I've honestly been thinking of cutting the CoBr in the side to make room for surgical/stony, because CoBr is best against infect, burn, and UR prowess, and two of those decks took a hit with the probe ban. Thoughts on that?
I dunno, the deck is discard-light and Brutality hits a lot of stuff. I think its versatility is strong enough that two are warranted--hits Scapeshift, Through the Breach, Wrath effects, counterspells, etc. I might try losing the Timely SB though.
Skia_AoP: Glad you liked the deck! Question: why not Disenchant over Seal of Cleansing? Seems strictly better to me, but maybe I'm missing something.
Haven't played it... my mom is pretty ill and I've been taking care of her for the past few days, and will be for the rest of the week. I also have to write extensive substitute teacher plans for my classroom, which takes forever. Not going to make any prereleases or FNM-type events for a little while. If I can, later this week I'll run some trials on cockatrice, but the competition and overall meta there can be pretty uneven. So much UW control there, I hate it. Those matches take forever with Processors... maybe they'll go quicker with Eldrazi Rock.
Overall I think the deck is probably not that good though; I think there's likely to be too much tension between getting a full graveyard for Goyf and Flayer, and just ramping to big spaghetti. The idea was for the green creatures to fill the gaps on T2, but we'll see. If BB can semi-regularly hit the yard then it might be a thing, I suppose.
Let me know if you get your Excel workbook into English (as I don't read any Deutsch), I still would love to run some numbers myself. I think that kind of hard data is invaluable as a way to correct for confirmation bias.
This is the best list I can come up with with these B/R updates, but I'm just not quite satisfied with the sideboard. The maindeck looks pretty solid, I went up to 3 Reshapers because there should be less decks going over the top or ignoring it, more grindy games where it dies to combat or bolt or push,and matchups like tron and valakut where T2 reshaper is a great start to putting on a fast clock. 2 Cavern of souls and 2 Ghost quarters, I would like to play 3 GQ's maindeck a lot, but there is an insane amount of blue control in my area and the Cavern of Souls brings many tears. I need to maindeck two of them to be able to cast my eldrazi with no regard to counters, it changes the matchup against U tron and UW control immensly when you can jam your eldrazi. Without Caverns on mtgo it feels much less effective to bait counters or play around them. I was at a 2/2 split of Thoughtseize and CoBr, but definitely back up to 3 TS now with the probe ban. We need to disrupt the opponent's plan T1, we need to see their hand, we need to be able to take everything from ensnaring bridge to thought-knot to karn, and we don't give no ****s about paying 2 life and fetch-shocking down to 15 to do it because we cool like that. For some reason 3 relics and 2 mind stones just feels right. It feels like those durdley opens where you draw into 3 relics and a mind stone in the first 4 draws should happen way less, outside of these 5 cards every non-land card outside of a lategame thoughtseize is going to do something for us. 3 relics should be more than enough to power strangler, and the need to always have it against snapcaster decks isn't too high as we are already favored against those decks, same thing with Jund (which we should be feasting on as it rises once again). I honestly think I'd go down to even 2 relics maindeck before I'd cut any of the other cards out, especially since I want to keep 4 paths so I wouldn't be losing out on too much exiling early in the game. 2 mind stones feel necessary, think of it as a relic that gives us ramp rather than interacts with the graveyard at a cost of 1 more CMC to cast, seems good. It enables us to ramp and put the pressure on the -should be- slower meta, and it also enables T3 damnation which is the nuts against decks like elves and merfolk and zoo.
