I just made the move to Modern, coming from Standard, and started with Grixis Death's Shadow. There were things I loved about the deck, cantrips, disruption, top end heavy hitters, but I hated trying to manage my life total so much. Furthermore with the unbannings, I think GDS gets worse. So I wanted to find a deck that allowed me to do the things about GDS, without having to manage my life so much, and here we are.
So Testing was interesting. As much as I want a UR drake deck to work, it just lacks a lot of answers. It has a really time answers any resolved god or Phoenix.
So then I tried to combine UR Enigma Drake with UW Drake Haven. Adding W helped answer a lot of UR problems, dealing with aggro and better answers. While UWR Drakes worked, I eventually found out that Haven just felt bad. I can’t remember a game I won off of it. On turn 3 I always wanted to be playing something else. So I dropped Haven, which made the deck feel better. However with the increase in enchantment removal, Cast Out started feeling worse.
So I went back to the original reason I wanted to play a deck like this, I wanted to play a deck very similar to the tempo decks of modern and Legacy, Death’s Shadow abd Delver, so I dropped white and added black.
Currently I have been testing a Grixis tempo deck that utilizes Drake, Serpent, and Chandra as the win-cons. It has plenty of removal, disruption, and counters to keep the opponent off tempo, while allowing you to filter your hand.
It still needs some tweaking, trying to find the right 2 cmc creature that creates value, but it has felt real good, especially against the creature based meta we are currently in.
So I have been messing around with both UW Cycling and UR Enigma Drake decks for a little while now. I think both Enigma Drake and Drake Haven play very well together.
I think separately both decks have a few big holes. UW Cycle doesn't have any early interaction and suffers against the fast starts of RW Aggro and Mardu Vehicles. Furthermore it's only real win-con is typically Haven or Gideon of the Trials, if it's even included. This open it up for a lot of problems, a single Lost Legacy or Ixalan's Binding on Haven could mean game.
UR Enigma Drake has a tough time against any resolved God and reoccurring creatures. While UR has a better game against aggro, it still suffers. Lastly UR also is light on threats and can easily be shut down with the right cards.
By combing the two deck ideas we fill a lot of those holes. Between Red's early removal and White's lifegain, we improve our game against aggro. By combing Enigma Drake, Drake Haven, Cryptic Serpent, and planeswalkers we increase the threat density a lot! Lastly using White's exile effects we can now efficiently handle resolved Gods.
Alright well I decided to go and test a Drake Haven Turbo Xerox style version of the deck. It plays a lot like Modern Death's Shadow, Legacy Delver, or Vintage Mentor.
The deck uses a lot of cantrips, between Opt and all the cycling cards. On the topic of cycling cards, that is why the inclusion of Canyon Slough and Fetid Pools, to add to the cycle count. Yes there is no B in the deck, and I am ok with that. The deck spends the first few turns disrupting its opponent's plan, while sculpting your hand. Once you have what you're looking for, start dropping threats!
Yes I am aware there is no Riddleform in the deck. I was never super excited about him, but could be convinced to try him again if you could recommend some things to cut.
With all the cantrips, I am actually thinking of dropping a few lands, 1 or 2. If I do, I am thinking about adding either Riddleform or Search for Azcanta, thoughts?
Alright! So spoilers have started rolling in. I wanted to start a discussion to see if anyone thought any of the Rivals of Ixalan cards would work in the Grixis Midrange decks that have been doing well.
These are just my thoughts from what has been spoiled so far. Now some of these I could see possibly maindeck while others are definitely better sideboard cards.
Either way I wanted to get a discussion going, so what’re your thoughts on the cards that have been spoiled and the future of the deck in general.
So I dropped Hostage Taker, which allowed me to drop Blossoming Defense as well. In place I added Gonti, and it also allowed me to add a top end control style finsher, blue Gearhulk and some maindeck counters in Scatter. I was looking at my meta, RR, Temur, Pummeler, and realized a lot of decks are very creature heavy. So between Scrutiny, Push, Contempt, and Scatter I should be able to answer any threat. Looking at the top tier decks in general you have aggro (Ramunap Red), which usually has a tough time against midrange, midrange (Temur), which has a difficult time against control, and control (Approach), which has a difficult time against aggro. So I tried to craft a deck that has early game interaction, and plenty of control elements to answer any threat.
