I think you're mimicing Jund a bit too closely. I think enabling Delirium would work better with blue over red using the sort of setup I outlined above.
If you want something to replace Temur Battle Rage though, look into Artful Dodge. It goes real well with Thought Scour and Grim Flayer.
The problem I'm having is fitting both cantrips and discard.
Not sure I agree. The build you outline above lacks Bauble and Wraith. Both filter cards for 0 and feed Goyf with artifact- and creature-type. Playing things like Bob instead of Wraith feels too slow and IMO defeats the whole purpose of Shadow Aggro. We may as well go back to playing Midrange.
Speaking of which: I'd like to add Flayer in the build for additional card filtering and Delirium-enabling. Contrary to Bob, I think he can fit the aggro archetype. Problem is: What do I cut? Jace may be the sacrificial lamb here, as he feels fragile and I'm not sure what he brings to the table is useful enough. Ideally, I'd like two Flayers so the next card to go would probably be an Ulvenwald.
Artful Dodge is a nice card and definitely worth considering. Not as impactful as Temur Battle Rage but the U is relevant and so is being able to flashback it. May add as a one-of in lieu of one of the Denials (I like these for protecting our two main wincons: Shadow and Goyf).
I think losing the jace makes sense. You're a very agressive deck by nature, so having another larger threat that pushes that gameplan forward makes more sense than a slow controlling planeswalkers.
I think losing the jace makes sense. You're a very agressive deck by nature, so having another larger threat that pushes that gameplan forward makes more sense than a slow controlling planeswalkers.
Jace is there because he flashbacks, he's also really good at enabling Delirium. I could see an argument to just run more Liliana's, but that increases the curve and Jace digs a bit too.
I kind of like the Flayer/Jace interaction too, in order to set up cards you want to draw right away.
Not sure I agree. The build you outline above lacks Bauble and Wraith. Both filter cards for 0 and feed Goyf with artifact- and creature-type. Playing things like Bob instead of Wraith feels too slow and IMO defeats the whole purpose of Shadow Aggro. We may as well go back to playing Midrange.
Speaking of which: I'd like to add Flayer in the build for additional card filtering and Delirium-enabling. Contrary to Bob, I think he can fit the aggro archetype. Problem is: What do I cut? Jace may be the sacrificial lamb here, as he feels fragile and I'm not sure what he brings to the table is useful enough. Ideally, I'd like two Flayers so the next card to go would probably be an Ulvenwald.
Artful Dodge is a nice card and definitely worth considering. Not as impactful as Temur Battle Rage but the U is relevant and so is being able to flashback it. May add as a one-of in lieu of one of the Denials (I like these for protecting our two main wincons: Shadow and Goyf).
My second attempt added Wraith, I think you can justify either Bauble or Wraith, but both is a bit much. Bauble is stronger with Goyf, Wraith is stronger with Shadow, it just depends on which you would prefer to improve.
I disagree about Ulevnwald though, if you're going through the effort for Goyf and Flayer anyways, you might as well get Ulvenwald, it's like adding more Shadows/Goyfs to the deck.
- Both grow spells drop for 0, which is very relevant as it keeps our mana open for our other, more important spells.
- Bauble puts that additional type in the graveyard, pushing Goyf out of Anger of the Gods/Bolt/Dismember/Valakut/etc. range that much quicker.
- Free spells like Bauble and Wraith force opponents playing Relic to crack early, possibly at an inopportune time even, allowing us to re-grow the Goyf earlier too.
They're also non instant/sorcery and it becomes an issue of deck space. If you include bauble I think you need to drop any pretense of using either Snapcaster Mage or Jace. At which point I question why you're running blue because the entire engine sits in green/black, and red is simply a better third color if you're going all in on either Delirium or Shadow.
Trying to swap deck functions 1:1 with a color less suited for the role will simply leave you with a less powerful deck. You have to adjust the whole package in order to accomodate blue.
Other cards I may consider removing in lieu of Flayer are the Denials and the singleton Charm, which is lackluster compared to Kolaghan's Command and harder to cast, too.
The second build I posted had Flayer as a 3 of. But I'm still not convinced on that. I've never really been super impressed with Flayer as a card.