The sideboard feels like it should have 17 slots, hell 20. The 2-ofs as it stands I feel need to be 2-ofs, because of the need to have them early and because drawing both copies in 1 game isn't bad at all. I really want a second surgical and a second stony in there. Maybe a fatal push in the side isn't necessary? We keep it in against most of the field so why would we need a third to bring in when we can't take enough cards out to make room? Wastes feels needed unless you are all but certain you won't be seeing a blood moon opponent, ghost quarter to swap out for cavern when cavern isn't needed. EE/ratchet as sweepers, fish and elves are still very much a thing, and ratchet is a catch-all we need. I had a very hard time taking ratchet out of the maindeck because of how versatile it is, and the need to have a catch-all that isn't anguished so it can easily remove blood moon, but ultimately I need to think of game 1 as trying to execute my deck's plan rather than commit to per-emptively stopping the opponent's. Games 2 and 3 are still very winnable thanks to the sideboard. A second anguish to bring in against infect and tron, mostly tron. It's also quite fine againt jund as that matchup is all about topdecking more removal/threats and whoever draws more durdle loses. A second CoBr to bring in against burn and infect, with it's synergy with Lingering Souls we definitely want to be able to bring in a second copy for dat value. But a second stony silence and second surgical should be in there. Stony is a card we want in an opening hand against tron or affinity, is 1 enough to draw it when we need it? Is two too much because of all the artifacts we ourselves run? And the second surgical to pull off the combo-wombo against tron and valakut, but do we really need two surgicals against any other matchups (it is still very very good against dredge, which isn't entirely gone with the latest ban but I also have literally never seen anyone at any local stores play dredge in a paper tournament).
Let me know what you think of the maindeck, and how you'd fill out the cramped sideboard. It's hard to speculate on where the meta of modern will go, but I think it's safe to say it will get slower and grindier, Jund and Tron will be increasing, as will blood moon decks.
Sorry Tituba9, didn't mean to overlook your post earlier. Your list there is almost identical to what I came up with, and like you I wish I had more room for Stony and Surgical in the side. I am very concerned about Tron and Valakut, and would rather have a better plan that just "hope to dodge." I can definitely see running two Caverns in a counter-heavy meta, and I think since the second one helps strengthen those matches, losing a Relic is less of an issue when facing off against Snapcaster and company. However we might also see Living End and Abzan Company come back to some extent, if Dredge takes a significant hit.
I'm interested in your Burn match; are 2x Brutality and 2x Alliance (plus Vent, Vault, and Sorin) enough? I am keeping Timely Reinforcements in my board for now.
I gotta be honest here, I do not worry much about Blood Moon any more. I have four ways to get a Plains in my opening 7, five ways to get a Swamp, and (post-board) three ways get C. (This is all just drawing into sources naturally, here.) Including Path and GQ, I almost never find that I am stuck on mana, as long as I knew to plan for Moon coming down. Against Blood Moon decks I always keep Path in, and I use Path and GQ first and foremost as mana-fixing tools in such cases. It's been my experience that Moon decks usually do not apply a ton of pressure, giving me room to play against tempo like this and allowing me time to tick Bomb up to 3 when needed. However, without the Wastes (and the seven tutors for it in my Paths and GQs) I would feel much more vulnerable. It's a convenient synergy that Wastes painlessly replaces another colorless land when facing decks that run Path or GQ themselves, making it much better than it would be if we didn't have Cavern or Vault to side out.
If Lost Legacy hit lands I would be all about it, but as it is I am not sold, personally.
Fatal Push is pulling my build in all kinds of weird directions. I found myself wondering about cutting Mind Stone for a 25th land (the Wastes in the main) and all kinds of other tweaks that, at first, seem minor--but then end up having significant tensions with other angles I am trying to play. Not sure about how this will settle out, especially if Tron makes a resurgence.
On another note, here is my beta build of an Eldrazi Rock (BGC) deck I am thinking about trying out, feedback is welcome. I may start a new thread, if this looks like it's a real thing after a month or two.
3 Path and 2 Push MB instead of 4 Path and 1 Go for the Throat. Also still mulling over swapping out the Unmaking for a 4/2 or even 3/3 spot removal package, but the out to Vial, Moon, walkers, etc. still feels pretty relevant.
4 Flats and 3 Caves instead of the other way around.
A third Push SB instead of a Throat, Dismember, Wail, Sudden Death etc.
Main problem being that a lowered fast-aggro presence (after the announcement and the release of AER on the 20th) could lead to a pretty good uptick in Tron (and, god forbid, RG Valakut) decks, and the 75 won't support a strong game against both archetypes.
If Tron comes back, it might be worth re-considering Crucible of Worlds and/or multiple Surgical Extractions for the deck. In fact, if Tron does come back, it might be right to run one Extraction mainboard in place of a Relic.