Puncturing Blow could be better for getting rid of Scarab God. Scrapheap and Khenra are the only dudes i can think of that you would need Magma Spray for. Other than its cheap at 1 mana for the fast aggro interaction we need
I would also like to start a quick discussion on some card choices and get everyone's thoughts.
Bloodwater Entity - a 2/2 flyer for 3 is decent. It has prowess, which works well with our deck. It also brings one instant or sorcery from the GY to the top of the library. Now this is great, recursion and it basically replaces itself, however taking from the GY works against our plan with Enigma Drake and Cryptic Serpent. However has anyone tried Bloodwater Entity out recently? I'm thinking of possibly trying 3 in the main, to increase my threat total as well.
Spell Pierce - I see most deck include somewhere around 3 in the main and possibly another 1-2 in the side. I do like this card, and currently have 3 in the main, however 98% of games I side it out for Negate, so wouldn't it just make sense to main Negate?
Essence Scatter - I do not see a lot of lists running this in the main, why? I would think that with our creature heavy meta, all Energy variants, Ramunap Red, GW Cats, BR Aggro, Pummeler variants, that running a creature counter in the main would be a great idea. Yes it does next to nothing against Approach game 1, but you can't win them all.
Censor - I tried it in the main and most of the time I had just wished it was a better counter. It can be good in the early game, but then it's horrible in the late game, which yes it can be cycled. However we then leave ourselves wide open in the late game with no good counters in the main.
Disallow - A hard counter that can also shut down energy and walkers.... seems really good to me. Do we not run it due to it being a 3 cmc counter?
Dive Down - Not a true counter, but provides protection. With us running such a small threat package, why do more people not run this in the main?
So I guess my question is, what does everyone think is the correct suite of counters in the main and in the side?
Search for Azcanta - I see a lot of players run this in the side, for when you want to switch to a more control set-up. Honestly I have liked it in the main, I do side it out against Aggro (read: Ramunap Red) and when I am on the draw against energy. However having it in game 1 can definitely help turn the corner and dig for answers against most match-ups.
Riddleform - Everything about this card seems counter intuitive. Yes it is a 3/3 flyer that can be hard to kill, short of Lightning Strike or Fatal Push, but without any spells to cast, it just sits there. Yes it can Scry1, however at 3 cmc I find that I would rather be doing something else. Right now I am running 3 in the main, but again 95% of the time side out at least 1 of them.
Magma Spray - Do we not run this in the 75 because it doesn't go to the face? I guess this would be a meta call, if you run against a lot of Ramunap Red or BR Aggro, then I would definitely put this in the side.
Specific answers for Hazoret the Fervent and The Scarab God, let me serious, these cards dominate most metas. So what are our answers? Essence Scatter and Unsummon? DO we have any other answers in color, because honestly those two seem underwhelming. Maybe it's just me, maybe try and convince me otherwise.
I really do love this deck, I just think it needs a bit more tuning.
I like your list, seems strong against creatures. My lgs meta has lots of removal and its hard to protect my threats sometimes. Unsummon and Scatter are a great combo tho. Stalls out their board and lets you counter troublesome gods. Unsummon is so good against slower tokens like GPG and Scarab god
Unsummon is also great against Cub. Resets it, and it doesnt have an ETB effect, so it works really well.
Still would like to tweak the sideboard a bit, was thinking about Magma Spray, thoughts? I might do -1 Abrade, -1 Chandra's Defeat, +2 Magma Spray in the board. Bring it in against heavy creature decks and definitely against Scarab God, also works well against BR Aggro.
Game 1 - Between Strike and Shock, opponent couldn’t keep any creatures on the board. He does manage to land a Haz, but it’s too late, Drake in the air finishes the game.
Game 2 - Opponent has an explosive start, dropping Ferocidon, Mentor, and Earthshaker. I manage to keep him at bay with a Drake. Get enough in the GY to get Drake to 8, drop another Drake, next turn cast Strike and swing in the air for lethal!
Game 1 - Not very exciting, I land a Drake, they can’t do much, and I close it out before they can get online
Game 2 - I drop a Riddleform and get stuck on 3 lands for a while. I punted a play by forgetting to Scatter an Angel. He drops a Gift and I use Azcanta to dig for an Abrade, but it’s too late. A recurred Angel and Hostile Desert finish me off.