Results from TCG States came out and BUG Control took 2nd in New Mexico. Congrats to Lance Franklin! If anybody knows him, would be nice to send him an invite to discuss how the tournament went and some of his card choices.
Running both Bauble and Wraith does not render Jace and Snapcaster void. There are plenty of targets for Snapcaster despite running a 4-of of both. We can still Snap back that Push, Inquisition, Thoughtseize, Brutality or Denial.
Running Thought Scour instead feels suboptimal and underwhelming, particularly if its main purpose is to achieve Delirium for a Flayer that has been otherwise under-performing in this build. This is coincidentally something we do agree on.
Personally, I think Flayer feels at home in Abzan alongside Lingering Souls, but little elsewhere. When I first built my Sultai Midrange, I thought to myself "it's going to be great, pitching spells with Flayer for Mage to snapcast back". Unfortunately, that just didn't happen as often as I'd wanted it to, and I certainly don't think it will in a build where instant/sorc slots are occupied by cards like Shadow and Wraith.
One thing Thought Scour does have going for it is that it feeds Goyf, so it's not ruled out for me just yet. If it had a [less expensive] Flashback effect like Forbidden Alchemy, I'd maybe be more incentivised to running it but I can't tell for sure.
What I think I'll do is drop the Charm (does nothing Abrupt Decay doesn't ready do for us 90 % of the time and is hard to cast) and possibly a Denial to bring back a pair of Decays. How have these been working out for you in this build?
Bauble still takes up deck space, as does Street Wraith. Giving up 8 deck slots can be an issue. I guess an argument can be made that you can just run fewer Snaps, but then you again get into the issue of what blue is doing for you when you cut the blue cards. Thought Scour is there, because the one thing I learned when playing RUG Delver with Traverse (which was pretty good btw... and something I'm trying to replicate here) is that you need cards that can get to the GY on their own. That's why Bauble/Wraith are good. Wraith is good specifically because it puts creature in the GY while removal like Path doesn't. Why this matters is that Thought Scour puts itself (instant) into the GY alongside two more cards, presumably one more type. Instant speed removal doesn't do this reliably because it forces you to kill something you may or may not care about. Worse, it does nothing if the opponent has nothing like say against Ad Naseaum. This is where sorcery cantrips also come into play, but I think discard fills a similar space.
Flayer Delirium doesn't really matter, I'll probably just drop it from the list. Delirium for Traverse does matter though. Traverse is a great way to increase threat density.
This deck might not be controlling enough for some, but it is more controlling than some of the recently posted Deathshadow lists.
Mana wise, it is 15 G, 15 U, 12 B sources, the deck wants a lot of G & U, B is the splash color. Bojuka Bog is a Traverse target and gets extra value once in a while from Deprive. An singleton Ghost Quarter in the 75 is a possibility.
I have six mana accelerants, 3 Noble Hierarch and 3 Search for Tomorrow. I find the extra mana on turn 3-4 useful to do two things; to make room I skimp on land compared to some with 21.
The basic plan is to achieve Delirium and get a 4 power creature on the board. Once that is accomplished your spells are very powerful. I tried playing less Architects, but 4 is right, they are too good to play less than 4. The Autumnal Glooms will raise eyebrows, you have to work to enable them, but if you are putting in the work, the effect is powerful, hexproof and trample are really good.
Matchup wise:
It still feels a turn too slow against Dredge, but is winnable. There should be decent tools for the matchup, but its not great.
Spell based combo decks Sultai should beat and I feel are pretty favorable.
Go wide creature decks can be tough.
Tron decks I have found pretty decent but not great.
Basically, its what you expect from a midrange deck, you're in most games but also have few great matchups. Countering the right threats for a matchup is essential; fwiw I love the counter suite, Deprive and Stubborn Denial (if you can support them) are great right now.
It seems that Lance was testing out some stuff since it would be hard to believe that his numbers are correct on some of his spells. I don't think I've ever seen just 2 maindeck Ancestral Vision's before. What I believe his deck and the 1st and 3rd place deck of the same tourney show is that midrange/control decks that aren't affected as much by Fatal Push are very strong right now. His Torrential Gearhulk and Tasigur, the Golden Fang dodge it nicely. Fatal push is showing it's strength in modern and legacy as well. This means that maybe a more delve heavy creature base can capitalize on conditional removal that is being played right now.
