Anyone who is playing the Tribal Flames list with Kird Ape, Nacatl and all the burn?
I have not.
However, for the past week, every time I'm meandering around on twitch I see someone going 0-3 drop with that list.
This is largely what prompted my list. I tried it out and cascading into a kird ape sucks. Kept the nacatls in because they're the best of the one drops but the deck might be asking for a few more two/three drops in their place. Cascading into a nacatl kinda sucks too.
How big are your Goyfs on average?
Like yeah a 2 mana 3/4 is still pretty decent but maybe you run some number of Tarfire just to pump Goyf?
3/4 is about how large I can get tarmo on average by turn 3 to 4 but the fact that tribal flames is a sorcery and Ghor clan Rampager is a creature in the yard when used helps out, I can potentially get him to a 4/5 by myself without making any particularly out of place plays. I feel like a 3/4 on average is already better than the two drop alternatives in a deck this aggressive. Also there are enough decks in the meta that help him get huge anyway he's a must include. People so often forget that the cool thing about running tarmo in a zoo deck with nobles is that your tarmos can swing through theirs with only one exalted trigger. I've played about a million different variations on naya/four color zoo, bant company, and Knightfall over the years to know that I like him in the two drop slot more than voice, at least in this kind of aggressive list.
As far as tarfire goes, I've also played jund death shadow and let me just say that card sucked even in a deck that was trying to achieve delerium as well as pump goyfs. There's a reason why most people are on 1 to none in jund based lists now. Shock in modern is a no go.
Took out mantis riders for a third path, a single lighting helix, and two Ghor Clan Rampager which are super great with geist. Mana was just not working out with the mantis riders all the time. Replaced the steam vents with another forest to help with the life cost of the knightfall combo and to help with the ponza bbe decks I'm seeing in my meta. Feels tight so far.
Considering a third geist as it's one of the strongest creatures in the deck. We have dorks to turn 2 it and grant it exalted triggers, tons of removal to keep it swinging, pump to push it through combat, and burn to finish the job.
My plan for next week is to go buck wild and play domain coralhelm zoo with bloodbraid elf. Might need to go up to 5 dorks and throw in a bird, but initial testing is promising. Manabase needs tweaking but this is a base level read on it. The deck hits hard, has tons of reach, and bloodbraid elf supports the coralhelm combo really well.
Readdressing coralhelm combo zoo now that bloodbraid is unbanned. Rough list, an extra aggressive take on big-ish zoo with mantis riders and a domain twist for tribal flames. Bloodbraid proving to be better than Coco due to ducking the massive deckbuilding restrictions allowing the use of full playsets of bolts and tribal flames for reach.
Very nice list! Do you have things dialed in exactly where you want it at this point, or is it still a WIP?
I have a few questions for you:
1) Have you ever wished you had access to 2-3 more counters? I'm currently making cuts to my list, trying to get to 100, and I'm struggling to find the cuts. On top of what you're playing, I think I'm also playing Stubborn Denial, Negate, and maybe Arcane Denial(?)
2) You have Deluge and Rift for mass removal/bounce. Have you ever felt a little lacking in that area, like you could use 1 or 2 more wipes? Maybe something with some versatility like Engineered Explosives, Austere Command or Merciless Eviction?
3) On a scale from 1 to 10, how good have the following been for you in practice:
Daretti - Just a really strong walker in this deck for 3 mana, IMO. Makes fodder or sacs fodder to destroy any artifact or creature for -1? Seems good.
Faeries - Depends on how much "fun" you're looking to have These guys make fodder for you to sacrifice to Breya and in metas like mine with tons of creatures with powerful ETB effects, this card can do work. Bonus points for sweet, sweet value with Displacer, either blinking the Faeries to "break the link" to the last created token or blinking an opponent's creature to make another token. Note: Pairing with Panharmonicon in this type of meta may straight up break your fun meter
Welder is just a powerful magic card at CMC 1. Sure it dies to a sneeze, but in an artifact-centric deck (especially if you're running haste enablers), there aren't many 1-drop creatures in the format with this kind of power. Question is, are Dack, Daretti, and Breya enough to take advantage of the card (outside of stuff being blown up naturally)...
