GDS, phoenix, ad ad nauseam, UWx (because they are very surgical heavy nowadays), mardu etc.
There's a pretty active facebook page, so you may want to try that (search for "MTG - Modern Griselbrand Combo Decks")
- GolgariMage
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whocansay posted a message on Death's Shadow JundI board out Stubs against CoCo, I think it's the correct move. The only things it counters are Company and Path and I don't think it's worth it to run Stubs just for those cards. We have discard to deal with that nonsense anyway. I'd rather overload on anything that kills creatures and punch through with TBR. If they have Path, well, tough break.Posted in: Midrange
Hazoret is great against grindy decks that don't run Path, as it's very hard for them to deal with it once it's on the battlefield (Jund, GDS, etc.) and against decks where you just have to race in order to win. Tron, Burn..KCI perhaps?
What do you mean by Temur DS? Maybe you mean Mardu? Temur doesn't run black. I'm also assuming the Disintegrate in your deck is a Dismember.
I'm not sold on just 2 copies of Souls in your sideboard. If you're gonna run them they'll be the MVPs in a lot of matches so I reckon you need 3 in order to see them consistently. The single Leyline seems weird too, you want that card in your opening hand or not at all. Drawing it halfway through the game is just awful. -
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whocansay posted a message on Death's Shadow JundI don't see any reason not to play Grixis Shadow if you want to play Anglers or Mardu Pyromancer if you want to cut Goyf and run Souls. Those decks are bound to do a lot better than whatever you're cooking up within this shell.Posted in: Midrange
The strengths of Traverse Shadow are its speed and consistency. You lose both if you cut Goyfs and Traverses.
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Spooly posted a message on Death's Shadow JundPosted in: MidrangeQuote from EctoMark »Very well reasoned, thank you for replying. The only point I'm going to challenge is that Looting is more air-- I believe the card functions in the exact opposite capacity as an air-compressor by reducing the overall volume (number) of the cards in hand to increase the density (quality) of said cards.
Yeah, that's the argument for stuff like Opt and Serum Visions too. But it's still air in the sense that 1) you have to spend mana (i.e. time) casting it, and 2) it doesn't impact the board or your opponent's ability to enact their game plan. I think that is largely anathema to the construction of Traverse Shadow, which wins games by casting more spells that impact the board or the opponent's game plan in the first few turns of the game than almost anyone else. Taking time off to sculpt gives them time, and time is the last thing I want to be giving them. So I really value the cantrips/selection being free, or "free". That said, I'd definitely play brainstorm in this list if it were legal, but I doubt Looting is at a high enough power level to overcome these issues. Maybe if there was a bit more value to squeeze out of it when we are discarding, but I don't think Lingering Souls is it. Even when it comes to delirium, Looting is not a card type we have trouble putting in the GY, while Manamorphose is in many matchups, so while Looting does help in this respect, the difference isn't massive.
But by all means, experiment. Looting does seem worth trying. But gun to my head, if I had to make a choice right now for a GP or whatever, I wouldn't play it. I definitely don't want more cantrips than the deck already has, and I value the "free"-ness and fixing of Manamorphose pretty highly. -
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Jund Em In posted a message on Death's Shadow JundWent 3-0 at locals with my stock 5c list (No manamorphose)Posted in: Midrange
R1 Humans 2-0
G1 He mulls to 5 and I keep a decent hand with tarmogoyf and disruption. I sandbag my removal until my opponent tries to flicker a thalia´s lieutenant with resto angel. I push the liutenant and then fetch and push the resto. I overpower him with tarmogoyf.
G2 He mulls to 6, I keep a hand full of gas with lots of disruption and lingering souls. We grind and my opponent hits 29 life thanks to an auriok champion I cant remove. while im at 9 life. Lingering souls tokens keep him from attacking. My only large threat is a 5/6 tarmogofy which gets copied by a phantasmal image. I attack and play a temur battle rage on his block to take care of the tarmo copy. Eventually Im down to 2 and I draw my sided radiant flames and sweep for 4 colours thanks to thalia´s tax. I wipe his board and take over the game.