Game 3 - I drop a Riddleform and learn how to play it better. It’s a better option to sit back and play defense when my opponent has 2 creatures and I have a Riddleform and removal in hand. I land a Serpent and combined with Riddleform, take it home
Game 1 - Suns in the main was great for this match. He manages to land a Haz but I’m able to block with double Serpent, while my Drake kills him in the air.
Game 2 - Opponent starts out hard, Wanderer, Lookout, Bomat, Harvester. I am able to clear most of his board, except the Harvester. Ultimate Chandra, drop another Chandra, and close out the game with a Serpent.
Overall I am really liking this deck. I think the idea to mainboard Chandra and Suns is good. I also put Essence Scatter in the main over Censor and with a lot of the meta being very creature heavy, I liked it.
As I have mentioned before, this is not an easy deck to play. Your lines can sometimes be very complicated and can require you to try and think 3 steps ahead of your opponent. It is super easy to punt a play or even a game due to a single misstep on a turn. The more I play the deck, the more comfortable I get with the lines of play and the more comfortable I get, the more fun it is to play!
One thing I would love to see is a sideboard guide.
What’s your plan for each deck type? Specifically what you would put in and what you would take out.
Also do you find that some match ups it really depends on if your on the play or on the draw? Like for me Iv found that on the play search can be great, against decks like Temur, but on the draw it is wayyy less effective.
Ok so taking all of this in, I have decided to abandon the Grixis version. Through goldfishing its just not consistent enough. Still not sure I want to give up on Temur yet, however I have sleeved up a UR version and been testing it. Here is what I have:
4c Control 1-0
Ramunap Red 0-1
Sultai Energy 1-0
Sultai Pummeler 1-0
Some things about the deck I have noticed:
1. It's a lot of fun to play. To be able to randomly play a burn and swing for lethal with the Drake is awesome!
2. It reminds me a lot of Modern Grixis Death's Shadow, minus the hand hate.
3. It has a very low floor and a very high ceiling. You are punished when you make mistakes, but if you'r on, its a great rewarding deck.
4. I don't love Soul-Scar, but definitely would like another threat to replace him, any suggestions?
5. Not huge on Censor, yes it cycles, but typically that's all I am doing with it.
6. Search for Azcanta is good, especially on the play, but on the draw its just too slow.
7. Staring down a resolved Haz feels bad.
Match 1: Bye: they forgot to put me in the event when they paired...free win.
Match 2: Red Aggro. 2-0
Game 1:Opening hand 2x Swelting suns 2x mountain. Drew a blue land. Wrath, Wrath. Hazoret D:. I managed to survive just long enough to kill opponent with riddleform and burn.
Game 2: We traded chandra's, then he slammed Hazoret. I manage to race it with 2x Cryptic serpent.
Match 3: UW Approach. 2-0
Game 1: I had a very counter heavy draw that allowed me to prevent him drawing cards. Then I slammed a cryptic serpent which carried me to victory.
Game 2: Opponent starts with 2x field of ruin. These just ended up fixing my mana to be able to cast chandra. Opponent just died to chandra and my hand filled with counters.
Match 4: Big Red (Splash black) 2-1
Game 1: Opponents deck is a slow rampy deck. Has no main deck way to deal with a cryptic serpent. I unsummoned his large red creatures and beat face.
Game 2: my whole sideboard is good against him.... but then he beat me to death with little red men (I assume out of the side)
Game 3: I only side the shocks back in. This game was an epic tussle. Including chandra and glorybringer battles. Comes down to me and an army of riddleforms stuggling to find spells to kill my opponents chandra. Which I do then and I am back on the offensive... but on 6 life. Opponent aftermaths back Cut//Ribbons for my life total... spell pierce. Engima drake (11/4) opponent fires back with the 2/1 haste and a lightning strike he is forced to use on the drake (after blocks)... I find a lightning strike from my riddleform scrys and kill him. I forgot about the vizisir in my grave the whole time.
I am interested in a few of your card choices, or even more so, lack there of.
Insult // Injury - I noticed you didn't include it or Fling for that matter. Do you find you don't need it? Or is it too slow? What's your thought processes on it?