Shred Memory - Likely to be used as another tutor for combo pieces, e.g. all parts of Thopter Combo/Sieve, Scepter/Reversal, Nim Deathmantle, or just grab Winter Orb and show everyone your fun police badge. Also, sometimes it just shuts down degenerate strategies like reanimator or what have you.
Staff of Domination - Maybe too redundant with other cards in the deck while being too pricey to cast and activate... It draws your deck with infinite colorless mana (colored mana obv just kills the table with Breya, barring a Nevermore or Pithing Needle type effect on her), but it also untaps Arcum/Forgemaster/Transmuter or taps down big scary monsters before they come at you. Probably still not worth it.
Unwinding Clock - I know, it's a 4 mana "do nothing" on of a lot of boards. But you do run Monolith and Vault, Forgemaster/Transmuter, Lattice, Shimmer Myr, Scepter. Maybe it could be good? I feel like probably not worth it but I'm just curious if you have any thoughts or experience with the card (or any of them). There's so many options with a non-hyper competitive Breya builds that I can't possibly test everything that I want to
It's certainly been worked on since breya was released so while it's largely stable I'm always open to suggestions.
1. I feel pretty good about the number of counters I run. Really depends on your meta but I'm tapping out a lot in this deck unless shimmer myr is on the field.
2. Engineered Explosives would be a good add I just don't have enough cash to add one at the moment, but with the amount of tutors I run I never feel like my 1 or 2 of mass removal options are far away.
3. Dark Confidant - Hard 10 this card is AWESOME (except if you hit blightsteel) Kuldotha Forgemaster - I probably a 6, I love this card because I have a few interesting blightsteel lines in this deck and most of them involve a hastey Forgemaster. This is mostly a personal inclusion for fun reasons, also no one in my meta ever seems to run bribery so generally I'm never punished for including him. Mycosynth Lattice - like, pretty low, a 3 honestly. My fixing is good enough that it never comes up, pretty much in here exclusively for the interaction with vandalblast. Another personal inclusion for fun reasons. pretty decent with I grab it with arcum daggson because man it sucks to hard cast. Used to run unwinding clock but cut it because it just wasn't doing anything. If I got to the point where I had a mycosynth, clock, and winter orb out I probably should have just comboed already. If I take it out vandalblast will go with it and that will probably happen when I get a Lion's Eye Diamond to combo with a Auriok Salvagers Shimmer Myr - A hard 7. I feel like him and the haste enablers are must includes if you're going the slower artifact combo route with pili-pala and grand architect, kuldotha blightsteel blitzing, infinite colorless mana thopter sword, etc. Just turns those things from mediocre multiturn plays to dangerous one turn game enders. Also turns my very tap out heavy deck into an instand speed one. It's a much more powerful effect than you might imagine. Also it's a leyline of anticipation you can sac to breya.
Voltaic Key - 1. Honestly probably just going to get cut. had some interesting interactions with cards I've since cut from the deck.
4. Daretti, Ingenious Iconoclast - Haven't tried him put just seems too slow. Breya is an effective removal spell in your command zone so it's in my opinion largely unnecessary to run. Makes some extra sac fodder too but honestly that hasn't come up as a want for me. Faerie Artisans - does have some interesting interactions with Eldrazi Displacer but it's a bit too cute for my tastes. My meta is also incredible low to the ground atm unless I'm playing the more casual folks so there just aren't that many great targets to copy that aren't getting cheated out into play before I would even have the faires around. Goblin Welder - Was in the list, kept him in for months but honestly did nothing for me in any of my games. I know he seems powerful but in my experience every time I drew him I found him useless. Shred Memory - Man this seems like an awesome card. I'll probably add it. I am in need of graveyard hate and it acts as another Muddle the Mixture transmute tutor. This card definitely deserves a spot. Staff of Domination - Yeah this just seems overly costed and overly redundant. Unwinding Clock - This was in my list for a long time as part of the previously mentioned MYcosynth Lattice + Unwinding Clock + Winter orb combo but like previously mentioned if I get this lock I'm doing something wrong as I should have already won. Winter orb is good on it's on as I can often break parity and I have an artifact sac outlet in my command zone but unwinding clock and mycosynth both are probably getting axed.
