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  • posted a message on Death's Shadow Jund
    Yeah, idk about dropping to 16 lands, but it would make flooding super rare. I wouldn't run a 4th color on 16 ever though. You could get away with a top of 3 being mostly 1 and 2 drops.
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    Tough call. I could see doing it if I had more than 1 traverse in hand. I did cast it to get it in the yard against a tron player with early grove keeping me up in life so I could varolz it later.
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    I don't think trimming on bauble is a good idea if you're trying to consistently get delirium online.
    Posted in: Midrange
  • posted a message on Grixis Death's Shadow
    The blue splash was in Gerry T's latest video. I don't think it's better than the white in jund though.
    Posted in: Midrange
  • posted a message on Grixis Death's Shadow
    Is it because of snapcaster essentially being a 3 cmc spell that nobody plays Lilliana of the veil in this deck?
    Posted in: Midrange
  • posted a message on [Primer] Zoo [Video Primer]
    Rhonas seems interesting in a zoo shell. I'm curious if he's better in a more midrange shell or a coco build that can dig?
    Posted in: Aggro & Tempo
  • posted a message on Death's Shadow Jund
    Maelstrom pulse and Golgari Charm.
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    http://www.starcitygames.com/article/34975_Video-Jund-Deaths-Shadow-In-Modern.html

    Gerry T rocking the deck on another video. I do agree that needing delirium does suck at times, but the enablers suck. The blue splash is interesting and would make Architect "slightly" better in the 75 because it can be cast at that point, but idk. Maybe grixis is just better.
    Posted in: Midrange
  • posted a message on Temporary 4/24/17 banlist discussion thread
    Twin won the turn it hit, shadow doesn't. DS decks interact with their opponent beyond "EOT, Tap your open land, untap, twin."
    Posted in: Modern Archives
  • posted a message on Death's Shadow Jund
    Yeah, white is good vs us, so is quick cheap land hate locking us out of colors. I think if we're on the play with hand hate, we have a good run. We have to take our time to strip them of resource and beat them quick I feel.
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    Would it maybe be better to run the tarfire instead of the 4th push mb? So your removal sweet would be 1 decay, 3 push, 2 terminate "1" tarfire to keep the consistency of delirium
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    Interesting list. Idk if I can get behind the lack of fulminator mage in the sb. Stone raining people is too important in some matches.
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    It's a worse goyf. It's pretty much only good when you have delirium turn 2 and can cast it. I've tested it quite a bit.
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    He's also running 2 terminate mb which is good vs bg threats. I've been considering finding room for 1 mb lately as that's another issue with the deck is answering bombs outside of decay or push range efficiently. The list is a bit odd, but looks to have some legs for its reason.
    Posted in: Midrange
  • posted a message on Death's Shadow Jund
    I mean, as a 1 of, I don't think it hurts that much mb. The thing I like is the 2 windswept. It hits the shrine, tomb and grounds as well as the basic forest. I like that more than marsh flats or foothills honestly and might try it. I might swap my fun of Varolz to the ranger too.
    Posted in: Midrange
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