Typically, LotV and counters aren't played together, but I certainly have before and it's been okay. The challenge is understanding when to use Liliana's 4th mode of "do nothing" which is a perfectly fine mode. I wouldn't say it's wrong to play them together, just not optimal because of the tension it can create in the deck.
It's the same type of tension we have when playing multiple things that compete for the graveyard together, like Snapcaster, Goyf, Tasigur, Grim Flayer and Jace. It just takes experience to understand and navigate the correct line of play in a matchup, or how to build our decks to alleviate that tension.
Regarding Gearhulk, I don't really have an opinion since I've yet to sleeve up the card. Its certainly interesting and I'm glad he took the risk to play it in a format where most players consider even a 5 drop "unplayable." But, who knows, maybe he was completely underwhelmed by it and still took 2nd in spite of running it.
I'm not really sure what he was targeting with Chalice, but maybe he knew something about the metagame going in that influenced his decision. I tend not to question sideboard cards too much because we all do specific things for our own metagames that may appear awkward to an outsider.
2-2 this week with flayer sultai. Disappointing result, but I was still pleased with how the deck played.
Beat bant knightfall pretty easily in round 1 as I drew a lot of Abrupt Decays and Maelstrom Pulses.
Round 2 I played against Boros Eldrazi and Taxes. Game 1 I kept a 1 lander with 2 thought scours and a thoughseize and never saw a second land. It was probably a bad keep but I was feeling greedy. I even drew the tasigur to have a chance that game, but it ate a path and I never had a chance. Game 2 was a close affair. I kept a fetchland heavy hand and struggled to deploy my threats under a Arbiter. Eventually I stabilized with a couple of goyfs against the arbiter and a displacer. And was faced with the choice of beating down and trying to race and losing to a Reality Smasher and sitting back and pushing a displacer after it blinked a goyf. I chose to race and he had the smasher. We played a couple more practice games and I won both on the back of flayer. The combination of draw and card filtering is hard to beat.
Round 3 I beat tron. That was super fluky but it happened. Game two was completely absurd I drew two fulminators naturally and a Traverse to find the third to keep him off Tron long enough to get in enough damage with Goyfs. He still had a chance to draw any untapped land for a Wurmcoil to win and whiffed. Game three he kept a no threat hand and never found one. Super fluky match.
Round 4 I lost to Jund. Game 1 we get to parity topdeck situation and on his first turn of it draws a Dark Confidant. Game 2 I ancestral him out. Game 3 I fall behind early. Draw insanely well to stabilize but a Thrun is able to keep him alive long enough that a terminate clears out a blocker and let's him swing in once to finish me off.
Playwise the deck felt great. Both the lost matches felt close and I think I got reasonably unlucky G1 against Jund. Against taxes I played it poorly and think it is definitely a winnable matchup. This was a bad result, but further convinces me that Flayer is really strong in modern and that Sultai is a good shell for that crazy hermit.
In my experiences with my list, having less than the full 4 Architects seemed wrong, they are the best way to get Delirium quickly. The Coiling Oracle are interesting, I am playing 3 Noble Hierarch and 3 Search for Tomorrow as acceleration because I'm not playing discard on turn 1, but the Oracles are semi-reliable acceleration.
This deck looks tuned to beat creature matchups, with only 3 mainboard discard spells, 1 counter spell and a metric ton of mainboard removal. It seems to be BUG playing the Jund gameplan rather than a more traditional control gameplan.
Like Snapcaster and Jace, I don't think disruption and counterspells are mutually exclusive. Here's just a few examples of decks that play both in the main:
Edit: If you asked me to choose one or the other, I prefer hand disruption over counters in the main. I find disruption to be more versatile and the information gained invaluable. I'd rather play counters out of the side for certain matchups and be more proactive in the main.
However, that's solely personal preference and the play style that works for me, which may or may not work for you.
While I think that Ashiok is a criminally underrated planeswalker, they just do different things that aren't comparable in this "blue Jund" style of deck. Ashiok occasionally nets you a card every couple of turns if you can protect her, while LotV forces games into top deck mode.