My midrrangey Breya list. I'm a very competitive player and this has sort of become my "fun" list. I can combo out early with some good hands but nothing too crazy. It does a lot of fun, artifacty stuff like Mycosynth Lattice + Vandalblast and Kuldotha Forgemaster + Blightsteel Colossus.
Very much trying to re-envision the Sharuum the Hegemon lists I really enjoyed in my early days of commander into a competitive context.
Hey, just thought I'd drop my 4 color list here for some critique since there isn't really a thread for this exact deck. It's basically trying to mix the advantages of Grixis Shadow with the advantages of Jund shadow. Snapcaster Mage and Traverse the Ulvenwald in the same deck with thought scour helping to enable them both offers the deck even more toolbox versatility coupled with the same brutal efficiency Death's Shadow is known for.
Keeping Green in the Grixis shell lets me go down to 1 delve threat, replacing the rest with a set of tarmogoyfs that keep our graveyard stocked for turned on Traverses and more flashback options with Snapcaster Mage. The single Tasigur is still a useful inclusion to avoid losing to Surgical Extraction, Snapcaster Surgical Extraction grabbing all our threats, as well as being a threat that can't be fatal pushed.
The downsides to this list are obvious, a less stable mana base (though not as unstable as you'd think) forces us up to 19 lands to fit in all the relevant shocklands with two basics. We also have a slightly worse burn/8 whack matchup as we have less fine control over our life total due to needing to fetch aggressively simply to cast all of our spells. Sure, we do that most of the time anyway, but with burn you want to very carefully manipulate your life total to allow yourself to battle rage them out before they can kill you, mitigating their kill potential with discard spells and in this list stubborn denial. Depending on their hand and my own sometimes I simply don't have the fine control necessary as often as the lists that are much more three color than four. We also miss out on any lilianas mostly due to a lack of room and due to double black not always being a given here.
Let me know what you think of my greedy list, which has top 8'd my last two fnms, as well as a GPT and a Modern Monday at my LGS.
I've been kind of flitting between Grixis and Jund Shadow as well. I've also been looking into a 4 color list similar to yours, although I still haven't tried it at FNM. Just a few comments:
I think the problem with your list is inconsistency. I don't like having 2 Bauble and 3 Street Wraith. Those cards are what give DS decks such powerful consistency and I feel like those should be the last to be shaved. I also don't think that Tasigur is necessary, given that Goyf is almost always bigger in DSJ. The MD Terminate is kind of sketchy too but that could be a meta call. I'm also not sure about committing 4 slots to Thought Scour. It has some great synergy with Snapcaster but I'd rather see a 4th Traverse, 2nd K-Command, Lili, over them.
In my mind, an ideal list would be something like a DSJ splashing Blue purely for Snapcaster. Snapcaster really amps up the grind level by letting you recast all the extremely cheap powerful removal/discard/Traverse spells. The real question is whether we'd rather just have Lili and white SB cards. Blue doesn't really add anything in the sideboard- I'd rather have Lili over Staticaster most of the time and I honestly can't think of anything else useful. On the other hand, White enables you to tutor for Ranger of Eos and silver bullet cards like Canonist/Kataki as well as providing Lingering Souls for grind power.