R2 Vizier Elves 2-0
G1This has always felt like a very easy matchup. G1 is a grindfest. Hes on the play. I keep a hand with dismember, thoughtseize, 2 baubles and other disuption but no threat. Im down to than 8 life in the first 2 turns due to, fetches, thoughtseize and a dismember I was forced to play on a mana dork. He keeps playing creatures and cracking horizon canopies to refill his hand while I keep minusing a LoTV, pushing and abrupt decaying his creatures. We are both topdecking with empty fields at this point. Ive been holding a temur battlerage all the game but have no threat. I draw and cast a streetwraith which is the first creature ive had, and allows me to keep up as a blocker while at 2 life. I finally draw a tarmogoyf and start swinging and end up killing him with temurbattlerage.
G2He mulls to 6, and I keep a strong 7 filled with liliana last hope, kozileks return, push, goyf, engineered explosives and 2 lands. Needless to say I blow him out with no trouble.
R3 U/W Control 2-1
G1 I feel this is my worst matchup, I always have a hard time winning this matchup with so much land disruption. I keep a 7 filled with 3 discards but no immediate threat. I bring myself down to a low life total but cant find a treat in time. We get to a point where I have to drop a whiff fatal push on his gideon just to turn on delirium and traverse for a shadow, but he has the path and I was removed from my both blue sources with his field of ruins.
G2 I keep a 7 with a 2 treats and disruption, I see his rest in peace and discard it turn 1. we trade resources a bit. I stick a 4/4 shadow plays and he plays a timely reinforcements to try and chump block me for days, luckily I had been holding on to a golgari charm which I was intending to use on an azcanta, detention sphere or regenerate from a supreme veredict, but the -1/-1 mode allowed me to clear his tokens and keep putting pressure. We reach a point where I have 2 shadows, a grim flayer and a liliana the last hope on board which is ticking up. Hes at 4 life and I know he has a settle the wreckage, a cryptic command and celestial purge. I start attacking with a single creature baiting out his removals 1 by 1 until he has to use the settle the wreckage to clear a single shadow. Im left with a single deathshadow on board and he topdecks a detentionsphere, but I have the abrupt decay to destroy it and win.
G3 I dont remember much from this game but he mulls to 6 and I keep a 7 with 2 tarmos, a shadow, thoughtseize, temurbattlerage and lands. I land a T2 tarmo vs his T3 gideon which prevents damage, I land the second tarmo and start to pressure his gideon. He plays a timely reinforcements and starts to chump block my tarmos. His gideon is up to 8 loyalty. And he has destroyed all my blue sources. I land a 4/4 shadow and eventually kill his gideon. He is forced to play a spreading seas just to draw gas but this turns on my counter. I counter his removal he doesnt draw a sweeper in time and temur battlerage gives me the win.
Highlights: U/W match is incredibly hard and we need to keep hand with treats plus discard if we want a chance. In the past I used to side out temur battlerage red and bring in white with lingering souls but Ive come to find that souls is too slow and doesnt put enough pressure for U/W. They have also gotten rid of my only white source just as I cant my first souls, leaving me with dead souls in hand. By leaving red and TBR in I can leave my red mana in my deck and only fetch for it when I need to play TBR. Golgari charm is a versatile card with many application in this matchup. Our mana base is weak against their many spreading seas and fields of ruins. Im open to any extra ideas and tips approaching this matchup. -
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Jund Em In posted a message on Death's Shadow JundPosted in: MidrangeQuote from Malekith BG »Hello friends of MTGSALVATION,
I'm new to this forum.
