I did a run with the Grixis list, still need some cards to really flush it out, but it was promising. Either the get them in top deck mode and destroy them with a Drake plan worked, or I got destroyed lol. Good matches felt really good, bad matches felt really bad, so I think some tuning should help.
I did a run with the Grixis list, still need some cards to really flush it out, but it was promising. Either the get them in top deck mode and destroy them with a Drake plan worked, or I got destroyed lol. Good matches felt really good, bad matches felt really bad, so I think some tuning should help.
How did it go w/out Attune for fixing? That's my main concern - moving away from green which provides a the fixing and some protection (Blossoming Defense).
This list showed up at the Pro Tour, but I can't seem to find a sideboard.
It was clunky at times, the attune base feels perfect, until you don't get any green for the attune lol. The Grixis list really needs drowned catacombs and dragonskull summit to run well, so a higher amount of swamps helps get everything going untapped.
Thoughts on Strategic Planning over Chart a Course (or both). My main concern with cards like Ipnu and Strategic are that Riddleform wants you to cast spells. It needs you to cast spells. Anything that self-mills feels like a nombo with something Riddleform. I like that Chart can let me draw two some turns. Other turns it lets me filter and activate Riddleform. Did you try any Chart a Course in this build?
I am still thinking about running more energy cards. I looking into just UR energy card options. The reason... I want to use Harness lightning to kill large things being completely dead to anything with more than 3 toughtness is a pain. Its between that and just running out of creatures.
The other option is playing green for more energy or black for hard removal but I am concered for the mana. I don't want to play all the green needed to make attune with aether your main fixing and I don't want a ton of swamps for those check lands to work or early fatal pushes. Could Grixis energy version with glint-sleeve syphoners work?
@amicdeep: Strange to say azcanta is slow then your deck seems much more controlling than other versions with the even slower primal amulet and a 6 mana card in your sideboard. It flips turn 4 pretty consistantly. I am getting more conviced of crash through, more cyclers and less lands though, just worried about 0 land hand openers.
Apperently I don't own any crash through.. odd. So i took amicdeep version and me-a-fied it. Nice even numbers, took the things I liked and then also combied it with the other thing I was thinking about... playing harnessed lightning and aether hub... now I am doing it without any other sources of energy so those aether hubs are going to be very likely to be colourless sources which is tricky to play around.
Crash through is good, one of energy's best cards against us is Whirler, the tokens chumping Drake is super annoying. It makes Serpent and Riddleform better for the same reason. I've dropped down to just a couple of them since Opt is the better cantrip and try to save them for a relevant trample bonus.
The Hub+Harness energy package does a nice job of fixing and or removal, it can bite you but the deck has such low color and cost requirements it's usually ok. I would suggest Dynavolt tower, it does a lot against slower decks and control and let's you use that extra energy better. If you expect a lot of removal it's a good trump card that gives some inevitability.
Glint Sleeve in the energy Grixis version would probably be sweet, it's got a decent evasion and the extra draws are very strong for making us faster.
Nope nope... don't play the above list its terrible.
18 lands is too few, I have no idea how you could even consider casting a 6 drop.. I struggled to get 2 and could never cast two spells a turn. Mulled almost every game.
Maybe I should just use Cut with no way of casting ribbons, just so I can kill off a 4 toughness creature, but there are plenty of creatures larger than that :s.
These 3 of play havoc with sideboarding :s so I try to avoid it but I think I am always going to be siding out them as pairs.
Edit: 2-2 at fnm.. Lost to 4 colour energy twice :s. Game 1 was stupidly close in both.. then I got mana screwed and died in game 2 or 3. This is the version feel more comfortable with.
18 is far too few. the deck doesn't want to hit 2 lands, it wants to hit 3 by turn 3. Banking on hitting 2 lands and winning really relies on having Riddleform as well. Sometimes you're gonna have Drake. You really want that 3rd land and you want it by turn 3.