List is tight. It'll be interesting to see how everything shakes out over the next few months.
After the surprise early B&R announcement today, I expect Tron to get a big boost in meta share. Not great for midrange build like this one, if I turn out to be right.
DCteamup, that is true about the first turn play and the aggro decks. However that is also the nature of the deck we play, to an extent. I have found the most success in playing to start slow and then become to much to handle mid- to late-game. I love T1 disruption, but I also seem to get by pretty well with playing one of my seven tapland(ish) lands--namely, Vent, Shrine, or Flats--into a T2 Stone/Relic, or Relic/disruption, or Relic/threaten cracking it, or Reshaper. Another common line is T1 Relic, T2 Strangler-->kill something. I usually count on T3 as being my crucial turn to get my game plan active. Sometimes the deck is too slow, it's true. Push will help with this though.
Against BGx or 8-Rack hand disruption decks, I feel I can say with 100% certainty that siding out all our own disruption for more removal works out fine. We don't need to side in protection from disruption because we topdeck a lot better than they do, and we see more cards due to Relic, Stone, and Reshaper (and Wreckage, in builds that play it).
Finally, if you want to prepare for Moon, I am very pleased with having a Wastes somewhere in the 75. Here's how that usually plays out for me: Get a Plains ASAP. You can use Flats, Path, or Ghost Quarter for this. Then, get whichever basic you need next more, usually a Swamp. Use the same tools--or you have twice the chance to just draw into it, because there are two of them. Finally, get either the Wastes (from Path or GQ) or a Stone in play--and you have three times the chance to get one of these, compared to Plains, so drawing into one of them is actually reasonably likely. BTW maindeck Stone is something a Blood Moon player just hates to see, usually it will equal a game loss for them in G1 if we find it.
Pariah, for me, Sculler is too mana-greedy. And it dies to almost everything. But some players do like it a lot.
schuppius, I think you're right about the lack of a go-to 2 CMC card. I think we get around that largely through Temple making Reshaper (and, less often, Strangler) a T2 play, and through the power of T3 Souls followed by big spaghetti. I agree that Sculler followed by Strangler is awesome, but I wonder if that might be better in Herder/Displacer build than it is in a Reshaper/Smasher build, because needing less C means more room for BW.
Also, would you be willing to post a link to your Excel doc? I'd like to play around with it a little myself, if you don't mind.
Tituba9, I am wary of three and four drops that have two colored mana requirements in this deck. I think either Lili could be quite good, but I can also see them being dead-in-hand more often than I'd like, without a restructured mana base. Still, I haven't tried out either so I'm just theory crafting here. Also, I don't know what I would cut for a Lili.
And for reference, the best analysis of the "Bolt test" that I have read (which was instrumental in my understanding of how to make this deck strong despite being slow, and why, for instance, I haven't been a supporter of Eldrazi Displacer in the deck): http://modernnexus.com/eldritch-moon-thalia-bolt-test/
Spitballing Ideas here, but maybe this (http://mythicspoiler.com/aer/cards/hiddenstocks.html) could help us smooth our draws. Since we have little card draw, maybe scrying is important. Might be a bad idea; not too sure. Making 1/1s and scrying every turn shouldnt be underestimated.
As an aside, I wonder if we can't afford to play more of a control deck with the inclusion of Fatal Push. Maybe we get to cut our Stranglers for Push, and Play Blight Herders in the Main as another haymaker, and a way to go over midrange and control. Our Aggro matchup will almost assuredly be better with this card, but I think we may find that we will be lacking on threats, especially because other decks with be playing Push as well. Herder not only dodges Push, but also makes a bunch of chump Blockers. In this way, our processors also don't compete for value. I think I may try this angle when Push is released, doing something like this:
-4 Strangler, -1 Anguished Unmaking(moved to the side)-1 Go For the Throat
+2 Blight Herder, +4 Fatal Push
Let me know what you think
Fatal Push is gonna be real good, but I think the hype train is going off the rails a little on it. Fetches are a great way to turn it on, but they impose play restrictions if players are waiting to crack them in order to make their removal relevant. Especially because most decks want to get their fetching out of the way early in the match, rather than later, when the 3-4 drops land. So I don't think Strangler is too vulnerable to Push--after all, it dies to Bolt too, and it's still good against Red decks.
