Can you share your version with bolts?
Yesterday I was thinking about what to cut for opts and bolts and couldn't come to a conclusion. One of my thoughts was going down to 18 lands, leaving one slot.
The other was kologhan's command, I currently run 2 and I think it's sometimes to slow and awkward when I have two of them in my hand.
It's nothing special, just a stock list with 2 bolts. It's more of a meta dependent choice if you more need cheap removal, or if you're craving that bolt-snap-bolt life without having to play Grixis Control again. If I were to go to a GP I would replace the bolts for something like Sleight of Hand or Opt. Kommand can be awkward but the card is so versatile it's almost never a dead card in most matchups. I would not cut Kommands for bolts though. Bolts are often a supplement to Kommand and occupy a different slot than it does. Kommand is usually cut in versions with 16 cantrips since those versions have a higher velocity to run through their deck and find the singleton copy.
Thinking of running a pretty standard list, what would you all suggest for an Affinity-heavy meta? (Also have Esper Draw-Go, TitanShift, Griselbrand Reanimator, Jeskai Ascendancy Combo.)
I'm not sure what the Affinity-other deck balance is in your meta, but if that's the case you can cut your 3rd Denial for another copy of Lightning Bolt. Your list also seems to lack sweepers, which are great cards against affinity. Kozilek's Return is fantastic against affinity and if possible I would recommend adding a couple copies in your side.
You also have Shatterstorm with only 1 Vents and 1 Crypt so I'll ask you the same question. How reliably can you get 4 mana and double red? If you do stumble a decent amount of the time perhaps By Force may be better suited for a similar effect.
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Modern URBSome variant of Death's Shadow URB Grixis Control (Chapin Version) JFM Storm / Treasure Cruise Delver / Splinter Twin / Infect
The only cards that you should cut for bolt if you want to play them are the 2 flex slots. Cutting anything more seems a little loose to me. Opt/Sleight vs. Bolt is more of a meta dependent thing and it's only like 2 slots so don't worry about it too much. I'm currently back on the bolt version and it's been fine.
Also I notice the Shatterstorm in your side. How often are you able to cast the card? I cut anger from my side a while ago because I always hated having to look for double red, but more importantly how consistently are you able to hit 4 mana on 4?
Edit: Just noticed you also have strands. If you are going to run double red spells then I would recommend adding a second Steam Vents for the situations that the only fetches you draw are Strands.
I think some number of Stubborn Denials should stay in. My inclination says that 2 is about the sweet spot. At 4 sometimes the card can just clog your hand and when you cut them completely there's scenarios when you may need then instead of hand disruption. I used to cut all my discard but I think Thoughtseize is too good of a card in the deck to cut all of them completely. It helps with the race to Shadow life (esp if you take out wraiths) and can hit creatures which is a downside of Denial. I think the best cards to side out are Street Wraiths (some people like to take all of these out but don't forget you can hard cast these in the mirror and they're unblockable), IOK's and a Denial. Depending on how much you value disruption and Wraiths you could also take out Sleght/Opt/Bolts though I like to keep bolts in for the mirror when I play them. Since the draws tend to dictate how you play out your part in the matchup I like to be set up on both fronts for either end.
How often do you guys find yourself running out of gas? I find myself running out quite a bit. I know Kommand, Snap and Lili are all options but they are all 3 or more mana. How about Chart a Course? The card refuels and is only 2 mana. The card gels a lot better with Young Pyromancer decks, but there is a chance that this could be a 2 of to help refuel. Worst case it's a 2 mana Sleight and best case it's a 2 mana Divination. What are your thoughts about the mini Treasure Cruise?
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Modern URBSome variant of Death's Shadow URB Grixis Control (Chapin Version) JFM Storm / Treasure Cruise Delver / Splinter Twin / Infect
Long time lurker after real world stuff got in the way of playing. For the list couple of years I moved away from modern grixis delver and focused on legacy because the format doesn't need as much focus spent on it. I've got a GP in a couple of weeks or so and looking art the format this feels like the safest choice in deck to use with my experience without having to drastically learn a new deck.
I've been running a fairly stock main to get some reps in. I always find it easier to jam a bunch of games with a deck before making any changes. the main deck I've been working with is this:
Overall I'm happy with the deck. I am thinking of a couple of changes though that I could do with getting some other opinions on.
Oddly I feel like in the mid to late game I'm drawing lands when I want more business. I'm thinking of trimming a blood crypt for a sleight of hand (or a better cantrip if there is one). It's this being too greedy? Does anyone already have experience with doing this?
