While I'm not fully sold on the Jailer, Unearth does make it look a littler better to me
The Hogaak Lists from the SCG were packing a ton of creature hate. 2 Push, 2 Trophy, 2 Brutality, 1 Plague Engineer. These players came prepared for the Jailer!
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Commander - Master of the Drunkin' Arts:D(no longer together)
Seeing how MTGSalvation is going down on July 8th, I don't see it getting a primer on here. I am glad to see the deck I was rolling with last year finally got the pieces to make the deck viable.
FuneralofGod, I have been following you in the Jund Death's Shadow for some time now so I am happy to see you in here with good words on Mardu Death's Shadow. I don't have the money to make the deck the way it is now, but I know I will keep my eye on the deck going forward.
As for the Jailer, I honestly can't say.
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Commander - Master of the Drunkin' Arts:D(no longer together)
Unearth with Ranger-Captain of Eos seems like some real strong synergy. I would think Seasoned Pyromancer could slide right into a Unearth build too. Late game draw could be strong and card selection can be good some games. I could see it getting stuck in hand a lot too. But the risk could be worth it.
Poor Goblin Rabblemaster has never panned out to be the closer I wanted it to be. I try to fit him into so many different decks.
Have you tested with your list? If so, how did it run for you? I'm liking what I see but I have no time frame for when I will be able to play again.
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Commander - Master of the Drunkin' Arts:D(no longer together)
I guess my big problem with Unearth. is that it feels like I would have to add more creatures to the main to get the most value from it. Having cycle does help to feed Gurmag Angler if nothing else. But returning a Death's Shadow and allowing the opponent a turn to answer it seems weak to me. I will have to try and do some testing with it when I can but I'm not sure when my schedule will free up.
The deck used to have 2 Young Pyros in the main when I first put the deck together but they never felt good to me game one. Casting it turn 2 felt like a waste of turn(even if it ate removal) and the deck always seemed to run out of hand very quickly. I did play two out of the board and loved them there. I was able to steal a few games because of them.
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Commander - Master of the Drunkin' Arts:D(no longer together)
While Unearth could be a very useful tool for the deck, I feel like Postmortem Lunge is a stronger card because the haste, and it really doesn't see any play.
While I haven't played for quite some time now, I do plan to dust this deck off soon here with some changes. Modern looks a little different then it did when we posted it. I do fear all the graveyard hate running around right now.
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Commander - Master of the Drunkin' Arts:D(no longer together)
After not playing for over a year, I decided to try and get back into the swing of things after playing a few weeks back. I really love the idea of Death's Shadow and really love the Mardu colors. So I decided to try it out. It always feels like it's missing that "something" but I'm not sure what it is. Looking for some ideas/pointers on what to change. I will explain my card choices at the end.
I originally had Bedlam Reveler in the spot of Gurms, but I found it easier to put pressure out earlier with 6 of any cards in the yard then Instants/Sorcery in the yard. I'm still not sure which one I like more but I do enjoy the faster pressure that Gurms adds to the deck.
Goblin Rabblemaster was included into the main after feeling that I didn't have enough threats in the main. It will probably get cut but he's in there for now.
Kolaghan's Command are still in the main as remnants of me attempting to build Mardu Pyromancer. There are some games where I'm happy to have them main and other games where it just doesn't feel good in my opening hand. I love the card but may move one or both to the board.
Any help would be greatly appreciated.
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Commander - Master of the Drunkin' Arts:D(no longer together)
The Hogaak Lists from the SCG were packing a ton of creature hate. 2 Push, 2 Trophy, 2 Brutality, 1 Plague Engineer. These players came prepared for the Jailer!
http://forums.mtgsalvation.com/showthread.php?t=392928
Modern - Mardu Death's Shadow(needs work)
DnT(mono white cause I had the cards)
Legacy - RUG Delver(almost foiled out)
RG Lands
FuneralofGod, I have been following you in the Jund Death's Shadow for some time now so I am happy to see you in here with good words on Mardu Death's Shadow. I don't have the money to make the deck the way it is now, but I know I will keep my eye on the deck going forward.
As for the Jailer, I honestly can't say.
http://forums.mtgsalvation.com/showthread.php?t=392928
Modern - Mardu Death's Shadow(needs work)
DnT(mono white cause I had the cards)
Legacy - RUG Delver(almost foiled out)
RG Lands
Not sure if this is a sign of things to come or just a fluke, but a Mardu Death's Shadow deck seems like it's doing well at the SCG
http://forums.mtgsalvation.com/showthread.php?t=392928
Modern - Mardu Death's Shadow(needs work)
DnT(mono white cause I had the cards)
Legacy - RUG Delver(almost foiled out)
RG Lands
Poor Goblin Rabblemaster has never panned out to be the closer I wanted it to be. I try to fit him into so many different decks.
Have you tested with your list? If so, how did it run for you? I'm liking what I see but I have no time frame for when I will be able to play again.
http://forums.mtgsalvation.com/showthread.php?t=392928
Modern - Mardu Death's Shadow(needs work)
DnT(mono white cause I had the cards)
Legacy - RUG Delver(almost foiled out)
RG Lands
The deck used to have 2 Young Pyros in the main when I first put the deck together but they never felt good to me game one. Casting it turn 2 felt like a waste of turn(even if it ate removal) and the deck always seemed to run out of hand very quickly. I did play two out of the board and loved them there. I was able to steal a few games because of them.
http://forums.mtgsalvation.com/showthread.php?t=392928
Modern - Mardu Death's Shadow(needs work)
DnT(mono white cause I had the cards)
Legacy - RUG Delver(almost foiled out)
RG Lands
While I haven't played for quite some time now, I do plan to dust this deck off soon here with some changes. Modern looks a little different then it did when we posted it. I do fear all the graveyard hate running around right now.
http://forums.mtgsalvation.com/showthread.php?t=392928
Modern - Mardu Death's Shadow(needs work)
DnT(mono white cause I had the cards)
Legacy - RUG Delver(almost foiled out)
RG Lands
4x Street Wraith
4x Gurmag Angler
1x Goblin Rabblemaster
1x Dismember
2x Fatal Push
2x Temur Battle Rage
2x Kolaghan's Command
4x Lightning Bolt
4x Faithless Looting
4x Inquisition of Kozilek
4x Thoughtseize
4x Lingering Souls
1x Mountain
2x Swamp
1x Godless Shrine
1x Sacred Foundry
2x Blood Crypt
4x Arid Mesa
4x Bloodstained Mire
4x Marsh Flats
Now for some of the "odd" choices for the deck.
I originally had Bedlam Reveler in the spot of Gurms, but I found it easier to put pressure out earlier with 6 of any cards in the yard then Instants/Sorcery in the yard. I'm still not sure which one I like more but I do enjoy the faster pressure that Gurms adds to the deck.
Goblin Rabblemaster was included into the main after feeling that I didn't have enough threats in the main. It will probably get cut but he's in there for now.
Kolaghan's Command are still in the main as remnants of me attempting to build Mardu Pyromancer. There are some games where I'm happy to have them main and other games where it just doesn't feel good in my opening hand. I love the card but may move one or both to the board.
Any help would be greatly appreciated.
http://forums.mtgsalvation.com/showthread.php?t=392928
Modern - Mardu Death's Shadow(needs work)
DnT(mono white cause I had the cards)
Legacy - RUG Delver(almost foiled out)
RG Lands