshift or anything else you need. Since it’s an enchantment it’s resilient, and it comes down early. Later in the game it flips into a land you can sacrifice for Scapeshift. Because of how much air the deck has in the lategame with so many lands, ramp spells, and conditional counterspells, being able to dig that hard repeatedly is very useful. In a ramp deck, the cost to activate is also minimal.
    Serum Visions

    Probably the most popular 1 mana cantrip, although Sleight of Hand is close. It looks at 3 cards, but doesn’t give you access to all 3 immediately. The scry can be very awkward with how many shuffle effects we have in the deck.
    Sleight of Hand
    Worried about shuffle effects messing with your scry? Play this instead.
    Supreme Will
    A newer addition, it’s gained some popularity over the “bigger” cantrips like Anticipate, or in the 4c/Omen versions, Wordly Counsel. You can’t hold up Remand and Supreme Will on turn two like you can with other cantrips. Luckily, Supreme Will does hold up both on its own, and a counterspell can be very relevant at times.
    Izzet Charm
    Digging only two cards isn’t great, and it is card disadvantage, but anything helps later in the game and its modal nature make it a great option.
    Peer Through Depths
    Looking at the top 5 for two mana is the dream. However, since it doesn’t grab lands or Sakura-Tribe Elder, it doesn’t see the most play. I think it’s very underplayed.
    Anticipate
    Basically unplayed, but still an option. Since the deck has so much unneeded fluff, I consider this better than Telling Time as it lets you put two cards on bottom. I’d also rather play Peer Through Depths.
    Telling Time
    Basically unplayed, but still an option. Since the deck has so much unneeded fluff, I consider this worse than Anticipate which lets you put two cards on bottom. I’d also rather play Peer Through Depths.
    Jace, the Mind Sculptor
    Jace is a very powerful card, but it’s not great in BlueShift as the deck isn’t very good at protecting it. However, as a ramp deck, BlueShift is far faster at getting to a point where it could protect it. It’s definitely an option, but I suspect Search for Azcanta is better. Being able to cast it turn 3 is definitely good, but if the board isn’t clear it’s not long for this world
    Chandra, Torch of Defiance
    It’s kinda like Jace, the Mind Sculptor but red. It’s much better at protecting itself and clocks an opponent at a reasonable speed. However, since if you exile a Scapeshift you have to cast it immediately, it can be a bit risky as it can be hard to resolve if you weren’t ready for it. Also like Jace, it can be cast on turn 3.
    Ramp
    Farseek
    Farseek is the most popular miscellaneous ramp spell, especially in the 4c decks as it can grab shocklands for better mana fixing. It’s also two mana and allows a curve into Cryptic Command on turn 3.
    Explore
    More popular in land heavy decks that need extra digging, like OmenShift. Generally, cast this as early as possible unless you need access to an untapped land in a future turn to cast multiple spells in the same turn.
    Hour of Promise
    Particularly popular in OmenShift for getting two Valakut, the Molten Pinnacle. It’s also great mana fixing. Due to its cmc of 5, it’s not played in the 4c BtL versions, in lieu of Hunting Wilds or Kodama’s Reach
    Kodama’s Reach and Cultivate
    The biggest issue is that it makes it pretty easy to run out of basic lands in a 4c version. It’s also competing with Hunting Wilds which allows you to dump both lands into play immediately.
    Khalni Heart Expedition
    Gives a target for Abrupt Decay in the maindeck while also running you out of basics quickly. It also is a worse topdeck as it takes a while for it to fire off if you don’t play it early. It’s very explosive, but high variance.
    Hunting Wilds
    Technically, it’s an alternate win condition, but I’ve never had to do it. I almost got there once in my hundreds and hundreds of matches, but I topdecked the Scapeshift the turn I was going to attack for lethal. Otherwise, it’s mana fixing and card advantage. I like to have two forest-plains/swamp and two Breeding Pool to make sure I can grab double white/black or double blue to cast Cryptic Command and wraths in BtL varieties. It’s also a tutor target in some versions.
    Primeval Titan
    Big beatstick. Mostly played in RUG lists as pseudo copies of Scapeshift. Partially replaced by Hour of Promise.
    Prismatic Omen
    This is mostly played as a 4 of in traditional RUG lists, thus creating OmenShift. Some 4c varieties will occasionally use it as a mana fixer. It notably allows you to cast Scapeshift on only 6 lands as it makes Valakut, the Molten Pinnacle count itself as a mountain. It works as an alternate win condition if you draw Valakut.
    Card Advantage
    Hunting Wilds
    Technically card advantage, but this sort of card advantage generally only matters against Liliana of the Veil when it’s making you discard your lands to protect a Scapeshift. It’s also nice to create two 3/3s at times.
    Kodama’s Reach
    Technically card advantage, but this sort of card advantage generally only matters against Liliana of the Veil when it’s making you discard your lands to protect a Scapeshift.
    Search for Azcanta
    It digs for whatever you need. It’s great. Best card advantage you could play, in my opinion. See “Digging” for more info.
    Snapcaster Mage
    Loops with Cryptic Command, counts as a second copy of Scapeshift, and lets you play with extra counterspells. Real powerful and a frequent inclusion as a 1-2 of.
    Eternal Witness
    Generally considered a budget option for Snapcaster Mage, I actually prefer it instead. Have a repeatable loop with Cryptic Command is great, being able to return fetchlands and Sakura-Tribe Elder is great. I very rarely find myself wishing it was a Snapcaster.
    Jace, the Mind Sculptor
    Planeswalkers are card advantage. Shocker. It’s just much harder to protect than Search for Azcanta.
    Chandra, Torch of Defiance
    Planeswalkers are card advantage. Shocker. It’s just much harder to protect than Search for Azcanta.
    Lastly, any Boardwipe
    Counterspells
    Izzet Charm
    It counters turn 3 Liliana of the Veil and Blood Moon while doing lots of other things. It’s great.
    Supreme Will
    A medium counterspell, it’s a solid cantrip and functional elsewhere.
    Mana Leak
    It’s weak and basically unplayed. Most other miscellaneous counterspells are the same. The deck already has enough bad late game draws and doesn’t need any more.
    Lands
    Cinder Glade
    This is also a shoe-in for the other buddy lands from Battle for Zendikar. Having painless fetchables is nice, even if they do come with the significant downside not being untapped green sources.
    Flooded Grove
    This makes it one heck of a lot easier to cast Cryptic Command. If you have some spare land slots, consider one or two. Mystic Gate and Sunken Ruins help cast Cryptic as well as their respective wraths in 4c BlueShift decks.
    Sheltered Thicket
    The cycling lands are pretty nice to have access to. There are varying opinions on them, but getting rid of late game lands is really nice.
    Canopy Vista
    This is the best dual land ever printed. It’s an untapped green source and a white source if you’re playing white in your deck. Late game it cantrips when you need to find business. It’s worth considering.
    How to: Sideboarding
    Building a Sideboard