Because of this change I think I may run into some issues with casting terminate as easily as I want to. I'm thinking of swapping these over to dismember. I realise this is being more restrictive on what I can remove, but it should be easier to cast in general. Am I going to be putting myself at a disadvantage for no significant reason by doing this? Primeval titan decks should be worse I'm guessing and wurmcoil isn't going to be easy to remove. Anything else I'm missing?
The Terminate thing came up for my friend the other day. He mentioned how he wished he had a way to deal with Tasigur when he never drew the red sources and I suggested Dismember. Things are not going great for you if a Wurmcoil lands, and even if you have a Terminate you still have to deal with those tokens it leaves behind so I don't it makes that much of a difference. If Prime Time lands then there's a good chance you're dead, however Terminate can buy you some time if the rest of their hand is blank (or just lands, then it will take them a few turns to slowly kill you). The actual downside to dismember lies with the late game when your life might be very low and you have to cast it for 3 mana opposed to 2. I like having a balance and running either a Terminate or Dreadbore in the side if you need more creature removal.
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Modern URBSome variant of Death's Shadow URB Grixis Control (Chapin Version) JFM Storm / Treasure Cruise Delver / Splinter Twin / Infect
Surgical isn't really that good in this deck, especially with everybody cutting LD from the 75. I've even cut it from my YP lists, and those are the lists that would tend to abuse it the most. The card is just too slow to deal with GY strategies, and isn't strong enough to capitalize on big mana decks when we go under and don't have LD to lock them. The card is also not very good in grindy matchups since it is inherent card disadvantage. If worried about combo, run more counters in addition to the denials and brutalities. If worried about GY strats, run more Spellbombs/Leylines/Cages. Or if you want a bit of a mix between aggro, combo and GY decks you could do what Jessup advocated and play a catchall instead of slightly more specific cards in TBR. Sometimes stealing games is just the best strategy if backed into a corner.
At ehat poont do you take the yp build and put back in delver
When Gitaxian Probe gets unbanned or a card very similar to it comes out (like a Wraith but a Sorcery). Or if they ever decide to unban preordain. Wizards pls just once.
The deck still has answers to Chalice in the 8 main deck disruption spells, and can potentially go up to more. 1 vs. 2 Kommands doesn't make a whole ton of a difference, especially when severely upping the count on cantrips in the maindeck. Ballista and All is Dust are a problem, but All is Dust was always a problem, you just had to race it or had to have timely disruption. Ballista is a little more annoying but at least they are forced to fire it off earlier than they would want to gun down YP and his buddies. I didn't actually know that ETron deck were putting back Wail in the main, IIRC they ran dismembers because it also dealt with delve creatures.
The card certainly isn't broken or anything, it's just another option you can take if your meta is hostile towards normal Grixis Shadow decks and you don't happen to have any other decks available. Feel free to tweak some numbers here and there if you want to test it out, I do think that some bolts or more dismembers could be in the main but I didn't want to have to eat into more Scours than I needed to. The side is still all over the place, Izzet Staticaster could probably be in place of a field wipe, there's a chance some Surgicals should be in there because of YP synergy and I think Painful Truths would be a great addition in a YP build of the deck.
Most of you are probably doing fine with the stock 19 land version so if it ain't broke no need to fix it.
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Modern URBSome variant of Death's Shadow URB Grixis Control (Chapin Version) JFM Storm / Treasure Cruise Delver / Splinter Twin / Infect
It's the reason why I cut Kommand. Snap has a lot more utility than Kommand does and is not red. The goal is to limit the number of red spells in the deck at a given time and I have to hedge. The whole point of playing YP is to have yourself a hedge against chalice while having more threats and reducing the number of clunky/dead cards. In this regard I could see cutting a Snapcaster as well.
The whole point in playing a version like this deck is to hedge against certain things. Land destruction not being one of them. This version aims to minimalize against grave hate as much as possible and have an edge against chalice. More decks right now are running grave hate than land destruction because the threat of Dredge and Living End is very real. LD also isn't that great against Eldrazi Tron opposed to basic tron which has fallen out of favor.
I did want to fit some number of Lightning Bolts into the deck but ultimately I wasn't able to cut enough slots for them. I refuse to run bolt in this deck unless I have at least 2.
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Modern URBSome variant of Death's Shadow URB Grixis Control (Chapin Version) JFM Storm / Treasure Cruise Delver / Splinter Twin / Infect
If you want to play YP you're going to want to capitalize on its potential as much as you can. I would definitely add some number of Sleight of Hands to the list. I originally had Claim in the deck but it was too slow so I just made it a Kommand instead. I'm really liking this leaner version of the deck.
