Thoughts on removing inquistion of kozilek in general and replace them with bolts or different spells. Running a 4-2 split with thoughtsieze but sometimes it feels pretty bad when you draw the discard spells very late.
The first week that I played it, I ended 1-3 (first match against some RG fringe deck, which I won, but then I had to play the mirror and 2 matches against Burn).
The second week I lost against Gx Tron, won a match against Burn, but then lost another match against Burn and had a draw in turns against MU Tron, ending 1-2-1
So, I am making some changes. I am taking out the Serum Visions and going just with 4 Opts, and replacing them with one extra land (Watery Grave) and a second TBR. I also changed the 2 copies of Tasigur, Golden Fang to Gurmag Angler to go with a full set. Even if they cost 1 more mana, I prefer a 5/5 over a 4/5... they are vulnerable to the same removal spells, but Angler is a slightly faster clock (1 turn faster), two more points of damage combined with TBR and I never found enough mana to use Tasigur's ability.
I have been on opt and visions on and off, visions just feels so much better when it comes to the 18 land count. If you're going to opt I suggest going to a 19 land count. We need to hit the land drops
Hello everyone. I've been following this thread for a while and learning a lot from everyone's input. Tomorrow I'm competing in an IQ so I wanted to get some feedback on the deck I'm going to run. Thanks.
You need to add a land count and a street wraith since you have a lot of three drops, recommend taking out one snap caster since you have 2 k-commands already, ran a 3-2 split of it and it felt pretty good.
Hey guys, new to the forum
I've playing this deck for a couple months, and I have to say that it's incredibily fun and complex to play, it's probably my fav modern deck ever.
However, the deck doesn't feel that good actually, struggling to find consistancy very often. I think it's a solid deck but can't really understand why people play it that much. Why should I play this deck instead for example Jeskai Geist(which is my main deck rn),which also has game against every deck and is far more consistent. I feel like the only advantage of this deck is putting more pressure on certain decks(not much more than a turn 3 geist sometimes), and maybe the chance of getting a nut draw and throw your cards to your opp face.
the deck is hard to pilot, I was the same at first but give it practice it'll come around. Especially if it's your play style
So, under the premise that you will face a diverse metagame:
1)Lightning Bolt: This card is very good in general. The problem is that sometimes it just feels underwhelming in contrast to the rest of the deck. It's versatile and helps in bad matchups like go wide and PW-based control(BGx and UWx). I think playing 1 is right more often than not, but 2 could be a stretch. Test them yourself and see, i think you will end up in a split with Push IF you really want 2 Bolts. 4 Push and 1 Bolt is my personal split, i consider 3-2 to be correct too. Also, 6 one-mana removals should be a little too much, even if you expect lots of creature based combo and go wide. This brings me to the next point.
2)TBR: This card is very good, even if we don't pack giant Goyfs, it still holds its value with DS because those two are that good. I play 1 MB, and 0 SB. I'm pretty sure 0 is incorrect, and more than 2 is also incorrect. 1-2 are the preferred copies, you can manage yourself whether you want them MB or SB. This card basically accomplishes much of what Bolt does against said strategies, but instead of answering, it just kills you opponent. There has to be a crapload of D&T to prefer the extra removal over TBR. TBR also make SBing very easy, if they play too much removal, it's out.
3)Liliana the Last hope: This is in my opinion a very good card in DS strategies. It helps in a variety of matchups which goes from Go Wide to Control and Midrange. It's really all over the place, which makes your SB bigger for broader applications. I think this card deserves a nice 1-2 of in the SB, along LOTV(which probably should be a 2-3 of).
4)Explosives: I've been on and off this card. It's lights out when it's good, and medium to inefficient otherwise. There are few decks that get completly wrecked by it(like Bogles) but it does a good impression of other good cards like By Force and Izzet Staticaster, Dreadbore and whatnot. It remains in my list of cards that stretch your SB large enough to cover a bigger meta(which seems very important in nowadays Modern), which is why i would put it 1-2 in my SB if i can't predict the metagame to some extent.
Other than that, 2-of Dismember without TBR is going to give you a headache, because Dismember doesn't like long games in GDS(because of Snapcaster Mage). I'm still skeptical of "Battle Rage Grixis" builds since we pack less punch that our Green counterpart, but we grind much better. This has been in my opinion the biggest challenge Grixis Shadow players have had since its inception. Players can simply not decide whether it's right to go all in, or maintain a control approach. The metagame in Modern changes too fast and this led to people believe that being all in was the right approach, but i'm not sure it's right, i think the controlling nature of the Grixis shard is what makes this deck good, right now i'm trying all builds and haven't made a choice yet.
If you have any other question i'm happy to help and give you my opinion.
What are your thoughts about Opt and how some lists are cutting Serum Visions for it ?
Is Kolaghan's Command still maindeckable on the current metagame ? What about LotV MD?
What do you think that are the most efficient way to adapt Grixis Shadow to the current metagame?
I've liked opt but visions has felt so much better overall. I've done a mix between the two, the random draw is awful but setting up your turns is a lot better
I'm in the market for a backup deck to my Merfolk, and I'm looking to work my way through a few options. Grixis initially caught my eye because of the highly interactive playstyle, and because it seems to have the tools to handle decks that are bad matchups for Merfolk, such as Affinity and Lantern. Here's a 75 I've put together based on some testing and some looks at the top lists:
I know that Bolt is a somewhat unpopular choice of late, but I think they're handy. I don't like the notion of being cold to random Mirran Crusaders, and Bolt-Snap-Bolt is always a nice bit of reach. I suppose there's an argument to be made for running Temur Battle Rage over it, but I'm still uncertain of how much I like that (which is part of the reason I'm here). As of now, the cards that I'm debating whether I should include or not are the Battle Rage, Liliana, the Last Hope, and Engineered Explosives. Opinions on those cards, any other cards I might be missing, or the list in general welcome.
the bolts are good if you expect a lot of pro black cards
I am just finally getting around to playing GDS (I know I picked a terrible time to pick it up) and I was wondering why Lightning Bolt in the main is no longer a thing. The top player at my LGS is on Jeskai Queller and I would think bolt would be good in that MU to kill Queller.
in honesty it's time to change the staple of four push main, a split would be good or a 3 push and 3 bolt would be fine
I believe that having two K-Commands main is still decent depending on meta. Also I think it's time to shift to a more aggressive role in the current meta that appeared.
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