Crash Through - Again, I was under the impression most UR Drake players really liked having it to punch through.
Search for Azcanta - What are everyone's thought's on it? Is it just too slow?
Soul-Scar Mage - I see that really your only creatures are Serpent, Drake, and Riddleform, Im just nervous that it isn't enough threats overall. Am I wrong?
Chandra, Torch of Defiance - Have you ever had a problem getting the 4 mana to cast her? With only 20 lands that would be my biggest concern.
Blossoming Defense - Without splashing G, does anyone miss the hexproof? Anyone experience that it leaves our creatures just to vulnerable without some form of protection?
I am really interested in this deck type. However I am so torn on which version to run, UR, Grixis, or Temur, and which cards to include, it seems like there are so many options.
I just made the move to Modern, coming from Standard, and started with Grixis Death's Shadow. There were things I loved about the deck, cantrips, disruption, top end heavy hitters, but I hated trying to manage my life total so much. Furthermore with the unbannings, I think GDS gets worse. So I wanted to find a deck that allowed me to do the things about GDS, without having to manage my life so much, and here we are.
So here is my current decklist:
4 Delver of Secrets
3 Snapcaster Mage
3 Young Pyromancer
3 Cryptic Serpent
2 Tasigur, the Golden Fang
Instants 23
4 Fatal Push
4 Lightning Strike
4 Thought Scour
4 Serum Visions
3 Mana Leak
2 Terminate
2 Kolaghan's Command
3 Inquisition of Kozilek
Lands 19
4 Polluted Delta
4 Scalding Tarn
2 Bloodstained Mire
2 Steam Vents
2 Watery Grave
1 Blood Crypt
2 Island
1 Mountain
1 Swamp
I have no idea on my sideboard yet, just trying to figure out the mainboard and how to pilot it best.
I will say that dropping 10 power across two bodies for UUB feels real good!
I would love any suggestions on the decklist, again trying to tune for the new meta shift, expecting a lot of JTMS and BBE.
With Jace, our delve creatures become much less desirable.
However there are a few creatures that act similarly, but don’t care if they get bounced.
Bedlam Reveler - my only concern is we are typically not going full tilt, so discarding our hand may not be the best idea.
Cryptic Serpent - a big dumb 6/5 that can easily be chumped. It’s UU which is worse that B for angler but it doesn’t care if it gets bounced.
So Testing was interesting. As much as I want a UR drake deck to work, it just lacks a lot of answers. It has a really time answers any resolved god or Phoenix.
So then I tried to combine UR Enigma Drake with UW Drake Haven. Adding W helped answer a lot of UR problems, dealing with aggro and better answers. While UWR Drakes worked, I eventually found out that Haven just felt bad. I can’t remember a game I won off of it. On turn 3 I always wanted to be playing something else. So I dropped Haven, which made the deck feel better. However with the increase in enchantment removal, Cast Out started feeling worse.
So I went back to the original reason I wanted to play a deck like this, I wanted to play a deck very similar to the tempo decks of modern and Legacy, Death’s Shadow abd Delver, so I dropped white and added black.
Currently I have been testing a Grixis tempo deck that utilizes Drake, Serpent, and Chandra as the win-cons. It has plenty of removal, disruption, and counters to keep the opponent off tempo, while allowing you to filter your hand.
It still needs some tweaking, trying to find the right 2 cmc creature that creates value, but it has felt real good, especially against the creature based meta we are currently in.
I think separately both decks have a few big holes. UW Cycle doesn't have any early interaction and suffers against the fast starts of RW Aggro and Mardu Vehicles. Furthermore it's only real win-con is typically Haven or Gideon of the Trials, if it's even included. This open it up for a lot of problems, a single Lost Legacy or Ixalan's Binding on Haven could mean game.
UR Enigma Drake has a tough time against any resolved God and reoccurring creatures. While UR has a better game against aggro, it still suffers. Lastly UR also is light on threats and can easily be shut down with the right cards.
By combing the two deck ideas we fill a lot of those holes. Between Red's early removal and White's lifegain, we improve our game against aggro. By combing Enigma Drake, Drake Haven, Cryptic Serpent, and planeswalkers we increase the threat density a lot! Lastly using White's exile effects we can now efficiently handle resolved Gods.