The deck seems like it's on the right track but it still looks confused. 2 Claim//Fame and 2 Kommand main is a lot and I think they were testing Gifts as a hedge in the main. For this deck seems like more of a side card. Not sure the correct number between YP's and Delve dudes in the 75. Currently testing 3 YP/3 delve dudes rn, seems to be working solidly for now. Gifts with Claim and Kommand is sick nasty though, seems like a dope thing to try out.
Edit: Where is that decklist from? Was it from a daily on mtggoldfish or something?
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Modern URBSome variant of Death's Shadow URB Grixis Control (Chapin Version) JFM Storm / Treasure Cruise Delver / Splinter Twin / Infect
If you want you can also exchange the/a IOK with Denials to deal with some of the stuff postboard. Specifically the stuff with flashback. Being able to hit looting or conflagrate is nice and you don't run into awkward scenarios in the later game when their hand is all dredge cards so it's dead or you have to think about playing it into a hand of cards they want discarded. Denial is a little more narrow but guarunteed. Doesn't make the matchup significantly better or anything but could gain you a few percentage points in dealing with those pesky conflagrates or stopping loam for a turn to kill them.
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Modern URBSome variant of Death's Shadow URB Grixis Control (Chapin Version) JFM Storm / Treasure Cruise Delver / Splinter Twin / Infect
As of right now we are limited in the kinds of threats that we can run that diversify our threat suite while helping us mitigate damage from grave hate. The only other card I could see people running is Vendilion Clique but that's more of a sideboard card than anything. YP feels like a great value card that can also take over a game if left unanswered. These lists already run 25-26 noncreature spells which is more than enough to keep something like YP going. The difference between it and Delver is that you can just let YP sit on the battlefield and it will be a threat in itself. An unflipped Delver isn't a threat at all. The deck can play both a proactive and reactive game which gives YP a lot of flexibility in the deck. Think of it more as a value card than anything.
Because of that the deck will want to minimize the number of dead/clunky draws as possible and both Snap and Kommand fit that bill. They are 3 mana cards that are relevant enough if the game goes late, but feel downright awful if you draw several of them. For that reason I could see cutting some number of these (though I myself would want at least 3 Snaps and 1 Kommand main) to mitigate this issue and help yourself become less reliant on the graveyard. If your meta is literally all Shadow and Bgx decks with literally 0 grave hate then you obviously don't need to worry about this, but nowadays most unknown metas are packing serious grave hate that affects this deck and others like dredge.
Some folks are content with their 19 land builds and won't ever change. That's fine, as long as you're winning with it you do you friend. I'm just on the quest to find the best possible build of this deck because it has so much untapped potential. Will that result in me playing a lot of suboptimal builds? Yeah, probably. Chapin looked like a fool when he first tried to do it but he believed that there was something more. There might be something more to this deck with what we have, but it might also be with a card that hasn't come out yet.
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Modern URBSome variant of Death's Shadow URB Grixis Control (Chapin Version) JFM Storm / Treasure Cruise Delver / Splinter Twin / Infect
I've been fiddling with some of the slots and have been doing some research on Modern/Legacy decks that ran YP in the past. It turns out that every Grixis variant I came across (with the exception of this: http://www.gamekeeper.ca/decklist-du-top-16-modern-8k-1er-juillet-2017/) but that's actually a new one not an old build had 2-3 YP in them. So I'm currently going to try 2 Young Pyromancer in the deck. I believe from my list I cut a Dismember and a Gurmag Angler to add them in. The list still has 2 Kommands and can go up to 3 hard removal spells post board so I'm content on cutting those. I cut the Angler to help the deck be slightly less graveyard reliant like what Spooly suggested. Hopefully we find the right balance that ends up working but this is version 1.
Let's keep innovating boys.
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Modern URBSome variant of Death's Shadow URB Grixis Control (Chapin Version) JFM Storm / Treasure Cruise Delver / Splinter Twin / Infect
I doubt that Grixis is the best DS shell. Before the Probe (& Troll) ban, the 4 color aggro/combo build seemed like the best build. After the ban the world found out that the Jund and Jund + white builds were better all along. Then Michael Majors showed us that Grixis was even better than Jund. But how much experimentation has there really been since the format found out about the power of Shadow + Thoughtseize + Street Wraith + Fetches + Shocks? I don't mean by random players like you and me, I mean by the best players and deckbuilders in the world. Not that much! Modern isn't a PT format, and outside of a handful of GPs, e.g. GP Vegas, there hasn't been a ton of incentive for these players to put in the effort. Esper, in particular, is a color combination that I think has been fairly underexplored by those top players, but there's also been relatively little exploration of radically different shells other than the Goyf shell we see in Jund and Sultai and the Scour + delve shell we see in Grixis and Esper. The world only recently found out about the 4 Sleight of hand build in Grixis, and there's still no concensus about whether 0, 4, or some other number of Sleights is the way to go! And this is a question in the Esper shell too!