    The Basic Sideboarding Guide

    The Varieties of BlueShift (Decklists)

    Due to the niche of the metagame this deck fills being the same, all blue Scapeshift decks tend to get lumped together, despite there being a massive variety between lists.

    The Original RUG Scapeshift
    How to Build
    Most of the “Optional Cards” section applies directly to this deck, as this is the basis of all BlueShift decks. A few notables: 23 lands is about normal. Snapcaster Mage is better in this version than in others because there are more cheap business spells that it can flashback. Because it doesn’t run the redundancy of Bring to Light or anything, it needs more dig spells and cantrips.
    Sample Decklists
    Micah1’s RUG Scapeshift no. 1
    This list is based more around Jace than most, and is from shortly after the unbanning of Jace. It runs 2 Explore to help facilitate turn 3 Jace and ramping into a position where he can be cast and protected the same turn. It runs additional lands instead of a cantrip base which also helps with the Explores which also helps dig through the deck. It also lacks Izzet Charm which would also be helping dig through the deck and discard excess lands in the late game.
    Micah1’s RUG Scapeshift no. 2
    Purklefluff’s RUG Scapeshift (My Choice for Stock List)
    For his words on it
    Here's what I'm currently working with. I'm basing my assumptions on my previous understanding of snapcaster and how he fits within the deck, so I'm only running two.

    Oh and I checked back through my spreadsheets and Google docs and was surprised to find that the old RUG tournament list (based on many others from the time) actually ran 23 lands. The manabase was so tight I don't think you could have swapped a single land, everything was essential. What's interesting is I don't recall the deck ever having mana issues (far from it, the problem was digging for win conditions). I also just dug back through the thread here and there was a lot of variation from 23-26 lands, some without fetches, some with, some running weird stuff. 24 lands seemed to be the most common with a 3rd forest or 4th island, but I stuck with 2 forest and 3 island.