I've played something similar to your list. I didn't run architects (played thought scour). I've been goldfishing with them though and I'm not sure which is better honestly. I think I like them both together honestly (scour + architects). Architects is good for fueling delerium more so than fueling delve. Mandrills was ok for me, some matches I wished it was the angler some matches i was glad it was mandrills. As a small tangent, if you run 1 gurmag 1 mandrills you get to say you are playing hootie and the blowfish. /sigh i'm old
my only real critique would probably be -1 stubborn, +1 serum. I personally have almost always wanted the filtering vs the 4th denial as denial is sometimes really bad. I would also HIGHLY recommend 1-2 maelstrom pulse somewhere in your 75. You will find yourself having trouble killing 4+cmc cards. It really is one of the best catch-alls we can play.
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Current Decks:
Modern: BG eldrazi midrange BWG Abzan value evolution BUG BUG Midrange
I think losing the jace makes sense. You're a very agressive deck by nature, so having another larger threat that pushes that gameplan forward makes more sense than a slow controlling planeswalkers.
Jace is there because he flashbacks, he's also really good at enabling Delirium. I could see an argument to just run more Liliana's, but that increases the curve and Jace digs a bit too.
I kind of like the Flayer/Jace interaction too, in order to set up cards you want to draw right away.
My second attempt added Wraith, I think you can justify either Bauble or Wraith, but both is a bit much. Bauble is stronger with Goyf, Wraith is stronger with Shadow, it just depends on which you would prefer to improve.
I disagree about Ulevnwald though, if you're going through the effort for Goyf and Flayer anyways, you might as well get Ulvenwald, it's like adding more Shadows/Goyfs to the deck.
They're also non instant/sorcery and it becomes an issue of deck space. If you include bauble I think you need to drop any pretense of using either Snapcaster Mage or Jace. At which point I question why you're running blue because the entire engine sits in green/black, and red is simply a better third color if you're going all in on either Delirium or Shadow.
Trying to swap deck functions 1:1 with a color less suited for the role will simply leave you with a less powerful deck. You have to adjust the whole package in order to accomodate blue.
The second build I posted had Flayer as a 3 of. But I'm still not convinced on that. I've never really been super impressed with Flayer as a card.
Link and decklist:
http://decks.tcgplayer.com/magic/modern/lance-franklin/sultai-control/1278624
4 Snapcaster Mage
2 Tasigur, the Golden Fang
2 Torrential Gearhulk
// Planeswalker [3]
3 Liliana of the Veil
// Instants [11]
3 Abrupt Decay
2 Cryptic Command
3 Fatal Push
3 Mana Leak
// Sorceries [14]
2 Ancestral Vision
2 Damnation
3 Inquisition of Kozilek
1 Maelstrom Pulse
4 Serum Visions
2 Thoughtseize
1 Breeding Pool
1 Creeping Tar Pit
3 Darkslick Shores
1 Forest
2 Island
2 Lumbering Falls
2 Misty Rainforest
2 Overgrown Tomb
3 Polluted Delta
2 Swamp
1 Tectonic Edge
2 Verdant Catacombs
2 Watery Grave
1 Ceremonious Rejection
1 Chalice of the Void
2 Countersquall
1 Engineered Explosives
2 Feed the Clan
2 Fulminator Mage
2 Leyline of the Void
2 Natural State
2 Spell Snare
Bauble still takes up deck space, as does Street Wraith. Giving up 8 deck slots can be an issue. I guess an argument can be made that you can just run fewer Snaps, but then you again get into the issue of what blue is doing for you when you cut the blue cards. Thought Scour is there, because the one thing I learned when playing RUG Delver with Traverse (which was pretty good btw... and something I'm trying to replicate here) is that you need cards that can get to the GY on their own. That's why Bauble/Wraith are good. Wraith is good specifically because it puts creature in the GY while removal like Path doesn't. Why this matters is that Thought Scour puts itself (instant) into the GY alongside two more cards, presumably one more type. Instant speed removal doesn't do this reliably because it forces you to kill something you may or may not care about. Worse, it does nothing if the opponent has nothing like say against Ad Naseaum. This is where sorcery cantrips also come into play, but I think discard fills a similar space.
Flayer Delirium doesn't really matter, I'll probably just drop it from the list. Delirium for Traverse does matter though. Traverse is a great way to increase threat density.