The core Shadow shell is a single color and doesn't take up too much deckbuilding space or put much of a constraint on deckbuilding. If anything, it eases constraints because the life loss associated with a fetch+shock manabasse is now a benefit. If you're trying to win a tournament tomorrow, by all means, sleeve up a tweaked and tuned version of Grixis Shadow teched out for all the hate. Or maybe Esper Shadow if you basically like Grixis but want Path and a different suite of SB cards or if you're feeling like taking a risk on something a little less proven. But there's still a ton of room to experiment with and explore this basic shell. The holy grail, if you can find it - if it exists - is a Shadow shell that doesn't rely on the graveyard so heavily while still providing strong threats to pair with Shadow. Then you get to dodge all of the graveyard hate and maybe even play some stronger hate yourself.
In that sense I kind of wish we still had probe back in the format that way we could try some builds with Young Pyromancer. Maybe it could work if they ever somehow manage to sneak in Cabal Therapy into modern for us. The deck is probably 1-2 good cards away from being able to play pyromancer. Just an idea, others are free to try out other threats in its place to help not get reamed by grave hate. A Pyromancer build could end up being bettered by more Sleight of Hands in its wake as well, which sounds sweet.
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Modern URBSome variant of Death's Shadow URB Grixis Control (Chapin Version) JFM Storm / Treasure Cruise Delver / Splinter Twin / Infect
1x Blood Crypt
3x Bloodstained Mire
1x Island
4x Polluted Delta
4x Scalding Tarn
2x Steam Vents
1x Swamp
2x Watery Grave
2x Inquisition of Kozilek
4x Serum Visions
4x Thoughtseize
Instant (16)
4x Fatal Push
2x Kolaghan's Command
2x Lightning Bolt
2x Stubborn Denial
2x Terminate
4x Thought Scour
4x Death's Shadow
2x Gurmag Angler
4x Snapcaster Mage
4x Street Wraith
2x Tasigur, the Golden Fang
It's nothing special, just a stock list with 2 bolts. It's more of a meta dependent choice if you more need cheap removal, or if you're craving that bolt-snap-bolt life without having to play Grixis Control again. If I were to go to a GP I would replace the bolts for something like Sleight of Hand or Opt. Kommand can be awkward but the card is so versatile it's almost never a dead card in most matchups. I would not cut Kommands for bolts though. Bolts are often a supplement to Kommand and occupy a different slot than it does. Kommand is usually cut in versions with 16 cantrips since those versions have a higher velocity to run through their deck and find the singleton copy.
I'm not sure what the Affinity-other deck balance is in your meta, but if that's the case you can cut your 3rd Denial for another copy of Lightning Bolt. Your list also seems to lack sweepers, which are great cards against affinity. Kozilek's Return is fantastic against affinity and if possible I would recommend adding a couple copies in your side.
You also have Shatterstorm with only 1 Vents and 1 Crypt so I'll ask you the same question. How reliably can you get 4 mana and double red? If you do stumble a decent amount of the time perhaps By Force may be better suited for a similar effect.
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link
Also I notice the Shatterstorm in your side. How often are you able to cast the card? I cut anger from my side a while ago because I always hated having to look for double red, but more importantly how consistently are you able to hit 4 mana on 4?
Edit: Just noticed you also have strands. If you are going to run double red spells then I would recommend adding a second Steam Vents for the situations that the only fetches you draw are Strands.
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link
The Terminate thing came up for my friend the other day. He mentioned how he wished he had a way to deal with Tasigur when he never drew the red sources and I suggested Dismember. Things are not going great for you if a Wurmcoil lands, and even if you have a Terminate you still have to deal with those tokens it leaves behind so I don't it makes that much of a difference. If Prime Time lands then there's a good chance you're dead, however Terminate can buy you some time if the rest of their hand is blank (or just lands, then it will take them a few turns to slowly kill you). The actual downside to dismember lies with the late game when your life might be very low and you have to cast it for 3 mana opposed to 2. I like having a balance and running either a Terminate or Dreadbore in the side if you need more creature removal.
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link
Rob Long has 2 copies of KReturn in his side.