Thanks for the reply, You raise an interesting point about thought scour's inclusion and now I'm interested to jam some games of a version going for the full playsets of bauble and wraith to see how it effects the deck.
Also I'll say that the maindeck terminate is very much my own meta call as my LGS is Bant Eldrazi City at the moment, and my one ofs in the deck greatly benefit from thought scour snapcaster as they become more reliable to find and use. If I take out the thoughtscours I would have to make some concessions and go up to 2 K command, 2 battle rage, etc, as it will then become more difficult to find them.
Something I must say is that the other best card you get from blue is Stubborn Denial!! Seriously do not leave them out of any list running blue. Having some instant speed responses to powerful cards top decked late in the game when your discard spells are largely useless is invaluable.
But yeah overall I may try to juggle some of the numbers and report back to see if the list is feeling more reliable with the full playsets of baubles/wraiths over thought scour. Perhaps I'll try a lili mainboard simply to test it's viability with the manabase.
Im currently thinking about cutting the Wild Nacatls and the Collected Companys, maybe going down to 3 on Knight of the Reliquary. Thinking about it then Im having 9 new slots to fill, and I dont know what to substituted...any advice?
Have a look at my list here, played and updated it for a long time. Basically a modified 4 color zoo list with incidental coralhelm combo. Narnam Renagade is SO much better than nacatl in the current meta, death touch means it attracts removal spells that they should be saving for your bigger guys, as well as clogging up the board against massive tarmogyofs and death's shadows.
Hey, just thought I'd drop my 4 color list here for some critique since there isn't really a thread for this exact deck. It's basically trying to mix the advantages of Grixis Shadow with the advantages of Jund shadow. Snapcaster Mage and Traverse the Ulvenwald in the same deck with thought scour helping to enable them both offers the deck even more toolbox versatility coupled with the same brutal efficiency Death's Shadow is known for.
Keeping Green in the Grixis shell lets me go down to 1 delve threat, replacing the rest with a set of tarmogoyfs that keep our graveyard stocked for turned on Traverses and more flashback options with Snapcaster Mage. The single Tasigur is still a useful inclusion to avoid losing to Surgical Extraction, Snapcaster Surgical Extraction grabbing all our threats, as well as being a threat that can't be fatal pushed.
The downsides to this list are obvious, a less stable mana base (though not as unstable as you'd think) forces us up to 19 lands to fit in all the relevant shocklands with two basics. We also have a slightly worse burn/8 whack matchup as we have less fine control over our life total due to needing to fetch aggressively simply to cast all of our spells. Sure, we do that most of the time anyway, but with burn you want to very carefully manipulate your life total to allow yourself to battle rage them out before they can kill you, mitigating their kill potential with discard spells and in this list stubborn denial. Depending on their hand and my own sometimes I simply don't have the fine control necessary as often as the lists that are much more three color than four. We also miss out on any lilianas mostly due to a lack of room and due to double black not always being a given here.
Let me know what you think of my greedy list, which has top 8'd my last two fnms, as well as a GPT and a Modern Monday at my LGS.
Honestly liking Essence Warden over anafenza, it's an effective win con against most decks to gain infinite life, easier on the mana, and less likely to lose to removal spells/chump blockers. As far as the list I posted, I ran a collected company knightfall list that I think is strictly a more powerful deck if you're going to forgo the evo/value plan, and go for tarmogoyfs as coco is significantly more powerful at dumping aggression on to the board. I actually took it apart to build this value/combo list as a change of pace, as well as a general lack of good match ups in the meta especially since deaths shadow became the new hotness.
Not totally sold on lotus cobra, always seems to be inconsistent in every list I try it in, and sort of fills our deck with air like a chord list with wall of roots.
This is largely what prompted my list. I tried it out and cascading into a kird ape sucks. Kept the nacatls in because they're the best of the one drops but the deck might be asking for a few more two/three drops in their place. Cascading into a nacatl kinda sucks too.