1 Bojuka Bog
2 Botanical Sanctum
2 Breeding Pool
1 Forest
2 Island
3 Misty Rainforest
1 Overgrown Tomb
4 Polluted Delta
1 Swamp
2 Treetop Village
2 Watery Grave
//Spells
2 Abrupt Decay
2 Autumnal Gloom
3 Deprive
2 Fatal Push
3 Search for Tomorrow
2 Serum Visions
2 Slaughter Pact
4 Stubborn Denial
3 Traverse the Ulvenwald
4 Architects of Will
1 Courser of Kruphix
2 Grim Flayer
3 Noble Hierarch
4 Tarmogoyf
1 Thrun, the Last Troll
1 Tireless Tracker
1 Dark Heart of the Wood
2 Go for the Throat
1 Golgari Charm
2 Natural State
2 Negate
2 Nihil Spellbomb
2 Scavenging Ooze
2 Scrapheap Scrounger
1 Tireless Tracker
This deck might not be controlling enough for some, but it is more controlling than some of the recently posted Deathshadow lists.
Mana wise, it is 15 G, 15 U, 12 B sources, the deck wants a lot of G & U, B is the splash color. Bojuka Bog is a Traverse target and gets extra value once in a while from Deprive. An singleton Ghost Quarter in the 75 is a possibility.
I have six mana accelerants, 3 Noble Hierarch and 3 Search for Tomorrow. I find the extra mana on turn 3-4 useful to do two things; to make room I skimp on land compared to some with 21.
The basic plan is to achieve Delirium and get a 4 power creature on the board. Once that is accomplished your spells are very powerful. I tried playing less Architects, but 4 is right, they are too good to play less than 4. The Autumnal Glooms will raise eyebrows, you have to work to enable them, but if you are putting in the work, the effect is powerful, hexproof and trample are really good.
Matchup wise:
It still feels a turn too slow against Dredge, but is winnable. There should be decent tools for the matchup, but its not great.
Spell based combo decks Sultai should beat and I feel are pretty favorable.
Go wide creature decks can be tough.
Tron decks I have found pretty decent but not great.
Basically, its what you expect from a midrange deck, you're in most games but also have few great matchups. Countering the right threats for a matchup is essential; fwiw I love the counter suite, Deprive and Stubborn Denial (if you can support them) are great right now.
It's the same type of tension we have when playing multiple things that compete for the graveyard together, like Snapcaster, Goyf, Tasigur, Grim Flayer and Jace. It just takes experience to understand and navigate the correct line of play in a matchup, or how to build our decks to alleviate that tension.
Regarding Gearhulk, I don't really have an opinion since I've yet to sleeve up the card. Its certainly interesting and I'm glad he took the risk to play it in a format where most players consider even a 5 drop "unplayable." But, who knows, maybe he was completely underwhelmed by it and still took 2nd in spite of running it.
I'm not really sure what he was targeting with Chalice, but maybe he knew something about the metagame going in that influenced his decision. I tend not to question sideboard cards too much because we all do specific things for our own metagames that may appear awkward to an outsider.
Beat bant knightfall pretty easily in round 1 as I drew a lot of Abrupt Decays and Maelstrom Pulses.
Round 2 I played against Boros Eldrazi and Taxes. Game 1 I kept a 1 lander with 2 thought scours and a thoughseize and never saw a second land. It was probably a bad keep but I was feeling greedy. I even drew the tasigur to have a chance that game, but it ate a path and I never had a chance. Game 2 was a close affair. I kept a fetchland heavy hand and struggled to deploy my threats under a Arbiter. Eventually I stabilized with a couple of goyfs against the arbiter and a displacer. And was faced with the choice of beating down and trying to race and losing to a Reality Smasher and sitting back and pushing a displacer after it blinked a goyf. I chose to race and he had the smasher. We played a couple more practice games and I won both on the back of flayer. The combination of draw and card filtering is hard to beat.
Round 3 I beat tron. That was super fluky but it happened. Game two was completely absurd I drew two fulminators naturally and a Traverse to find the third to keep him off Tron long enough to get in enough damage with Goyfs. He still had a chance to draw any untapped land for a Wurmcoil to win and whiffed. Game three he kept a no threat hand and never found one. Super fluky match.