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link
When Gitaxian Probe gets unbanned or a card very similar to it comes out (like a Wraith but a Sorcery). Or if they ever decide to unban preordain. Wizards pls just once.
The deck still has answers to Chalice in the 8 main deck disruption spells, and can potentially go up to more. 1 vs. 2 Kommands doesn't make a whole ton of a difference, especially when severely upping the count on cantrips in the maindeck. Ballista and All is Dust are a problem, but All is Dust was always a problem, you just had to race it or had to have timely disruption. Ballista is a little more annoying but at least they are forced to fire it off earlier than they would want to gun down YP and his buddies. I didn't actually know that ETron deck were putting back Wail in the main, IIRC they ran dismembers because it also dealt with delve creatures.
The card certainly isn't broken or anything, it's just another option you can take if your meta is hostile towards normal Grixis Shadow decks and you don't happen to have any other decks available. Feel free to tweak some numbers here and there if you want to test it out, I do think that some bolts or more dismembers could be in the main but I didn't want to have to eat into more Scours than I needed to. The side is still all over the place, Izzet Staticaster could probably be in place of a field wipe, there's a chance some Surgicals should be in there because of YP synergy and I think Painful Truths would be a great addition in a YP build of the deck.
Most of you are probably doing fine with the stock 19 land version so if it ain't broke no need to fix it.
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link
The whole point in playing a version like this deck is to hedge against certain things. Land destruction not being one of them. This version aims to minimalize against grave hate as much as possible and have an edge against chalice. More decks right now are running grave hate than land destruction because the threat of Dredge and Living End is very real. LD also isn't that great against Eldrazi Tron opposed to basic tron which has fallen out of favor.
I did want to fit some number of Lightning Bolts into the deck but ultimately I wasn't able to cut enough slots for them. I refuse to run bolt in this deck unless I have at least 2.
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link
Here's my list for reference:
1x Blood Crypt
3x Bloodstained Mire
1x Island
4x Polluted Delta
4x Scalding Tarn
1x Steam Vents
1x Swamp
2x Watery Grave
Sorcery (14)
2x Inquisition of Kozilek
4x Serum Visions
4x Sleight of Hand
4x Thoughtseize
4x Death's Shadow
1x Gurmag Angler
4x Snapcaster Mage
4x Street Wraith
2x Tasigur, the Golden Fang
3x Young Pyromancer
Instant (11)
1x Dismember
4x Fatal Push
1x Kolaghan's Command
2x Stubborn Denial
3x Thought Scour
3x Ceremonious Rejection
2x Collective Brutality
1x Dreadbore
1x Flaying Tendrils
1x Kolaghan's Command
1x Kozilek's Return
3x Nihil Spellbomb
1x Pyroclasm
2x Stubborn Denial
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link
Edit: Where is that decklist from? Was it from a daily on mtggoldfish or something?
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link
Because of that the deck will want to minimize the number of dead/clunky draws as possible and both Snap and Kommand fit that bill. They are 3 mana cards that are relevant enough if the game goes late, but feel downright awful if you draw several of them. For that reason I could see cutting some number of these (though I myself would want at least 3 Snaps and 1 Kommand main) to mitigate this issue and help yourself become less reliant on the graveyard. If your meta is literally all Shadow and Bgx decks with literally 0 grave hate then you obviously don't need to worry about this, but nowadays most unknown metas are packing serious grave hate that affects this deck and others like dredge.
Some folks are content with their 19 land builds and won't ever change. That's fine, as long as you're winning with it you do you friend. I'm just on the quest to find the best possible build of this deck because it has so much untapped potential. Will that result in me playing a lot of suboptimal builds? Yeah, probably. Chapin looked like a fool when he first tried to do it but he believed that there was something more. There might be something more to this deck with what we have, but it might also be with a card that hasn't come out yet.
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link
Let's keep innovating boys.
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link
In that sense I kind of wish we still had probe back in the format that way we could try some builds with Young Pyromancer. Maybe it could work if they ever somehow manage to sneak in Cabal Therapy into modern for us. The deck is probably 1-2 good cards away from being able to play pyromancer. Just an idea, others are free to try out other threats in its place to help not get reamed by grave hate. A Pyromancer build could end up being bettered by more Sleight of Hands in its wake as well, which sounds sweet.
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link
URB Some variant of Death's Shadow
URB Grixis Control (Chapin Version)
JFM Storm / Treasure Cruise Delver / Splinter Twin / InfectCommander/EDH
This pile of cards when I feel like it
Death's Shadow discord link