Here is the final decklist I have come up with:
4 Enigma Drake
3 Cryptic Serpent
Planeswalkers 2
2 Chandra, Torch of Defiance
Enchantments 6
3 Drake Haven
3 Cast Out
Instants 24
4 Censor
4 Countervailing Winds
4 Hieroglyphic Illumination
4 Lightning Strike
3 Renewed Faith
3 Shock
2 Settle the Wreckage
4 Spirebluff Canal
4 Inspiring Vantage
4 Irrigated Farmland
3 Glacial Fortress
4 Island
2 Mountain
3 Authority of the Consuls
3 Forsake the Worldly
3 Negate
2 Nimble Obstructionist
2 Ixalan's Binding
2 Glorybringer
I would love any feedback. Thanks!
4 Enigma Drake
3 Cryptic Serpent
Planeswalkers 2
2 Chandra, Torch of Defiance
Enchantments 3
3 Drake Haven
Instants 23
4 Opt
4 Lightning Strike
4 Censor
4 Countervailing Winds
4 Hieroglyphic Illumination
3 Shock
3 Sweltering Suns
Lands 22
4 Spirebluff Canal
2 Canyon Slough
2 Fetid Pools
2 Ipnu Rivulet
2 Field of Ruin
5 Island
5 Mountain
3 Negate
3 Essence Scatter
3 Abrade
2 Nimble Obstructionist
2 Vizier of Many Faces
2 Glorybringer
The deck uses a lot of cantrips, between Opt and all the cycling cards. On the topic of cycling cards, that is why the inclusion of Canyon Slough and Fetid Pools, to add to the cycle count. Yes there is no B in the deck, and I am ok with that. The deck spends the first few turns disrupting its opponent's plan, while sculpting your hand. Once you have what you're looking for, start dropping threats!
Yes I am aware there is no Riddleform in the deck. I was never super excited about him, but could be convinced to try him again if you could recommend some things to cut.
With all the cantrips, I am actually thinking of dropping a few lands, 1 or 2. If I do, I am thinking about adding either Riddleform or Search for Azcanta, thoughts?
Let me know what you guys think of the deck.
Actually Im pretty sure Hostage Taker was fixed so that it can not target itself. From Gatherer:
9/29/2017 Hostage Taker has received errata to prevent it from targeting itself. The correct Oracle wording appears above.
Here are cards that I think might work well:
Warkite Marauder
Ravenous Chupacabra
Tetzimoc, Primal Death
Blood Sun
Dire Fleet Daredevil
Vona’s Hunger
Rekindling Phoenix
These are just my thoughts from what has been spoiled so far. Now some of these I could see possibly maindeck while others are definitely better sideboard cards.
Either way I wanted to get a discussion going, so what’re your thoughts on the cards that have been spoiled and the future of the deck in general.
4x Aether Hub
4x Blooming Marsh
3x Botanical Sanctum
3x Drowned Catacomb
4x Swamp
2x Forest
1x Island
Creatures 21
4x Glint-Sleeve Siphoner
4x Longtusk Cub
4x Rogue Refiner
3x Champion of Wits
2x Gonti, Lord of Luxury
2x The Scarab God
2x Torrential Gearhulk
2x Vraska, Relic Seeker
Instants 8
4x Fatal Push
2x Vraska's Contempt
2x Essence Scatter
Sorcery 8
4x Attune with Aether
4x Harsh Scrutiny
4x Negate
3x Duress
3x Deathgorge Scavenger
2x Vizier of Many Faces
2x Appetite for the Unnatural
1x River's Rebuke
So I dropped Hostage Taker, which allowed me to drop Blossoming Defense as well. In place I added Gonti, and it also allowed me to add a top end control style finsher, blue Gearhulk and some maindeck counters in Scatter. I was looking at my meta, RR, Temur, Pummeler, and realized a lot of decks are very creature heavy. So between Scrutiny, Push, Contempt, and Scatter I should be able to answer any threat. Looking at the top tier decks in general you have aggro (Ramunap Red), which usually has a tough time against midrange, midrange (Temur), which has a difficult time against control, and control (Approach), which has a difficult time against aggro. So I tried to craft a deck that has early game interaction, and plenty of control elements to answer any threat.
What do you guys think?