3/4 is about how large I can get tarmo on average by turn 3 to 4 but the fact that tribal flames is a sorcery and Ghor clan Rampager is a creature in the yard when used helps out, I can potentially get him to a 4/5 by myself without making any particularly out of place plays. I feel like a 3/4 on average is already better than the two drop alternatives in a deck this aggressive. Also there are enough decks in the meta that help him get huge anyway he's a must include. People so often forget that the cool thing about running tarmo in a zoo deck with nobles is that your tarmos can swing through theirs with only one exalted trigger. I've played about a million different variations on naya/four color zoo, bant company, and Knightfall over the years to know that I like him in the two drop slot more than voice, at least in this kind of aggressive list.
As far as tarfire goes, I've also played jund death shadow and let me just say that card sucked even in a deck that was trying to achieve delerium as well as pump goyfs. There's a reason why most people are on 1 to none in jund based lists now. Shock in modern is a no go.
My current Domain Knightfall Zoo list. I really think aggression backed by reach and the threat of Knightfall combo is the way to go in this meta.
Took out mantis riders for a third path, a single lighting helix, and two Ghor Clan Rampager which are super great with geist. Mana was just not working out with the mantis riders all the time. Replaced the steam vents with another forest to help with the life cost of the knightfall combo and to help with the ponza bbe decks I'm seeing in my meta. Feels tight so far.
Considering a third geist as it's one of the strongest creatures in the deck. We have dorks to turn 2 it and grant it exalted triggers, tons of removal to keep it swinging, pump to push it through combat, and burn to finish the job.
My plan for next week is to go buck wild and play domain coralhelm zoo with bloodbraid elf. Might need to go up to 5 dorks and throw in a bird, but initial testing is promising. Manabase needs tweaking but this is a base level read on it. The deck hits hard, has tons of reach, and bloodbraid elf supports the coralhelm combo really well.
Readdressing coralhelm combo zoo now that bloodbraid is unbanned. Rough list, an extra aggressive take on big-ish zoo with mantis riders and a domain twist for tribal flames. Bloodbraid proving to be better than Coco due to ducking the massive deckbuilding restrictions allowing the use of full playsets of bolts and tribal flames for reach.
It's certainly been worked on since breya was released so while it's largely stable I'm always open to suggestions.
1. I feel pretty good about the number of counters I run. Really depends on your meta but I'm tapping out a lot in this deck unless shimmer myr is on the field.
2. Engineered Explosives would be a good add I just don't have enough cash to add one at the moment, but with the amount of tutors I run I never feel like my 1 or 2 of mass removal options are far away.
3. Dark Confidant - Hard 10 this card is AWESOME (except if you hit blightsteel)
Kuldotha Forgemaster - I probably a 6, I love this card because I have a few interesting blightsteel lines in this deck and most of them involve a hastey Forgemaster. This is mostly a personal inclusion for fun reasons, also no one in my meta ever seems to run bribery so generally I'm never punished for including him.
Mycosynth Lattice - like, pretty low, a 3 honestly. My fixing is good enough that it never comes up, pretty much in here exclusively for the interaction with vandalblast. Another personal inclusion for fun reasons. pretty decent with I grab it with arcum daggson because man it sucks to hard cast. Used to run unwinding clock but cut it because it just wasn't doing anything. If I got to the point where I had a mycosynth, clock, and winter orb out I probably should have just comboed already. If I take it out vandalblast will go with it and that will probably happen when I get a Lion's Eye Diamond to combo with a Auriok Salvagers
Shimmer Myr - A hard 7. I feel like him and the haste enablers are must includes if you're going the slower artifact combo route with pili-pala and grand architect, kuldotha blightsteel blitzing, infinite colorless mana thopter sword, etc. Just turns those things from mediocre multiturn plays to dangerous one turn game enders. Also turns my very tap out heavy deck into an instand speed one. It's a much more powerful effect than you might imagine. Also it's a leyline of anticipation you can sac to breya.