    This continued all the way through the Dig Through Time era as well (which didn't last long) on 23-24 lands. Seems I'd forgotten this when I moved over to a 4x valakut build which played 25 as standard (but then with prismatic omen you're happy to just topdeck lands all day haha)

    I'm going to trust my own previous wisdom here and tentatively try running back my old manabase.
    Eternal witness; many times over the years I've been stuck trying to dig for a piece I need, and snappy-cryptic just doesn't cut it. Swapping the 3rd snappy for a witness means I can infinitely loop cryptics, fading combat steps every turn, allowing me to find what I need or just swing in with witness for the win. If you're not familiar with this loop it requires 7 mana. You cast cryptic in opponents turn naming bounce (target witness) and then whatever other mode is most useful (counter spell or tap creatures). Then in your turn you replay witness, getting back cryptic to perform the loop again. Against aggressive decks with little interaction this is a powerful way to lock out a game once you've drawn it out with some removal and counters. Witness also provides reasonable value against land destruction, buying back bolts and stuff like that. However I'm only including one because as a three drop it ideally requires 4+ mana to use effectively. Still, as an experiment I felt like it's worth testing.

    Ancestral vision; it's a great card against slow jund, midrange and control matchups. They've always been tough to beat and I felt like right now we need a nice mirror-breaker style card which just draws you into gas. Could be wrong but for 2 cards in the board I felt like the opportunity cost was fairly low.

    Land count; I started with 24 as per the general consensus back in the day. The list contained 2 breeding pool (good fetch target). Then I had a last minute urge to include roast and decided I could perhaps test going to only 1 breeding pool and see what happened. In the fullness of time I'll probably end up back at 24 (not 25) lands but for now, based on my previous experiences with ramp spells and cantrips, I felt like 23 was bearable. Could be wrong. The difference of 1 land in a deck full of ramp spells might not be huge. Then again it might be totally awful. I just remember testing and working with the community on my old tournament-grinding list and somehow we all felt my manabase of 23 was fine.

    OmenShift
    How to Build
    OmenShift doesn’t get any new additions over RUG Shift, but it does gain a new focus: Prismatic Omen. The main change is playing additional lands, namely 4 Valakut, the Molten Pinnacle to maximize Omen. This style is notably rough against Death’s Shadow. Remember to reconsider Hour of Promise and other cards that search for any land, like Primeval Titan. Also, Worldly Counsel is a mega-impulse with a Prismatic Omen in play.
    Sample Decklists
    Purklefluff’s OmenShift (My Pick for Stock List)
    Once again, to quote the maker:
    I'm off/on with Opt. I have my playset (including foils in paper) and I'm trying the list with/without to see how well it works.

    The sideboard isn’t the refined scalpel I've got in paper. IRL I've got Chalice of the Void and Engineered Explosives, an extra Anger of the Gods and all the modern sideboard staples you could want. Online I've only got a few scraps I bought on Monday. It will change but Counterflux, Fracturing Gust, Anger of the Gods and the creatures are locked in. Everything else is kind of fluid.

    The maindeck may change around. I could drop the Sleight of Hand for Opt, or the Worldly Counsel and 1 Sleight of Hand for a 3/3 split. I'm going to mess about and see how I feel over a few weeks.

    The maindeck is fairly tight, there's not (and never really has been) a lot of room to maneuver in the RUG lists. In the past I've run some number of Vendilion Clique, Snapcaster Mage, Dig Through Time (when it was legal), Peer Through Depths and all sorts of other bits instead of Prismatic Omen and Primeval Titan, but I feel their inclusion makes the deck so much better. You've got the same wincon as the straight RG version of the deck but a much better game against combo and the mirror. As a downside running interaction means we're a turn slower but it usually works out.
    Bring to Light Scapeshift
    Bring to Light adds a significant level of consistency to finding a Scapeshift to win the game. Instead of having to play 4 copies, you instead get to play 2-3 copies instead and play 4 Bring to Light which has a lot more utility. However, this comes at a real cost. The mana for BtL Scapeshift is significantly worse as it has to splash at least a fourth color (if not a fifth as well) to find a Scapeshift. The mana for this deck is harder to use than most decks, and you need to know exactly what lands you need.

    A clear use for Bring to Light is to find maindeck and sideboard bullets. Maindeck it allows you to find boardwipes and Hunting Wilds for the most part. Sometimes Madcap Experiment + Platinum Emperion is maindeck as well. Out of the sideboard you gain access to Shatterstorm, Crumble to Dust, alternate win conditions and lifegain like Obstinate Baloth, and more.

