- FuneralofGod
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Member for 16 years, 4 months, and 9 days
Last active Tue, Oct, 6 2020 01:51:37
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Sep 29, 2011FuneralofGod posted a message on Neo Cawblade MillI originally ran Alchemy but every time I casted it I was always hoping for a counter, so instead I just replaced them with more counters. Dissipation Field is more useful here because it continually slows down opposing creatures, whereas DOJ only clears the field once. Also I have a couple DOJ in here already..Posted in: FuneralofGod Blog
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Sep 28, 2011FuneralofGod posted a message on "Junk" Birthing PodThe only reason I don't use the O-Ring is because of the manabase. I like Beast Within better anyway..as the 3/3 is rarely a problem. And the fact that it can hit lands is very important as well, since this deck has some amazing LD potential with the addition of Unburial RitesPosted in: FuneralofGod Blog
The Revoker may be coming out for another Spellskite, but currently I always find something useful for the Revoker. I only side it out against control deck with no swords and no planeswalkers. I take the LD/mana denial route often with this build, and I'll even drop the Revoker naming BOP if they play one -
Sep 21, 2011FuneralofGod posted a message on Mill - Block ConstructedI guess the main reason I want the bounce is because its reusable, and the fact that you aren't required to have the spell in your hand + mana open when they cast the creature. Both Grasp of Phantoms and Silent Departure have flashback, and I can even return them with Runic Repetition later. Although I'll probably use Visions of Beyond instead of Think Twice..yeah definitely.Posted in: FuneralofGod Blog
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And I'm really attracted to Seasoned Pyromancer.. I know intuitively it doesn't seem to fit along with what we do but it fills a hole in our plan. It can refill your hand if hellbent, it's a great way to pitch late game useless Wraiths or discard spells, and it provides blockers which allows us to swing over and over again without worrying about dying on the crack back. (I understand this last point wouldn't help against spirits or flying in general but it's still good).
One thing I noticed is that almost all my games went very long. I was arguably the only fair deck at the tournament (along with Esper control). Everyone else played infect, Griselbrand, burn / monored Phoenix, tron, storm, dredge - and in all cases I was able to thwart their plans and win via midrange. This deck is not a fast explosive deck. Playing without blue felt really good. I think 17 land is definitely the right number, as long as you play 4x Traverse. Turn two Traverse for Basic Swamp saved me several times. Faithless looting was great also, but I would never play more than 2. Sometimes it gets stuck in hand for a few turns until I know I have at least 1 card I plan on pitching. But twice looting drew me into TBR for the win. This would be difficult in a 4C list because having two red was hardly an option. But now I reached two red in most games.
One final note is that I think I will move Abrupt Decay to the main deck. I never cast Trophy when it was better than Decay. And giving them an extra land mattered at least once that I remember. I'll move the spare trophy to the board because it's still useful against Tron and Infect, but against those opponents I bring in all Trophy and Decay anyways. The only match I can think of where I actively don't want Decay but I do need Trophy is Titan Shift.
-EDIT
Surgical is the MVP of the day (well, maybe a close 2nd behind TBR). In a deck with 8 discards and a format with tons of 4-ofs, it's rather likely to get them on turn 1 and use surgical as a second free Thoughtseize. In one game against Infect he played turn one Noble off a Wooded Foothills then I Thoughtseize and take his infect, but notice his only other land is another Foothills in hand. I surgical the Foothills and Push the Noble to get him stuck on lands. In a later game against Infect I took a Might of Old Krosa, seeing he had a second one. Hold in his draw step after drawing ANOTHER Krosa, and I surgical both from his hand. Mind you these are plays against INFECT - a deck no one is bringing surgical against. But in the main deck you get this kind of sneaking interaction no one is expecting even in game one. I keep surgical in against almost everything. I think I boarded it out only against Spirits. Twice in this tournament alone I used it an instant speed way to save a creature. Tarmogoyf - put an instant in the graveyard for zero mana, or Shadow - just another way to pay life for extra damage. In the final game against Bridge Vine I cast double surgical on nothing important just to reach lethal damage
I played the above list, with only these changes:
MB -1 Tarfire
MB +1 Surgical
SB - 1 Surgical
SB +1 Anger of the Gods
Round 1 Bant Spirits (1-2)
Game one I drew all four Street Wraith and only Dismember as my removal. I had him dead on board with a massive Shadow but an end step Coco needed to create 3 power to seal the deal, and he got it. Game two he made a strange play when he attacked with a GOST putting my Shadow at 11/11 and leaving himself at 10 life. He played a blocker and passed which I removed and swung in. Game three was long and drawn out but eventually I got a Shadow online and he got Moorland Haunt. I needed one more attack + TBR (which I had in hand) but once again he end step Cocos me with just enough power for the kill.
Round 2 Esper Control (2-1)
Game one I got controlled hard. I scooped to him pulling two Logic Knots off his Narset activations, knowing he also had big Teferi in hand. Game two I ripped his hand apart with 3 discard spells in the first three turns and beat in with a Tarmogoyf. Game three I got 2 Fulminator Mage which kept him off 4 lands since I knew he was holding Jace and Verdict.
Round 3 Dredge (2-0)
Game one he mulligans to 5 and I got a pretty aggressive start with double Tarmogoyf. He just couldn't generate enough blockers. Game two he casts turn 1 looting pitching two dredge cards. My opening held Surgical + Faerie and then I turn 1 Thoughtseize to see two more Looting in his hand. I take something else then Surgical the looting and Faerie the Dredge cards. He plays out a few turns but scoops once I get some threats online.