I think that in Processors we might want to go a little easy with how many Pushes we run. In our deck, we don't actually have room for a whole lot of fetch lands. We also may need to keep up a threat of a Relic crack, or we might not have the mana for both that and Push, or we might have a Souls in the yard, or have some other reason to not want to crack Relic just to kill Kalitas, Resto, Rhino, or what-have-you. It seems to me that the real strength of Push, for a deck that also runs White, is that it can kill the early drops without penalty. In fact, I wonder if dropping a Path for a Push might actually be the right play, to increase the likelihood of having the right early removal in our opener.
I 100% do not think that cutting Stranglers for Herders because Push is a thing is going to work out. Siding out Relics doesn't usually mean that Strangler gets nerfed too badly, because of the one-card requirement, and Relic is really irrelevant in matches against decks that don't use the graveyard for power. I side out all four Relics all the time for more relevant spells, but that would sure be harder to do with a move to Herder. One Path or one Seer can turn on Strangler's removal; Meanwhile, Herder is still sitting there waiting for gas. Nowadays, Relic is not in the deck because it powers Processing. Or at least, not primarily for that. It is here to hate on the many graveyard-reliant decks, and also to power Processing.
Coming Saturday is a championship after last year's qualifications. 24 players will be competing for the title. Expected meta is BW Eldrazi Taxes, Bant Eldrazi, Burn, Infect, Grixis Control, Kiln Fiend, Merfolk and Midrange. The players competing have also been seen with Madcap, 5C Bring to Light, Tron, Skred, Affinity, Titan Breach and Ad Nauseam. Yes it can go all directions
I'm thinking about playing this list, could I get your guys' thoughts? Last times I tried Mind Stone I didn't like it so much. I'm taking a more discard approach rather than the ramp.
I agree that 23 lands and no Mind Stones may be too greedy. Mind Stone really makes 2-land keeps workable, when they would otherwise be very risky in many cases. I think you should at least stay at 24 lands if you aren't running Stone. Stone is a big help against Blood Moon, too.
I also agree that you might have too much hand disruption. Jund is all about hand disruption, and their best creature gets bigger as graveyards fill up, but they still run only 5-6 1 CMC disruption spells, backed by 3-4 Lili's. We have TKS, instead of Lili, which--unlike IoK/Thoughtseize--is still a good topdeck late game.
In the side, I tried Ghostly Prison for a little bit, but it didn't do what I wanted it to against the go-wide decks, so I haven't run it for a while. And I'm not sure what deck Leyline of Sanctity would be needed against, other than RG Valakut decks. The Burn match is already very good with Alliance and Brutality, I find. Have you considered Runed Halo? That can be hard to cast on-curve, though.
I love me some Mind Stone but have recently been experimenting with cutting it in G2/3 in some matches. I frequently find myself wanting to side in a TON of removal, and something has to go, so Mind Stone it is, some of the time. I still love in maindeck as a functional Temple 5 and 6 that cantrips late game, but I have recently been thinking of going down to one only.
I would not bring in a second Unmaking maindeck, probably, since it is very painful and can be tough to cast at times. Instead I would probably maindeck a Ratchet Bomb as a similar tool with different drawbacks and strengths.
I never used Deckstats and am comfortable with the tapped out.com interface. That's kind of a big sideboard btw, heh.
I have the same worry about too many fetches and not enough targets. Like you, right now it almost never happens to me, but when it does I find it pretty annoying. I think maybe what will actually happen, though, is that when dead fetch #3 or #4 hits the board, it will be late enough in the game that I won't need the mana as much as I need the ability to kill a 3-4 drop, which Flats would still enable in such a case.
I also agree about cutting Unmaking and losing that catch-all in the main being a concern. Nonetheless I might try it out that way. It seems the the only way to know whether Unmaking really makes sense in the main, overall, is to do some careful long-term data gathering about how often it has come in useful vs. how often the 3 CMC + 3 life has been too high a price. Additionally we would have to keep track of the times when Push got us out of an early jam (like killing a Noble or Birds), or failed us because it couldn't hit a 5+ CMC creature, or get turned on and hit a 3-4 CMC creature.