    White
    How to Build
    The Core

    There are a few things to noting. Scapeshift should be a 2 of with 2 Search for Azcanta if you’re running Search. Also, pick either 1 Kodama’s Reach or 1 Hunting Wilds to add to the core. The one mana removal spell can be either Lightning Bolt or Path to Exile.
    Lands
    Flex Slots
    Instants
    Path to Exile
    Dealing with any size creature is incredibly important. Eldrazi, Death’s Shadow, Tarmogoyf, and more fall to it. Giving your opponent a land does speed them up significantly, but frequently it doesn’t matter enough in my experience, except against Burn. Path removing a creature tends to slow down decks far more than the extra land speeds them up, and Lightning Bolt all too frequently wouldn’t slow them down at all.
    Lightning Bolt
    An alternate to Path to Exile, it kills a lot of creatures. It also can target planeswalkers which is likely the biggest draw to Bolt over Path. Lightning Bolt can also take your opponent below 18 life to enable the 7 land kill against some decks. It’s another powerful option.
    Sample Decklists
    Under Construction
    Black
    How to Build
    Under Construction
    Sample Decklists
    Under Construction
    Wish Shift
    How to Build
    Under Construction
    Sample Decklists
    Under Construction
    90-120 Card Wish Shift
    How to Build
    Under Construction
    Sample Decklists
    Under Construction
    Gifts Shift
    How to Build
    Under Construction
    Sample Decklists
    Under Construction
    Transmute Shift
    How to Build
    Under Construction
    Sample Decklists
    Under Construction
    Tips and Tricks
    • Remand your own Scapeshift instead of their counterspell if they have too much mana
    • Cryptic Command, bounce Snapcaster Mage + counter target spell. Cast Snapcaster, flashback Cryptic, do it again. Works with any of its modes and it’s great. Substitute Eternal Witness for endless shenanigans.
    • Cryptic Command your opponent’s blue sources on their end step to try and cut them off of counterspell mana. Generally, this is best used when your opponent leaves up four mana while you have two Cryptic Command and a Scapeshift in hand
    • You don’t always need to sacrifice all your lands to Scapeshift. Sacrifice as few as you can while still killing your opponent. If you have two Valakuts in your deck, you only need 3-4 mountains to enter the battlefield to kill your opponent, assuming you have 8 lands already in play.
    • Almost never fetch your basic Mountain. If you need it to cast spells, ok. If it’s going to trigger Valakut, the Molten Pinnacle for lethal, ok. Avoid doing it. You need it in your library for when you combo off so that a Field of Ruin or Ghost Quarter won’t stop the combo.
    • Valakut, the Molten Pinnacle has an intervening if clause. The ability does not go on the stack at all if you don’t have 5 other mountains in play when another enters the battlefield. If you don’t have 5 other mountains in play when the ability tries to resolve, it counters the ability and it won’t deal damage. NOTE: Everyone forgets that if they drop you down to 5 mountains (so your triggers won’t resolve) you still get 3 damage, as the one they destroyed still sees that there are 5 other mountains in play.
    • This one got me multiple judge calls in a single match. Hunting Wilds when kicked does *not* turn non-basic forests into creatures, nor does it untap them, when a Blood Moon is on the battlefield, as they are no longer forests once they are in play.
    • Valakut, the Molten Pinnacle is colorless. Kill all the Etched Champions you need!
    • Practicing shuffling. Dear lord, practice shuffling. You need to be able to shuffle quickly to play the deck. 5-7 riffles should suffice. Don’t take forever, and shuffle during your opponent’s turn when you can.
    Any I missed? Feel free to let me know about more!
    Generic Matchup Analysis
    Under Construction



    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    Which list? BtL White? Wish Shift? RUG Shift? OmenShift? I have lots hahaha I'll be putting them into this primer I'm working on at least. It's already 10 pages long in a document and I'm *just* starting to add sample decklists to all the varieties of BlueShift, including Traditional RUG, Omenshift, BtL White, BtL Black, Wish Shift, 90-120 Card Wish Shift, Transmute Shift, and Gifts Shift, and still haven't done the matchup analysis and things to look out for. I should be done within the next two days.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    Quote from bitbroosher »
    Hey, Micah. Thx for sharing your thoughts Smile And don't worry about brutalizing my list, lol, that's why I posted it... looking towards making it better.