Round 4 Bridge Vine (2-1)
This was not the new version with Hogaak and Altar. Just the classic with Viscera Seer. Game 1 he got me good binning two Bridges on turn 1 and then playing two Ballista for zero. It was too many attackers and I just couldn't recover. Game two he opened with Stitcher, Gravecrawler, Gravecrawler by turn 3. I responded with a turn 4 Anger of the gods and killed him with Shadow +TBR shortly after. Game three was a bit of back n forth as we both durdled but eventually I began top decking better than him and killed him with a TBR at 2 health (he had a Ballista on 1 with enough mana to pump once next turn)
Round 5 Jeskai O's (ID)
We played a couple matches for fun but there were a few misplays on each side so it was hard to gage. Overall I feel highly favored against the deck
Quarter Finals, 6th seed - UG infect (2-1)
This was my teammate so I know his lines of play very well. In practice I'm always heavily favored but he cheesed out a game one win with Dryad Arbor and pump spells. Game two was long and grueling but eventually I got in GCR. I don't remember much about game three but I know he didn't get a Spellskite so I killed him with double Tarmogoyf and TBR
Semifinals - Monored Phoenix (2-1)
He snuck in a game one win with a topdeck lightning bolt when I had him dead on board next turn. I felt bad winning games two and three because he got flooded and I had extremely solid opening hands with an aggressive follow through
Finals - RG Scapeshift (1-2)
Games one and three were very similar. Tarmogoyf just doesn't grow in this match because they don't dump anything but Sorcery into their bin. Attacking with 3/4 Tarmogoyf just isn't fast enough and even though game three I eventually dropped a Shadow at 7/7, he reached 7 lands and Scapeshift me. Game two I ripped his hand apart and blew him out before he couldn't get anything going. He used Mwonvuli Acid Moss on me in game three which left him at 5 lands on turn three, to my 1 land on turn 3.
We agreed to split prizes so I walked out with a box of Modern Horizons. Can't complain.. The deck treated me well almost all day. This is my first paper event without blue and while I certainly missed it in the Scapeshift match, it was not needed anywhere else. A great day for Jund Shadow!
On another note, the new Seasoned Pyromancer seems extremely powerful for this deck.
4 Death's Shadow
4 Street Wraith
4 Tarmogoyf
1 Ghor-Clan Rampager
Spells
4 Thoughtseize
4 Inquisition of Kozilek
4 Mishra's Bauble
4 Traverse the Ulvenwald
2 Faithless Looting
3 Fatal Push
2 Tarfire
2 Assassin's Trophy
2 Dismember
2 Temur battle rage
1 Surgical extraction
4 Verdant Catacombs
4 Bloodstained mire
2 Wooded foothills
2 Blood crypt
2 Overgrown Tomb
1 Stomping ground
1 Swamp
1 Forest
3 Fulminator Mage
3 Collective Brutality
2 Anger of the gods
1 Yixlid Jailer
1 Faerie Macabre
1 Surgical extraction
1 Assassin's trophy
1 Abrupt Decay
2 Kolaghan's command
4 Geist of Saint Traft
4 Zur the Enchanter
1 Eidolon of Rhetoric
1 Thassa, God of the Sea
2 Spellskite
Spells (17)
4 Serum Visions
4 Path to exile
4 Thoughtseize
3 Esper Charm
2 Remand
Other (8)
4 Spreading Seas
2 Steel of the Godhead
1 Detention Sphere
1 Rest in Peace
4 Marsh Flats
4 Polluted Delta
4 Darkslick Shores
1 Creeping Tar Pit
2 Hallowed Fountain
2 Watery Grave
1 Godless shrine
3 Island
1 Plains
1 Swamp
1 Phyrexian Arena
1 Never more
1 Phyrexian Unlife
1 Stony Silence
3 Rest in Peace
1 Threads of Disloyalty
2 Fatal Push
2 Collective Brutality
2 Countersquall
1 Imprisoned in the Moon
The Spreading Sea main deck is a big deal. Attacking the opponents mana in the early game gives you more time to set up your Zur combo.
-Hogaak, Arisen Necropolis
-Force of Vigor (Sideboard)
I'm thinking maybe something that includes Tarmogoyf and Death's Shadow since they also play well with the Cremator
4 Tarmogoyf
4 Street Wraith
4 Death's Shadow
2 Hogaak, Arisen Necropolis
3 Cragganwick Cremator
1 Ghor-Clan Rampager
Spells (23)
4 Mishra's Bauble
4 Thoughtseize
3 Incubation//Incongruity
3 Traverse the Ulvenwald
3 Faithless looting
2 Lightning bolt
1 Dismember
1 Temur battle rage
2 Wrenn and Six
4 Verdant Catacombs
4 Wooded foothills
4 Bloodstained mire
2 Overgrown Tomb
2 Blood crypt
1 Stomping ground
1 Nurturing Peatland
1 Mountain
1 Swamp
I have forgone the Eldritch technique because Hogaak can't realistically be brought in. I think I'll need some tweaks but I'm gonna try this to start
My thoughts exactly.
Shadow needs to be able to control its life total. And this can't splurge on life either (such as a fetch). I would say it's a hard pass for me, but it's a dream come true for the Rock. Some other cards are interesting. I like the new Planeswalker for RG. It can rebuy a fetch or ping stuff a la Liliana the Last Hope.
Oh and Nimble Mongoose is not an option. It doesn't even turn on ferocious. I would sooner play Werebear if it was printed. Overall not much action for Shadow players so far
-EDIT
What do we think about Force of Despair? It's a great way to pitch late game useless discards or Wraiths. Probably only good against heavy creature decks though. Maybe something for the SB
Maybe I've just been lucky against BGx. I'm not saying I'm favored against them by any means. But other than Tron I would say BGx is the archetype I've played against most in MTGO leagues. I've been blown out many times by the IOK, Push, LOTV trio. But I've also got the drop on them plenty of times