Round 4 I lost to Jund. Game 1 we get to parity topdeck situation and on his first turn of it draws a Dark Confidant. Game 2 I ancestral him out. Game 3 I fall behind early. Draw insanely well to stabilize but a Thrun is able to keep him alive long enough that a terminate clears out a blocker and let's him swing in once to finish me off.
Playwise the deck felt great. Both the lost matches felt close and I think I got reasonably unlucky G1 against Jund. Against taxes I played it poorly and think it is definitely a winnable matchup. This was a bad result, but further convinces me that Flayer is really strong in modern and that Sultai is a good shell for that crazy hermit.
http://decks.tcgplayer.com/magic/modern/kristopher-sharp/sultai/1278960
2 Architects of Will
2 Coiling Oracle
1 Courser of Kruphix
1 Eternal Witness
1 Fulminator Mage
3 Grim Flayer
1 Kalitas, Traitor of Ghet
1 Scavenging Ooze
2 Snapcaster Mage
4 Tarmogoyf
1 Tasigur, the Golden Fang
// Planeswalker [3]
1 Liliana of the Veil
2 Liliana, the Last Hope
// Spell [15]
2 Abrupt Decay
4 Fatal Push
3 Inquisition of Kozilek
1 Logic Knot
1 Maelstrom Pulse
1 Murderous Cut
1 Seal of Doom
2 Traverse the Ulvenwald
2 Blooming Marsh
1 Breeding Pool
1 Creeping Tar Pit
1 Darkslick Shores
1 Ghost Quarter
1 Hissing Quagmire
1 Island
2 Overgrown Tomb
4 Polluted Delta
2 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Swamp
1 Swamp
2 Verdant Catacombs
2 Watery Grave
1 Ashiok, Nightmare Weaver
1 Bribery
2 Dispel
1 Ishkanah, Grafwidow
2 Leyline of the Void
1 Reclamation Sage
1 Seal of Primordium
2 Surgical Extraction
2 Thoughtseize
1 Thragtusk
1 Thrun, the Last Troll
In my experiences with my list, having less than the full 4 Architects seemed wrong, they are the best way to get Delirium quickly. The Coiling Oracle are interesting, I am playing 3 Noble Hierarch and 3 Search for Tomorrow as acceleration because I'm not playing discard on turn 1, but the Oracles are semi-reliable acceleration.
This deck looks tuned to beat creature matchups, with only 3 mainboard discard spells, 1 counter spell and a metric ton of mainboard removal. It seems to be BUG playing the Jund gameplan rather than a more traditional control gameplan.
Gerard Fabiano | 1st Place
http://www.starcitygames.com/article/30421_Sultai-In-Modern.html
Derrick Corney | 4th Place
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=101673
Michael Servis | 8th Place
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=101961
Edit: If you asked me to choose one or the other, I prefer hand disruption over counters in the main. I find disruption to be more versatile and the information gained invaluable. I'd rather play counters out of the side for certain matchups and be more proactive in the main.
However, that's solely personal preference and the play style that works for me, which may or may not work for you.
Is it a budget concern with Liliana?
4 Verdant Catacombs
1 Breeding Pool
2 Blooming Marsh
4 Polluted Delta
1 Forest
2 Darkslick Shores
1 Twilight Mire
2 Swamp
1 Watery Grave
2 Overgrown Tomb
Creatures = 19
4 Architects of Will
4 Grim Flayer
3 Snapcaster Mage
2 Hooting Mandrills
4 Tarmogoyf
2 Tasigur, the Golden Fang
2 Thoughtseize
3 Abrupt Decay
3 Fatal Push
4 Inquisition of Kozilek
2 Liliana, the Last Hope
4 Stubborn Denial
3 Serum Visions
1 Obstinate Baloth
1 Kalitas, Traitor of Ghet
3 Fulminator Mage
1 Golgari Charm
2 Go for the Throat
1 Thoughtseize
2 Surgical Extraction
2 Nihil Spellbomb
2 Negate
my only real critique would probably be -1 stubborn, +1 serum. I personally have almost always wanted the filtering vs the 4th denial as denial is sometimes really bad. I would also HIGHLY recommend 1-2 maelstrom pulse somewhere in your 75. You will find yourself having trouble killing 4+cmc cards. It really is one of the best catch-alls we can play.
Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
-3 Serum Visions
+3 thought scour
-1 Abrupt Decay
+1 maelstrom pulse