Would you use Metallic Mimic over Reshaper/Displacer? This would lower the eldrazi count to Strangler, TKS and Smasher. I think it would be better on a Blight Herder shell, maybe!
Always wanted to abuse Catacomb Sifter... Maybe this could be the perfect home for him - you could sac the token for mana+scry+push and still have mana for a smasher on T3.
Funny, I was also thinking that Metallic Mimic could be great with Herder! But... Processor effects get much, much worse without Path in the deck :(. And I'm pretty sure there is no room for a playset of Relics in a build with both Stirrings and Birds added to the 1-drop slot. (FWIW, I found Herder's token generation unreliable when I was running it anyway). So, I don't think that Catacomb Sifter goes with Mimic AND Herder, unfortunately. Might there be any room for Blisterpod in a deck like this? What about throwing Smuggler's Copter into a deck that scrys at will with Sifter and Scions? BTW I don't actually have any major desire to play BG Eldrazi, more just spitballing here.
Mimic in general looks like it might actually be pretty strong. Maybe it even makes Herder better than Smasher in a BW shell. BUT, it is also a VERY good Bolt target in a deck that specifically plays to make Bolt a bad card.
Regarding Fatal Push: Right now I run 3 fetches, 3 basics, and 2 shocks, but I am considering going to 4 fetches and losing a Caves of Koilos to enable Push more reliably. Karsten's 90% target for a T3 cast is 12 sources, and right now I have 13 lands for C, and also two Mind Stones. I don't need 13 sources of C for a T2 colorless creature, because if I can cast one on T2, it means I must have a Temple in play already. Plus, I have the sense that Caves hurts about as much overall as a fetch plus shock, or pretty close to it. So, I think there may be room to ditch one pain land without nerfing the deck too much. I preordered a playset of Fatal Push as soon as I read about it yesterday, and here is what I am thinking about for changes when AER goes live:
Main: -1 Go for the Throat, -1 Anguished Unmaking, -1 Caves of Koilos, +2 Fatal Push, +1 Marsh Flats
In other news, my recent switch to a Concealed Courtyard from a one-of Isolated Chapel feels really great--having a T1 dual ETB untapped for 0 life has been extremely relevant for me, keeping me out of Bolt range in the late game a couple of times. I went 3-0 (6-0 in games) tonight at a new shop, beating GW CoCo Humans, UR Prowess, and UR Delver/Pyromancer/Burn.
Thinking about it, I wonder if the real question is: Does this card make BG Midrange a real thing again? Like maybe even BG Eldrazi Midrange? All of a sudden Blooming Marsh looks amazing if we want to run Stirrings, and maybe W is no longer necessary for Path now that Push is a thing. However Marsh nonbos with Push late game.
We'd be shooting for a 3 CMC play on T2 here, or 4 CMC if we get a Bird and a Temple. We have 14 ETB-untapped sources for either T1 B or G, giving us a solid 90% hit rate, and Stirrings would establish consistency. However this build is more all-in ramp/hand disruption and way less board control, ceding the graveyard and exile zone attacking lines, and the Stranglers, we enjoy in Processors. A T3 Mindbender is within reach here by saccing a T2 Reshaper with a Temple in play. With a Bird in play we could even go
T1: Marsh for Birds
T2: Temple for Reshaper + (Stirrings/IoK/Thoughtseize/Push)
T3: B/G dual for Mindbender, sac Reshaper, flipping (Marsh/Catacombs/Tomb/Basic) for another 1 CMC spell
Sram's Expertise could be good, but I dunno that it's better than the other things we could be doing with that mana (especially with WW requirement). Might be worth trying out but to me it looks better for a dedicated tokens shell.
....So unless I'm missing something, we now have access to unconditional black removal that triggers off of our fetchlands and cantrips. This is a pretty big power spike for us. I like this.
Thoughts?
Not unconditional, but agreed, holy crap that looks good. A T1 dork/Nacatl/Swiftspear/Guide killer--that's still good in the late game--is gonna be a big deal for Black decks.
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Skia_AoP: Glad you liked the deck! Question: why not Disenchant over Seal of Cleansing? Seems strictly better to me, but maybe I'm missing something.