I agree, went to 17 land in Temur version, it's rarely a problem. In my Grixis version I run 20 because I want to hit 1-3 as many spells as possible in discard, counters and burn to run them down then take the advantage with Drakes/Serpent and I run a Gearhulk in the side. With the addition of Opt 20 is more than enough land for these decks, curve stopping at 3 almost always means we can play just fine with low land.
A card I found to be super good was Fiery Cannonade, aka Pirateclasm, it was a blowout against RamRed and held monument tokens at bay. The instant speed was very relevant, letting me nab the most creatures possible and hold up Mana for anything that was a must counter.
Please do math and understand basic of this decks game plan before stating 18 is to few. Reasons would be nice.
I've done fine with this number came 4th in a 42 person win a box (and more) event. About half of the decks there where standerd meta top 3 decks. And I really didn't have a problem with lands.
Reasons low lands in this deck work fine
We are two colored with almost all the one drops a single Color
We only have 6 out of 60 that cost over 2cmc)
We dig alot (potentially top third of deck by mainphase time three before third land drop. 7 from hand 13 fromm deck)
Playing counters and burn spells "ramp us" better that extra land or mana dorks
We are not an agro deck we don't need to swing for 2-3 damage a turn, we swing for 14-20 flying turn 4-5 instead ( after stopping them resolving/using anything for first 3 turns.)
Lastly we don't want to draw many lands (once we get to 5 we really don't want any more) as unlike all other deck in the meta with expensive bombs and mana sinks (scarab god/hazorat/ other big value creature) we just don't need it. Serpent is a 6/5 for 2 !! And we can give it trample and double damage turn 4 (same with drake)
Now there are version of this deck that will want more (if playing Gearhulk or blasting canaons ect) but most build are happy in the 20-18 bracket. (It's a pretty standard number for a combo delver style deck)
You'll need at least 20 lands to hit 2 lands by turn 2 90% of the time, with mulligans. For 18 lands to work, you'll need to draw almost 3 cards by turn 2. You'll have to spend mana on drawing those extra cards, so you won't have mana open or burn/counters.
I'm glad you've had success. Sometimes being lucky is better than being good. I can't speak for the success of this deck. I can say, I've played against this deck a fair amount, and they seem to get hung up on lands fairly often. And everytime they do, it makes getting by them so much easier.
Also, you've gotta stop comparing the deck to other decks in other formats. They aren't THIS deck, and it's not THIS format. Delver has far far more tools, at far more efficient mana costs. This deck is like UR Drake in standard, and it's gonna follow the rules of standard.
If you look at both of those articles, the math is functionally the same (not surprising, since they're by the same person). You can use the "2 color sources" and "3 color sources" to show you what you need to get 2 and 3 mana. In fact, if you compare the tables from both articles, they show the same numbers, ie 22 colored sources to hit 3 colored sources is the same 22 lands needed to hit T3 3 lands at 90% (the percent threshold from the first article).
You can also extrapolate those articles to figure out other things in a deck too! For example, if you want to be able to cast 2 cantrips in the first 2 turns (with a 90% consistency), you'll need 20 cantrips in the deck that cost 2 mana or less (let's fudge it, because for turn 1, you'd actually need a 1 mana catnip.
Now if we take your most recent list posted, in addition to having only 18 lands, you have 12 cantrips that fit this description. 4 Opt, 4 Censork, 2 Illumination and 2 Planning. So your justification for having so few lands falls flat, because you don't have the number of cantrips required to cover the fact that you have so few lands. I'm sure you're lucky enough to have the stars occationally align, but you're also going to have incidences when they don't. I'd imagine those instances happen more often than you think.
My deck has 20 lands... do you know what happened to me at FNM.
7 cards: 1 land hand no cantrips.
6 cards: 1 land hand no cantrips.
5 cards: no lands.
4 cards: no lands.
3 cards: Scoop.
There is 20 lands in my deck and I cannot draw them in my opening hand! Sure you can say hey that is annecdotal evdience and the numbers don't lie, that it works. I don't about you but how much do you like losing games on coin flips? You can use opt and strategic planning to avoid lands as well.