Would Puncturing Blow work on Haz? Prob not, right?
I would also like to start a quick discussion on some card choices and get everyone's thoughts.
Bloodwater Entity - a 2/2 flyer for 3 is decent. It has prowess, which works well with our deck. It also brings one instant or sorcery from the GY to the top of the library. Now this is great, recursion and it basically replaces itself, however taking from the GY works against our plan with Enigma Drake and Cryptic Serpent. However has anyone tried Bloodwater Entity out recently? I'm thinking of possibly trying 3 in the main, to increase my threat total as well.
Spell Pierce - I see most deck include somewhere around 3 in the main and possibly another 1-2 in the side. I do like this card, and currently have 3 in the main, however 98% of games I side it out for Negate, so wouldn't it just make sense to main Negate?
Essence Scatter - I do not see a lot of lists running this in the main, why? I would think that with our creature heavy meta, all Energy variants, Ramunap Red, GW Cats, BR Aggro, Pummeler variants, that running a creature counter in the main would be a great idea. Yes it does next to nothing against Approach game 1, but you can't win them all.
Censor - I tried it in the main and most of the time I had just wished it was a better counter. It can be good in the early game, but then it's horrible in the late game, which yes it can be cycled. However we then leave ourselves wide open in the late game with no good counters in the main.
Disallow - A hard counter that can also shut down energy and walkers.... seems really good to me. Do we not run it due to it being a 3 cmc counter?
Dive Down - Not a true counter, but provides protection. With us running such a small threat package, why do more people not run this in the main?
So I guess my question is, what does everyone think is the correct suite of counters in the main and in the side?
Search for Azcanta - I see a lot of players run this in the side, for when you want to switch to a more control set-up. Honestly I have liked it in the main, I do side it out against Aggro (read: Ramunap Red) and when I am on the draw against energy. However having it in game 1 can definitely help turn the corner and dig for answers against most match-ups.
Riddleform - Everything about this card seems counter intuitive. Yes it is a 3/3 flyer that can be hard to kill, short of Lightning Strike or Fatal Push, but without any spells to cast, it just sits there. Yes it can Scry1, however at 3 cmc I find that I would rather be doing something else. Right now I am running 3 in the main, but again 95% of the time side out at least 1 of them.
Magma Spray - Do we not run this in the 75 because it doesn't go to the face? I guess this would be a meta call, if you run against a lot of Ramunap Red or BR Aggro, then I would definitely put this in the side.
Specific answers for Hazoret the Fervent and The Scarab God, let me serious, these cards dominate most metas. So what are our answers? Essence Scatter and Unsummon? DO we have any other answers in color, because honestly those two seem underwhelming. Maybe it's just me, maybe try and convince me otherwise.
I really do love this deck, I just think it needs a bit more tuning.
Unsummon is also great against Cub. Resets it, and it doesnt have an ETB effect, so it works really well.
Still would like to tweak the sideboard a bit, was thinking about Magma Spray, thoughts? I might do -1 Abrade, -1 Chandra's Defeat, +2 Magma Spray in the board. Bring it in against heavy creature decks and definitely against Scarab God, also works well against BR Aggro.
4x Spirebluff Canal
3x Highland Lake
2x Ramunap Ruins
2x Ipnu Rivulet
6x Island
3x Mountain
Creatures 7
4x Enigma Drake
3x Cryptic Serpent
Enchantments 5
3x Riddleform
2x Search for Azcanta
2x Chandra, Torch of Defiance
Instants 20
4x Opt
4x Shock
4x Lightning Strike
3x Spell Pierce
3x Essence Scatter
2x Unsummon
Sorceries 6
4x Chart a Course
2x Sweltering Suns
3x Abrade
3x Negate
3x Chandra’s Defeat
2x Unsummon
2x Glorybringer
2x Vizier of Many Faces
3-0
Match 1 - Ramunap Red (2-0)
Game 2 - Opponent has an explosive start, dropping Ferocidon, Mentor, and Earthshaker. I manage to keep him at bay with a Drake. Get enough in the GY to get Drake to 8, drop another Drake, next turn cast Strike and swing in the air for lethal!