Overall I think the deck is probably not that good though; I think there's likely to be too much tension between getting a full graveyard for Goyf and Flayer, and just ramping to big spaghetti. The idea was for the green creatures to fill the gaps on T2, but we'll see. If BB can semi-regularly hit the yard then it might be a thing, I suppose.
Let me know if you get your Excel workbook into English (as I don't read any Deutsch), I still would love to run some numbers myself. I think that kind of hard data is invaluable as a way to correct for confirmation bias.
I'm interested in your Burn match; are 2x Brutality and 2x Alliance (plus Vent, Vault, and Sorin) enough? I am keeping Timely Reinforcements in my board for now.
If Lost Legacy hit lands I would be all about it, but as it is I am not sold, personally.
Fatal Push is pulling my build in all kinds of weird directions. I found myself wondering about cutting Mind Stone for a 25th land (the Wastes in the main) and all kinds of other tweaks that, at first, seem minor--but then end up having significant tensions with other angles I am trying to play. Not sure about how this will settle out, especially if Tron makes a resurgence.
On another note, here is my beta build of an Eldrazi Rock (BGC) deck I am thinking about trying out, feedback is welcome. I may start a new thread, if this looks like it's a real thing after a month or two.
If Tron comes back, it might be worth re-considering Crucible of Worlds and/or multiple Surgical Extractions for the deck. In fact, if Tron does come back, it might be right to run one Extraction mainboard in place of a Relic.
List is tight. It'll be interesting to see how everything shakes out over the next few months.
Against BGx or 8-Rack hand disruption decks, I feel I can say with 100% certainty that siding out all our own disruption for more removal works out fine. We don't need to side in protection from disruption because we topdeck a lot better than they do, and we see more cards due to Relic, Stone, and Reshaper (and Wreckage, in builds that play it).
Finally, if you want to prepare for Moon, I am very pleased with having a Wastes somewhere in the 75. Here's how that usually plays out for me: Get a Plains ASAP. You can use Flats, Path, or Ghost Quarter for this. Then, get whichever basic you need next more, usually a Swamp. Use the same tools--or you have twice the chance to just draw into it, because there are two of them. Finally, get either the Wastes (from Path or GQ) or a Stone in play--and you have three times the chance to get one of these, compared to Plains, so drawing into one of them is actually reasonably likely. BTW maindeck Stone is something a Blood Moon player just hates to see, usually it will equal a game loss for them in G1 if we find it.
Pariah, for me, Sculler is too mana-greedy. And it dies to almost everything. But some players do like it a lot.
schuppius, I think you're right about the lack of a go-to 2 CMC card. I think we get around that largely through Temple making Reshaper (and, less often, Strangler) a T2 play, and through the power of T3 Souls followed by big spaghetti. I agree that Sculler followed by Strangler is awesome, but I wonder if that might be better in Herder/Displacer build than it is in a Reshaper/Smasher build, because needing less C means more room for BW.
Also, would you be willing to post a link to your Excel doc? I'd like to play around with it a little myself, if you don't mind.
Tituba9, I am wary of three and four drops that have two colored mana requirements in this deck. I think either Lili could be quite good, but I can also see them being dead-in-hand more often than I'd like, without a restructured mana base. Still, I haven't tried out either so I'm just theory crafting here. Also, I don't know what I would cut for a Lili.
I thought the recent Modern Nexus articles touching on Fatal Push were pretty well reasoned, here are links if anyone is interested in some ideas about how these cards may affect the format:
http://modernnexus.com/evaluating-fatal-push/
http://modernnexus.com/introducing-push-test/
And for reference, the best analysis of the "Bolt test" that I have read (which was instrumental in my understanding of how to make this deck strong despite being slow, and why, for instance, I haven't been a supporter of Eldrazi Displacer in the deck):
http://modernnexus.com/eldritch-moon-thalia-bolt-test/
I think that in Processors we might want to go a little easy with how many Pushes we run. In our deck, we don't actually have room for a whole lot of fetch lands. We also may need to keep up a threat of a Relic crack, or we might not have the mana for both that and Push, or we might have a Souls in the yard, or have some other reason to not want to crack Relic just to kill Kalitas, Resto, Rhino, or what-have-you. It seems to me that the real strength of Push, for a deck that also runs White, is that it can kill the early drops without penalty. In fact, I wonder if dropping a Path for a Push might actually be the right play, to increase the likelihood of having the right early removal in our opener.