Sure you have more can trips (and I have played a 12 can trip version), but I hate being forced into things, when you play so few lands even if you get that 1 land, can trip hand, which is literially the only hands you can ever have. You have to can trip then the next turn. you also have to cantrip.. then cantrip agian to find the next land. You don't have choices you have to spend the first 3-4 turns of the game looking for lands. I hate the feeling of not having choices. Everytime I have to tap out to search for a land I feel terrible.
I'd perfer to use my low cost spells to be able to do two things a turn to get up in tempo, rather than fly so close to the sun when it comes to lands.
I played the 18 land version and went 3-1. I swapped a Search in for a Heiroglyphic (didn't have one) and always would have rather had the heiroglyphic. All in all, I did well, including keeping a one lander. I played against mono black aggro (way too fast for me, first game, settling in, could have won game one but made a bad call and it cost me), B/W vampires (was a very favorable matchup with suns sweepers), Grixix Panharmonicon (had to go super control, won games 2 and 3 due to power of counters, used Vizier to copy his hostage taker to take his hostage taker, cast it next turn to take his ferocidon), and ended against Temur Pummeler (not much of a game).
In the 1 land no cantrip 7 card hand did you not have any plays you could do with the 1 land? Was it all Drakes and Serpents? That happens and it does suck. Also looking at your Version 6 list the Evolving Wilds and Hostile Desert package could be hurting you more than you realize. Evolving fixes, but it slows us down and I love the desert, but I don't think this is it's home. By your description of how you like to play, you may want to try more cycle cards and even some Supreme Wills, rely heavily on the instant speed interaction or drawing when you don't need to interact and then turn the corner with a Drake or Serpent when you can.
I hate highland lake as well though :/. I definately lost a game fetching the wrong land with evolving wilds as well, after sideboard when I bring in two double red spells. I am almost tempted to use sunscorched deserts in the hostile desert slot so many games coming down to 1 or 2 life. The deserts at least come into play untapped.
I like the card supreme will but I don't want to play a 3 mana spell if I can help it. Perhaps I could replace my essence scatter but I want to trade up on everything and I will scatter a wirlirer virteso no questions asked. I did play UR control until they spoiled carnage tyrant, then I played this as a joke for the last few weeks of last standard....insult//injury + flingEnigma drake at you for 20 hahaha... and the joke was extremely effective, so I kept playing it.
PPTQ tomorrow, I'll tell you how I did. Edit : 0-2 drop... well i didn't drop because i enjoy playing the deck. But it was irrelavent aftrr that start.
Ah, yeah those hands happen unfortunately. I think some number of Lake are a necessary evil in the UR version, a tapped dual is still better than a tapped basic with evolving wilds.
I understand the not wanting to spend 3 with this deck, but I think Supreme Will is worth it in a more controlling, draw go, version.
Match 1 vs... Dino ramp. 1-2
This one was a close one.. but ramping into my nemsis Carnage tyrant then one shotting me with onward // victory was a supprising first match. In the end I basically lost to gift of paradises 3 life gain trigger, when i top decked Glorybringer on the last turn. This was a match of me drawing my Insult // injury and flings exactly when I didn't want to, I drew 3-4 of them :s each game.
Match 2 vs Sultai Energy. 1-2
Strike first threat strike second threat die to 3rd and 4th threats. Deathgorge scavenger :S Too many things to kill not enough removal.
match 3 vs GW Cats. 0-2
ARGH! large life linkers that keep coming back from the grave. nightmare match up.
Match 4 vs UB control. 2-0
This match up is easy when you opponent draws no removal, his day was going as well as mine. I just unsummons the scarab god and hit him twice with drake. Game 2 he had azcanta running and still couldn't find removal. I just chained chart a course into three cryptic serpents.
Match 5 vs Causal Dinosaurs. Bye.
Opponent scooped and went home.
I won almost every game 1 then lost the post board games, not sure if that is my sideboard sucks or if my deck lacks resillency against hate. insult // injury and fling probably won me as many games as they lost me. How I stole a game from sultai that other wise just overruns me with value.