3x Spell Pierce
2x Search for Azcanta
1x Chart a Course
1x Riddleform
3x Chandra’s Defeat
2x Abrade
2x Glorybringer
Match 2 - UW Gift (2-1)
Game 2 - I drop a Riddleform and get stuck on 3 lands for a while. I punted a play by forgetting to Scatter an Angel. He drops a Gift and I use Azcanta to dig for an Abrade, but it’s too late. A recurred Angel and Hostile Desert finish me off.
Game 3 - I drop a Riddleform and learn how to play it better. It’s a better option to sit back and play defense when my opponent has 2 creatures and I have a Riddleform and removal in hand. I land a Serpent and combined with Riddleform, take it home
3x Spell Pierce
2x Sweltering Suns
2x Unsummon
1x Shock
3x Abrade
3x Negate
2x Gorybringer
Match 3 - Rakdos Aggro (2-0)
Game 2 - Opponent starts out hard, Wanderer, Lookout, Bomat, Harvester. I am able to clear most of his board, except the Harvester. Ultimate Chandra, drop another Chandra, and close out the game with a Serpent.
3x Spell Pierce
2x Search for Azcanta
1x Chart a Course
1x Riddleform
3x Abrade
2x Glorybringer
2x Unsummon
Overall I am really liking this deck. I think the idea to mainboard Chandra and Suns is good. I also put Essence Scatter in the main over Censor and with a lot of the meta being very creature heavy, I liked it.
As I have mentioned before, this is not an easy deck to play. Your lines can sometimes be very complicated and can require you to try and think 3 steps ahead of your opponent. It is super easy to punt a play or even a game due to a single misstep on a turn. The more I play the deck, the more comfortable I get with the lines of play and the more comfortable I get, the more fun it is to play!
What’s your plan for each deck type? Specifically what you would put in and what you would take out.
Also do you find that some match ups it really depends on if your on the play or on the draw? Like for me Iv found that on the play search can be great, against decks like Temur, but on the draw it is wayyy less effective.
4x Spirebluff Canal
3x Highland Lake
2x Ramunap Ruins
1x Ipnu Rivulet
6x Island
3x Mountain
Creatures 12
4x Enigma Drake
4x Cryptic Serpent
4x Soul-Scar Mage
3x Riddleform
2x Search for Azcanta
Instants 20
4x Opt
4x Lightning Strike
4x Shock
3x Censor
3x Spell Pierce
2x Unsummon
Sorcery 4
4x Chart a Course
3x Negate
2x Chandra, Torch of Defiance
2x Chandra's Defeat
2x Abrade
2x Vizier of Many Faces
2x Sweltering Suns
2x Essence Scatter
So far in testing:
4c Control 1-0
Ramunap Red 0-1
Sultai Energy 1-0
Sultai Pummeler 1-0
Some things about the deck I have noticed:
1. It's a lot of fun to play. To be able to randomly play a burn and swing for lethal with the Drake is awesome!
2. It reminds me a lot of Modern Grixis Death's Shadow, minus the hand hate.
3. It has a very low floor and a very high ceiling. You are punished when you make mistakes, but if you'r on, its a great rewarding deck.
4. I don't love Soul-Scar, but definitely would like another threat to replace him, any suggestions?
5. Not huge on Censor, yes it cycles, but typically that's all I am doing with it.
6. Search for Azcanta is good, especially on the play, but on the draw its just too slow.
7. Staring down a resolved Haz feels bad.
I am interested in a few of your card choices, or even more so, lack there of.
Insult // Injury - I noticed you didn't include it or Fling for that matter. Do you find you don't need it? Or is it too slow? What's your thought processes on it?
Crash Through - Again, I was under the impression most UR Drake players really liked having it to punch through.
Search for Azcanta - What are everyone's thought's on it? Is it just too slow?
Soul-Scar Mage - I see that really your only creatures are Serpent, Drake, and Riddleform, Im just nervous that it isn't enough threats overall. Am I wrong?
Chandra, Torch of Defiance - Have you ever had a problem getting the 4 mana to cast her? With only 20 lands that would be my biggest concern.
Blossoming Defense - Without splashing G, does anyone miss the hexproof? Anyone experience that it leaves our creatures just to vulnerable without some form of protection?
I am really interested in this deck type. However I am so torn on which version to run, UR, Grixis, or Temur, and which cards to include, it seems like there are so many options.