I 100% do not think that cutting Stranglers for Herders because Push is a thing is going to work out. Siding out Relics doesn't usually mean that Strangler gets nerfed too badly, because of the one-card requirement, and Relic is really irrelevant in matches against decks that don't use the graveyard for power. I side out all four Relics all the time for more relevant spells, but that would sure be harder to do with a move to Herder. One Path or one Seer can turn on Strangler's removal; Meanwhile, Herder is still sitting there waiting for gas. Nowadays, Relic is not in the deck because it powers Processing. Or at least, not primarily for that. It is here to hate on the many graveyard-reliant decks, and also to power Processing. I agree that 23 lands and no Mind Stones may be too greedy. Mind Stone really makes 2-land keeps workable, when they would otherwise be very risky in many cases. I think you should at least stay at 24 lands if you aren't running Stone. Stone is a big help against Blood Moon, too.
I also agree that you might have too much hand disruption. Jund is all about hand disruption, and their best creature gets bigger as graveyards fill up, but they still run only 5-6 1 CMC disruption spells, backed by 3-4 Lili's. We have TKS, instead of Lili, which--unlike IoK/Thoughtseize--is still a good topdeck late game.
In the side, I tried Ghostly Prison for a little bit, but it didn't do what I wanted it to against the go-wide decks, so I haven't run it for a while. And I'm not sure what deck Leyline of Sanctity would be needed against, other than RG Valakut decks. The Burn match is already very good with Alliance and Brutality, I find. Have you considered Runed Halo? That can be hard to cast on-curve, though.
I would not bring in a second Unmaking maindeck, probably, since it is very painful and can be tough to cast at times. Instead I would probably maindeck a Ratchet Bomb as a similar tool with different drawbacks and strengths.
I never used Deckstats and am comfortable with the tapped out.com interface. That's kind of a big sideboard btw, heh.
I also agree about cutting Unmaking and losing that catch-all in the main being a concern. Nonetheless I might try it out that way. It seems the the only way to know whether Unmaking really makes sense in the main, overall, is to do some careful long-term data gathering about how often it has come in useful vs. how often the 3 CMC + 3 life has been too high a price. Additionally we would have to keep track of the times when Push got us out of an early jam (like killing a Noble or Birds), or failed us because it couldn't hit a 5+ CMC creature, or get turned on and hit a 3-4 CMC creature.
Mimic in general looks like it might actually be pretty strong. Maybe it even makes Herder better than Smasher in a BW shell. BUT, it is also a VERY good Bolt target in a deck that specifically plays to make Bolt a bad card.
Regarding Fatal Push: Right now I run 3 fetches, 3 basics, and 2 shocks, but I am considering going to 4 fetches and losing a Caves of Koilos to enable Push more reliably. Karsten's 90% target for a T3 cast is 12 sources, and right now I have 13 lands for C, and also two Mind Stones. I don't need 13 sources of C for a T2 colorless creature, because if I can cast one on T2, it means I must have a Temple in play already. Plus, I have the sense that Caves hurts about as much overall as a fetch plus shock, or pretty close to it. So, I think there may be room to ditch one pain land without nerfing the deck too much. I preordered a playset of Fatal Push as soon as I read about it yesterday, and here is what I am thinking about for changes when AER goes live:
3x Blooming Marsh
4x Eldrazi Temple
3x Verdant Catacombs
4x Llanowar Wastes
1x Hissing Quagmire
2x Ghost Quarter
3x Overgrown Tomb
1x Swamp
1x Forest
1x Wastes
4x Birds of Paradise
4x Reality Smasher
4x Thought-Knot Seer
2x Spellskite
4x Matter Reshaper
2x Endbringer
1x World Breaker
2x Distended Mindbender
4x Fatal Push
2x Dismember
Sorcery (8)
4x Ancient Stirrings
2x Inquisition of Kozilek
2x Thoughtseize