I would like comment the list I'm preparing for a tournament, to ask for your opinions:
16 LANDS
3 Wooded Foothills
3 Bloodstained Mire
4 Verdant Catacombs
2 Overgrown Tomb
1 Stomping Grounds
1 Blood Crypt
1 Forest
1 Swamp
14 CREATURES
4 Street Wraith
4 Tarmogoyf
4 Death Shadow
1 Grim Flayer
1 Ghor-Clan Rampager
2 PW
1 Liliana of the Veil
1 Liliana False Hope
28 SPELLS
4 Toughtseize
2 Inquisition of Kozilek
2 Whispers of Emrakul
4 U Traverse
4 Mishra Bouble
3 Fatal Push
3 Tarfire
2 Faithless Looting
2 Abrupt Decay
2 Terminate
60 MAIN
15 SIDEBOARD
2 Back to Nature
3 Collective Brutality
1 Maelstrom Pulse
2 Pithing Needle
1 Reclamation Sage
2 Surgical Extraction
1 Spellskite
1 Topor Orb
2 Ancient Grudge
I played DS jund before but I changed to 4C DS and I'm returning to DS Jund but I have cut the L. Bolts (by Tarfire) in order to fuel Delirium; because in my experience I'm doing much damage with the Tarmos than with the Shadows normally reserved for final turns, specially if I'm playing versus aggro decks where I must be aware of my life count to avoid the disaster.
Sideboard:
-CB is one of my favourite cards.
I'm trying to find answers when I play versus mana deny startegies (Blood Moon or land destruction) even considening that my main plan is not reactive but linear and fast.
What do you modify?
Thank you in advance
1. You should up your land count, 18 lands is the sweet spot, so it might be good to add 2 more fetchlands.
2. Why arent you running any blue? It costs nothing to splash a watery grave and run stubborn denial, in fact its almost required if you want to beat burn, combo and control.
3. Whispers of emrakul isnt too good, you should replace 2 of those for 2 inquisition of kozilek. Generally our turn 2 should be spend deploying a threat or more disruption. A random discard isnt very much disruptive and by the time you hit delirium you probably want to be traversing, not discarding your opponent.
4. You need to run 2 temur battle rage in the main deck, this is a necessary card and everyone will tell you to run it. Its a card that allows us to win against bad matchups or even win out of nowhere.
5. Terminate can be too mana intensive, you wont always be fetching for red mana, id go up on the fourth push (good in this human meta) and perhaps a dismember would be better in place of the other terminate, less mana intensive and can speed up you shadow.
6. You should look into splashing a 4th colour at least (Blue or white). This deck can easily run 4 colours mainboard, with the 5th colour as a splash in the sideboard. Usually the sideboard color is white with lingering souls to hedge against midrange decks.
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Muspellsheimr posted a message on Do you think Felidar Sovereign is an unfair card?Posted in: Commander (EDH)
and the only way to stop it is to counter the spell itself, meaning the vast majority of non-blue decks are helpless against it.
That is not entirely true.
Coalition Victory can also be stopped by responding to the spell with land destruction, creature removal, and Moonlace -
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geneyquakes posted a message on Death's Shadow JundPosted in: Midrange
Played this to a 6-1 finish in a Hareruya Cup yesterday. I'm still playing around with some things, especially the sideboard. Random thoughts:
- Second Grim Flayer should probably just be a 4th Tarmogoyf, but I do really like Flayer. The selection is good, and Trample was relevant. But with Bauble, Seal, and Tarfire this deck's Goyfs get really big really fast, and Removal/Thoughtseize into Goyf-Goyf just murders people really quickly.
- I liked the removal package. Slightly weak against really big creatures, but Shadow and 6/7 Tarmogoyf rumble with everything in Eldrazi and you can kill people before they ever get set up. Lightning Bolt killing all of Noble Hierarch, Dark Confidant, and Jace is excellent, and this deck is pretty aggressive so Bolt's go upstairs quite often.
- With 4 drops and more and more Field of Ruin running around, three basics feels good. You generally still want to get shocks because of Shadow and the deep color requirements, but being able to get all three against Burn was great, and playing Bloodbraids on turn 4 and 5 against something like UWR without murdering your lifetotal is a big plus. Also, this deck uses the Lay of the Land mode on Traverse more than most Traverse decks, and keeping a one lander lets you go Overgrown Tomb to Traverse for Mountain, which casts everything in the deck except Flayer.