Don't feel bad about that GW Cats. I play that and it's definitely heavily favored against this deck. It gets crushed against Approach, and I'm sure this deck crushes Approach. Just the Rock-Paper-Scissors of the game.
In the interest of always trading up on mana with my opponent I'd like to use Fatal push and duress, plus I get a way to kill large snakes and cubs.
Grixis will be much more of tempo-aggro play than the straight aggro of a UR build, mainly due to the challenges of the mana base. Without a strong energy game, Aether Hubs are largely useless, and no green means no Attune. I think UB is ultra important because you want your cantrips early, but you also want your Fatal Pushes and Duresses on turn 1/2. R is secondary by comparison, but you'll still want it on turn 2/3 for removal. Three color aggro makes me cringey.
Im running 3 each of Drowned Catacombs and Dragonskull Summit, 1 each of the UB and BR cycle duals, 4 Spirebuff, a couple of Evolving Wilds and basics with some extra numbers on swamps for the check lands. The usual idea is turn 1 you want to do something, but a tap land is ok because turn 2 you can have so many options with discard/removal/Opt/censor. You can really shape how your opponents sequence goes to maximize your ability to be in control.
I'm not sold on the cycle lands, but they are duals that make the other duals better and can draw a card late.
Edit: Finally got my Fatal pushes, I think they will help a lot. Considering adding a few Unlicensed D and a Torrential Gearhulk to go a bit bigger and more mid-range.
Needs moar Delver.
How did it go w/out Attune for fixing? That's my main concern - moving away from green which provides a the fixing and some protection (Blossoming Defense).
This list showed up at the Pro Tour, but I can't seem to find a sideboard.
4 Enigma Drake
4 Opt
2 Crash Through
4 Attune with Aether
2 Blossoming Defense
4 Harnessed Lightning
4 Lightning Strike
2 Shock
3 Chart a Course
2 Chandra, Torch of Defiance
4 Longtusk Cub
4 Rogue Refiner
4 Aether Hub
4 Botanical Sanctum
1 Rootbound Crag
4 Spirebluff Canal
2 Forest
1 Island
1 Mountain
It's an interesting merge of Temur Energy and the budget Temur Miracle Grow that I posted earlier from MTGGoldfish.
Needs moar Delver.
Thoughts on Strategic Planning over Chart a Course (or both). My main concern with cards like Ipnu and Strategic are that Riddleform wants you to cast spells. It needs you to cast spells. Anything that self-mills feels like a nombo with something Riddleform. I like that Chart can let me draw two some turns. Other turns it lets me filter and activate Riddleform. Did you try any Chart a Course in this build?
Aether swooper
Minister of Inquiries
Glassblowers puzzleknot
Dynovolt tower
Gimmer of genious
and obviously wirler virteoso
The just all feel kind of terrible, but I really want to test some of these ideas.
The other option is playing green for more energy or black for hard removal but I am concered for the mana. I don't want to play all the green needed to make attune with aether your main fixing and I don't want a ton of swamps for those check lands to work or early fatal pushes. Could Grixis energy version with glint-sleeve syphoners work?
@amicdeep: Strange to say azcanta is slow then your deck seems much more controlling than other versions with the even slower primal amulet and a 6 mana card in your sideboard. It flips turn 4 pretty consistantly. I am getting more conviced of crash through, more cyclers and less lands though, just worried about 0 land hand openers.
edit: *sigh* I can't spell
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
4 Engima drake
4 Cryptic serpent
Enchantment
4 Riddleform
Soreries
4 strategic planning
2 sweltering suns
Instants
4 opt
2 spell pierce
4 lightning strike
4 Harnessed lightning
4 Censor
2 Essence scatter
4 Hyroglyphic illumination
4 Spirebluff canal
4 Aether hub
2 Ruinnap ruins
2 Mountain
6 Island
2 Chandra's defeat
3 Search for azcanta
2 Abrade
2 Negate
2 Chandra, torch of defiance
2 Glorybringer
2 Baral's expertise
Apperently I don't own any crash through.. odd. So i took amicdeep version and me-a-fied it. Nice even numbers, took the things I liked and then also combied it with the other thing I was thinking about... playing harnessed lightning and aether hub... now I am doing it without any other sources of energy so those aether hubs are going to be very likely to be colourless sources which is tricky to play around.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
The Hub+Harness energy package does a nice job of fixing and or removal, it can bite you but the deck has such low color and cost requirements it's usually ok. I would suggest Dynavolt tower, it does a lot against slower decks and control and let's you use that extra energy better. If you expect a lot of removal it's a good trump card that gives some inevitability.