    In most of my games, I can find my combo pieces, even after using a BtL->Sweeper, thanks to Izzet Charm and to a lesser extend, Remand. For that reason, I don't see Search for Azcanta as essential (yet I run 1 copy, just to feel safe).

    I really like the idea of using glittering wish. Couple years ago, I played a "Jeskai-Green" version os Jeskai Nahiri, that used 4 copies of Wish, and I loved it! There is 2 problems with Wish... it is a sorcery and you must run at least 3 to be reliable (4 is ideal).

    As for Insidious Will, KComm on me are "Discard and 2 damage", most of the time. And I can change that to a 3 for 1 situation, killing their pyromancer and making them discard a card. Also, I won a game against RG Valakut just by copying their Scapeshift. I just like flexible cards, because BtL makes is almost a toolbox deck (I can be wrong here, lol).

    I'm gonna test 2 Search for Azcanta in maindeck, moving Bolas do SB. Not sure about Glittering Wish...

    More double posting!

    I will admit that a majority of games if you use BtL --> Sweeper you can still find another combo piece, but even a 10-20% rate of not getting there in the end is terrible considering we definitely don't have an 80-90% chance of making it to the point where we want to find a combo piece.

    Yeah, 3 Izzet Charm is a nice bit of digging. I was moderately impressed when I played 3 of it in the No-Remand version.

    Kommand being Discard and 2 is not the most common mode for me, but I'd still rather cryptic and draw a card so I get closer to combo pieces against this discard base deck since I probably don't have any sitting in hand post Thoughtseizes and whatnot.

    Cloning Scapeshift is lit.

    Glittering Wish is something I'm really liking. I feel like there is something I'm missing because I would have expected this to be better explored by this point in time. Instead, most Scapeshift lists with Wish that look not terrible are running the 90+ card version. So we'll see how well it holds up in the long term. Oh, and run 4. It's BtL that you can use to set up for the next turn with since it's cheaper, and also allows it to sneak under counterspells to grab stuff. -1 BtL (for the sideboard) -2 Search (you're becoming more redundant) -1 Flex (Supreme Will for me, since it was a digging spell) +4 Wish. Being a sorcery can definitely be annoying, but generally I find the deck can easily take a turn off to find a sideboard bullet against their respective decks as long as it has been interacting at other points of the game. Being more reliant on white mana makes Cryptic a little more awkward, but it's working out fine so far. Ended up stuffing Naya Charm in over Sigarda.

    EDIT: I'd honestly like to make a new primer for Blue Shift because the one on here is so hopelessly outdated and could really use the facelift. I know this has happened a number of times for other Primers for decks that stopped being updated, but the "So you want to write a primer?" information page specifically says don't make duplicates and I don't really know how to get permission to replace an old primer.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    Quote from TomCourtenay »
    Thanks for the input ! How many green sources and how many mountains would you recommand ?


    Just realized I misssed yours! Personally, I started on 11 Mountains and dropped a Sacred Foundry for a Canopy Vista to get an extra green source and haven't regretted it at all. I'm going to say the minimum number of mountains is 10 and the minimum number of forests is 11, but 12 or 13 or more is better. Not having a green source is the most common reason I mulligan.
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift


    All these double posts lol. Anyway, my most massive objection is Insidious Will. I suspect that the most common mode you will face will be Discard + return creature. Changing their creature return target isn't that great for the most part. And do you realize how *crazy* turn 3 Cryptic Command is? If you can, play 4 Cryptic Command. The most powerful play this deck does is turn 3 Cryptic Command (or occasionally a Wrath). Later game it's an extra counterspell and removes all the problem permanents that keep you from winning like Leyline of Sanctity, Runed Halo, Blood Moon, etc.

    Next problem is you don't have enough dig spells to consistently find only 6 Scapeshift effects, especially if you want to use a BtL as a boardwipe. I'd drop a Farseek or the Kommand for another Search for Azcanta or a Scapeshift.

    Also, running Kommand with the intention of reusing a 1 of that you're only going to be using in a minority of games seems weird. I really wouldn't object to Bolas much if you were just running it in the sideboard, but maindeck seems off. Honestly it's the sort of cool card I could totally see me jamming in my sideboard as a fair card much like I currently use 3x Obstinate Baloth (would be 4x, but I lost my fourth at some point). I'd play Maelstrom Pulse instead of Kommand, so I could be far more likely to avoid situations where I need an alternate win condition in the first place.