- Collective Brutality is still the nuts against Burn, I might want more. Especially after going down to just 4 discard spells maindeck, have the extra Duresses in the board helps against both combo and control.
- I didn't have a lot of use for Ancient Grudge all day but the card is still great. Used Cage against Company but never drew it. Jund and Golgari Charms are pretty versatile, they have seemed good but I could see moving to more powerful focused effects. I could also see an argument for a Rakdos Charm.
- Traverse bullets were Magus, Fulminator, and Scavenging Ooze. Magus won a game outright against Tron. Might make sense to just play actual Blood Moons because Magus gets Bolted and Dismembered, but being able to Tutor for it is a significant plus. Fulminator Mages are great in a lot of matchups, Tron and Valakut are the obvious targets but I love them in Raving Ravine and Celestial Collonade matches. Ooze was great against that Soulflayer nonsense and I think it has enough general utility to be worth playing.
Matches:
Merfolk: 1-2
I think the pile of Lightning Bolts strategy is generally pretty good, but blocking was tough with Islandwalk and it often ends up being a race. I don't think this is a bad matchup, but my opponent was able to go Kira-Lord-Lord-Lord and take it. I was one more Bolt or one fetchland to Revolt a Fatal Push away from winning this matchup.
Green Tron: 2-1
I lost game one with lethal on board to a topdecked Tower into Ugin. #banurzastower
Game two the Magus in my opener won singlehandedly, and Game three I just punched them in the face really hard while they had natural tron but no payoff.
Grixis Soulflayer: 2-1
Soulflayer is basically the only card that worries me. If it has flying and hexproof I just die, but if I keep them off that all of their creatures are awful. G1 they topdecked flayer and flying-double striked me to death, game 2 Thoughtseize was great and they never got going, game three Scavenging Ooze was an allstar and racing was a breeze.
Boggles: 2-1
No LotV hurts, but outside of Grif's Boon and Spirit Mantle I can usually handle their dudes. Leyline in all three games was annoying, but my removal still found targets in Kor Spiritdancer and a timely Abrupt Decay to blow out some Daybreak Coronets kept me in control.
Junk Company: 2-0
Kitchen Finks was annoying but Goyf outsized everything, Flayer's trample was excellent, and BBE into Lightning Bolt over and over was excellent.
UWR Control: 2-1
Bloodbraid was the unsurprising all-star here. They really taxed their removal and counters. I dropped a game when Jace came down, Brainstormed into Snapcaster and Path, and then lived to take over the game, but BBE offering both speed and card advantage was excellent. The look on my opponents face when I Traversed for two copies of BBE on turn 3 basically tells the whole story about they feel about that card. They were also playing Spell Queller, and Lightning Bolt just murders that plan.
Burn: 2-0
Tarmogoyf, three basics, and timely Kolaghan's Commands and Collective Brutalities took down the match. G1 was a sweat, as I had an unusable Street Wraith in hand from turn 1 and was dead to a topdecked Bolt on the last turn, but was able to pull it out. Fully escalated Brutality in game two left him him close to helpless and I cruised from there.
Good for 6-1 and Top 8, where I got rekt by Burn. She had the play game one and started on Guide. I killed it but then got hit with Eidolon and a flurry of Bolts. The mana base was basically cooperating, but Goyf couldn't play both offense and defense so a race was just never going to end in my favor. Game two Rest in Peace turned off Traverse, then I flooded out pretty badly. BBE into Bolt kept me afloat but she stopped on 2~3 lands and just had a pile of Boros Charms and Helixes. Ideally I would obviously liked more Brutalities but I liked my sideboarding in general (though after the fact I realized I should possibly be playing Golgari Charm because RiP and Eidolon probably represent enough targets) and I don't think I made any big misplays. Sometimes they just have it.
Overall, the deck was a blast to play and I think there is definitely something to this build or something similar. If there are a lot of unfair decks running around then switching back to Stubborn Denial and Battle Rage could prove better, but this deck has power, speed, and a really nice mana base. - To post a comment, please login or register a new account.
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