Glint Sleeve in the energy Grixis version would probably be sweet, it's got a decent evasion and the extra draws are very strong for making us faster.
Needs moar Delver.
18 lands is too few, I have no idea how you could even consider casting a 6 drop.. I struggled to get 2 and could never cast two spells a turn. Mulled almost every game.
Harness lighting + aether hub is also not enough energy to be useful :s.
Maybe I should just use Cut with no way of casting ribbons, just so I can kill off a 4 toughness creature, but there are plenty of creatures larger than that :s.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
4x Enigma Drake
4x Cryptic Serpent
Enchantment (3)
3x Riddleform
Instant (15)
4x Opt
2x Shock
4x Lightning Strike
3x Censor
3x Unsummon
2x Fling
2x Essence scatter
4x Strategic Planning
3x Chart a Course
2x Insult//injury
Land (20)
4x Spirebluff Canal
4x Evolving Wilds
2x Ramunap Ruins
5x Island
3x Mountain
2x Hostile desert
2x Abrade
2x Negate
2x Chandra's defeat
3x Search for azcanta
2x Sweltering Suns
2x Chandra, Torch of Defiance
2x Glorybringer
These 3 of play havoc with sideboarding :s so I try to avoid it but I think I am always going to be siding out them as pairs.
Edit: 2-2 at fnm.. Lost to 4 colour energy twice :s. Game 1 was stupidly close in both.. then I got mana screwed and died in game 2 or 3. This is the version feel more comfortable with.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
A card I found to be super good was Fiery Cannonade, aka Pirateclasm, it was a blowout against RamRed and held monument tokens at bay. The instant speed was very relevant, letting me nab the most creatures possible and hold up Mana for anything that was a must counter.
Needs moar Delver.
https://www.channelfireball.com/articles/frank-analysis-how-many-colored-mana-sources-do-you-need-to-consistently-cast-your-spells/
You'll need at least 20 lands to hit 2 lands by turn 2 90% of the time, with mulligans. For 18 lands to work, you'll need to draw almost 3 cards by turn 2. You'll have to spend mana on drawing those extra cards, so you won't have mana open or burn/counters.
I'm glad you've had success. Sometimes being lucky is better than being good. I can't speak for the success of this deck. I can say, I've played against this deck a fair amount, and they seem to get hung up on lands fairly often. And everytime they do, it makes getting by them so much easier.
Also, you've gotta stop comparing the deck to other decks in other formats. They aren't THIS deck, and it's not THIS format. Delver has far far more tools, at far more efficient mana costs. This deck is like UR Drake in standard, and it's gonna follow the rules of standard.
You can also extrapolate those articles to figure out other things in a deck too! For example, if you want to be able to cast 2 cantrips in the first 2 turns (with a 90% consistency), you'll need 20 cantrips in the deck that cost 2 mana or less (let's fudge it, because for turn 1, you'd actually need a 1 mana catnip.
Now if we take your most recent list posted, in addition to having only 18 lands, you have 12 cantrips that fit this description. 4 Opt, 4 Censork, 2 Illumination and 2 Planning. So your justification for having so few lands falls flat, because you don't have the number of cantrips required to cover the fact that you have so few lands. I'm sure you're lucky enough to have the stars occationally align, but you're also going to have incidences when they don't. I'd imagine those instances happen more often than you think.
My deck has 20 lands... do you know what happened to me at FNM.
7 cards: 1 land hand no cantrips.
6 cards: 1 land hand no cantrips.
5 cards: no lands.
4 cards: no lands.