    Sorry if you feel like I'm brutalizing your decklist. I'm trying to be helpful Frown
    Posted in: Combo
  • posted a message on [Primer] RUG Scapeshift
    Quote from bitbroosher »

    Against some decks, we stiil need an alternate kill condition in game1, because either we get our spells countered, or some decks are packing Blood Moon maindeck. So not having that second way to (try to) win the game might ruin our chances to do a good result. I mean, if we are not favored in G1, things will probably be worse in G2 and G3.

    Also, I was thinking about Search for Azcanta... Is that card really good to us? We do not fill the graveyard as quickly as other control decks and I don't see an advantage in dumping cards to graveyard just to activate it early, because our deck is so tight on spells. And I think playing SfA on turn2 is the worse play we can do. Any thoughts on this card?

    Since we are not focused on combo ASAP as TitanShift are, our gameplan is slower and 80% of the time we do Bring to Light for some mass removal first and then search our kill condition while keeping counterspell ready. Am I wrong on this one?

    I want to see this deck as a tier2, at least, but with the high amount of hate we are getting, might be difficult.

    Regards,
    bitbroosher.


    For reference upcoming, here's my normal BtL decklist atm https://www.mtggoldfish.com/deck/681057#paper

    If you're getting your spells countered, you're probably doing something wrong, be it rushing into the combo or waiting too long to combo, or not running enough combo pieces or ways to find it.

    Say, ways to find it? How about that Search for Azcanta! Or Jace, the Wallet Sculptor (which may not even be good enough). I've admittedly done very little testing with either, only a couple of games with Search and none with Jace. Remember, Search for Azcanta is to help break the long-game against control where you need to load up on counterspells and Scapeshifts to force something through. Search for Azcanta is something I'll be adding to my deck when I make it to FNM next week. I'll be able to talk about it some more afterwards. Notably, that long game potential does let you drop a Scapeshift like most recent lists are doing (2 SfA 2 Scapeshift 4 BtL).

    Honestly, I frequently die because I BtL'd for the board wipe and never drew another win condition. It just so happens that SfA is good at keeping you alive by digging through chaff and then finding you the combo. I'm also quite commonly dying because I flooded on Scapeshifts, or simply could never find one at all. That repetitive digging can be really good. Sadly, Field of Ruin out of UW is here to *ruin* our day, but I think it will be manageable.

    Honestly there is very little effective hate other than lots of counterspells. Cryptic Command can bounce any troublesome permanent and it's quite convenient for that.

    As another step towards redundancy that I'm personally experimenting with online is using Glittering Wish as additional copies. So far, it's *amazing*! I still haven't really experimented with Search for Azcanta as a redundancy engine but that tutorboard is a godsend. You don't want to fight through counterspells? They'll let your Wishes resolve expecting they can just counter the Scapeshift. Boy will they have a heart attack when they see you fetched Dragonlord Dromoka and their counterspells are going to do nothing the turn you combo off. Need to nuke a bunch of artifacts or enchantments? Fracturing Gust has you covered. How about generic boardwipes? Answers to planeswalkers? Those alternate winconditions you wanted? It does a lot and I've been extremely impressed in testing. Perhaps I'll end up trying Search for Azcanta in the list at some point as well, but it's so good as it stands I'm not sure it would actually help. Just remember that you only want to leave in only 1-2 cards that you want to fetch with Glittering Wish. Here's my current list that I desperately want to stuff a Naya Charm into the sideboard as an extra copy of BtL if I already used a wish to grab the BtL out of my sideboard. Has some other useful utility as well that could definitely come up. Any suggestions on how to fit it in would be greatly appreciated. https://www.mtggoldfish.com/deck/1227858#paper

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  • posted a message on [Primer] RUG Scapeshift
    Honestly, we just need a whole new primer haha.

    Comment 1: Two Worldly Counsel? Most people are on 2 Search for Azcanta when it comes to digging. At least, I'd consider Supreme Will over it.

    Comment 2: With your sideboard you like you'd get run over by Humans and other small creature aggro decks (Affinity, Spirits, etc.)

    Comment 3: Weird manabase still stands. Turn 1-2 green sources are really important

    Tips:
    If you have two Cryptics and a Scapeshift, it can be correct to bounce one of control's blue sources on end step to put them back a counterspell.

    Remand your own spells sometimes. That's a more normal thing to do, but it took me multiple years of playing the deck to realize I could do that.

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