3 cards: Scoop.
There is 20 lands in my deck and I cannot draw them in my opening hand! Sure you can say hey that is annecdotal evdience and the numbers don't lie, that it works. I don't about you but how much do you like losing games on coin flips? You can use opt and strategic planning to avoid lands as well.
Sure you have more can trips (and I have played a 12 can trip version), but I hate being forced into things, when you play so few lands even if you get that 1 land, can trip hand, which is literially the only hands you can ever have. You have to can trip then the next turn. you also have to cantrip.. then cantrip agian to find the next land. You don't have choices you have to spend the first 3-4 turns of the game looking for lands. I hate the feeling of not having choices. Everytime I have to tap out to search for a land I feel terrible.
I'd perfer to use my low cost spells to be able to do two things a turn to get up in tempo, rather than fly so close to the sun when it comes to lands.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Needs moar Delver.
I hate highland lake as well though :/. I definately lost a game fetching the wrong land with evolving wilds as well, after sideboard when I bring in two double red spells. I am almost tempted to use sunscorched deserts in the hostile desert slot so many games coming down to 1 or 2 life. The deserts at least come into play untapped.
I like the card supreme will but I don't want to play a 3 mana spell if I can help it. Perhaps I could replace my essence scatter but I want to trade up on everything and I will scatter a wirlirer virteso no questions asked. I did play UR control until they spoiled carnage tyrant, then I played this as a joke for the last few weeks of last standard....insult//injury + fling Enigma drake at you for 20 hahaha... and the joke was extremely effective, so I kept playing it.
PPTQ tomorrow, I'll tell you how I did. Edit : 0-2 drop... well i didn't drop because i enjoy playing the deck. But it was irrelavent aftrr that start.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
I understand the not wanting to spend 3 with this deck, but I think Supreme Will is worth it in a more controlling, draw go, version.
Sorry about the bad PPTQ!
Needs moar Delver.
Match 1 vs... Dino ramp. 1-2
This one was a close one.. but ramping into my nemsis Carnage tyrant then one shotting me with onward // victory was a supprising first match. In the end I basically lost to gift of paradises 3 life gain trigger, when i top decked Glorybringer on the last turn. This was a match of me drawing my Insult // injury and flings exactly when I didn't want to, I drew 3-4 of them :s each game.
Match 2 vs Sultai Energy. 1-2
Strike first threat strike second threat die to 3rd and 4th threats. Deathgorge scavenger :S Too many things to kill not enough removal.
match 3 vs GW Cats. 0-2
ARGH! large life linkers that keep coming back from the grave. nightmare match up.
Match 4 vs UB control. 2-0
This match up is easy when you opponent draws no removal, his day was going as well as mine. I just unsummons the scarab god and hit him twice with drake. Game 2 he had azcanta running and still couldn't find removal. I just chained chart a course into three cryptic serpents.
Match 5 vs Causal Dinosaurs. Bye.
Opponent scooped and went home.
I won almost every game 1 then lost the post board games, not sure if that is my sideboard sucks or if my deck lacks resillency against hate. insult // injury and fling probably won me as many games as they lost me. How I stole a game from sultai that other wise just overruns me with value.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Needs moar Delver.
Needs moar Delver.
In the interest of always trading up on mana with my opponent I'd like to use Fatal push and duress, plus I get a way to kill large snakes and cubs.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Grixis will be much more of tempo-aggro play than the straight aggro of a UR build, mainly due to the challenges of the mana base. Without a strong energy game, Aether Hubs are largely useless, and no green means no Attune. I think UB is ultra important because you want your cantrips early, but you also want your Fatal Pushes and Duresses on turn 1/2. R is secondary by comparison, but you'll still want it on turn 2/3 for removal. Three color aggro makes me cringey.
I'm not sold on the cycle lands, but they are duals that make the other duals better and can draw a card late.
Edit: Finally got my Fatal pushes, I think they will help a lot. Considering adding a few Unlicensed D and a Torrential Gearhulk to go a bit bigger and more mid-range.
Needs moar Delver.