Voltaic Key - 1. Honestly probably just going to get cut. had some interesting interactions with cards I've since cut from the deck.
4. Daretti, Ingenious Iconoclast - Haven't tried him put just seems too slow. Breya is an effective removal spell in your command zone so it's in my opinion largely unnecessary to run. Makes some extra sac fodder too but honestly that hasn't come up as a want for me.
Faerie Artisans - does have some interesting interactions with Eldrazi Displacer but it's a bit too cute for my tastes. My meta is also incredible low to the ground atm unless I'm playing the more casual folks so there just aren't that many great targets to copy that aren't getting cheated out into play before I would even have the faires around.
Goblin Welder - Was in the list, kept him in for months but honestly did nothing for me in any of my games. I know he seems powerful but in my experience every time I drew him I found him useless.
Shred Memory - Man this seems like an awesome card. I'll probably add it. I am in need of graveyard hate and it acts as another Muddle the Mixture transmute tutor. This card definitely deserves a spot.
Staff of Domination - Yeah this just seems overly costed and overly redundant.
Unwinding Clock - This was in my list for a long time as part of the previously mentioned MYcosynth Lattice + Unwinding Clock + Winter orb combo but like previously mentioned if I get this lock I'm doing something wrong as I should have already won. Winter orb is good on it's on as I can often break parity and I have an artifact sac outlet in my command zone but unwinding clock and mycosynth both are probably getting axed.
1 Academy Ruins
1 Adarkar Wastes
1 Blood Crypt
1 Bloodstained Mire
1 City of Brass
1 Command Tower
1 Desolate Lighthouse
1 Dragonskull Summit
1 Drowned Catacomb
1 Exotic Orchard
1 Flooded Strand
1 Glacial Fortress
1 Godless Shrine
1 Great Furnace
1 Hallowed Fountain
1 Inventors' Fair
1 Island
1 Isolated Chapel
1 Mana Confluence
1 Polluted Delta
1 Reflecting Pool
1 Sacred Foundry
1 Seat of the Synod
1 Shivan Reef
1 Spire of Industry
1 Steam Vents
1 Swamp
1 Underground River
1 Urborg, Tomb of Yawgmoth
1 Vault of Whispers
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
1 Dack Fayden
1 Daretti, Scrap Savant
1 Tezzeret, Agent of Bolas
1 Tezzeret the Seeker
Artifact (26)
1 Ashnod's Altar
1 Azorius Signet
1 Basalt Monolith
1 Boros Signet
1 Chromatic Lantern
1 Hammer of Purphoros
1 Isochron Scepter
1 Izzet Signet
1 Krark-Clan Ironworks
1 Mana Crypt
1 Mana Vault
1 Memory Jar
1 Mox Opal
1 Mycosynth Lattice
1 Nim Deathmantle
1 Rings of Brighthearth
1 Skullclamp
1 Sol Ring
1 Sword of the Meek
1 Talisman of Dominance
1 Talisman of Indulgence
1 Talisman of Progress
1 Thopter Foundry
1 Time Sieve
1 Voltaic Key
1 Winter Orb
Sorcery (10)
1 Demonic Tutor
1 Diabolic Intent
1 Fabricate
1 Ponder
1 Preordain
1 Scrap Mastery
1 Toxic Deluge
1 Vandalblast
1 Vindicate
1 Windfall
1 Arcum Dagsson
1 Blightsteel Colossus
1 Dark Confidant
1 Eldrazi Displacer
1 Ethersworn Canonist
1 Grand Architect
1 Kuldotha Forgemaster
1 Master Transmuter
1 Notion Thief
1 Pili-Pala
1 Shimmer Myr
1 Snapcaster Mage
1 Spellskite
1 Thopter Engineer
Instant (11)
1 Brainstorm
1 Counterspell
1 Cyclonic Rift
1 Dramatic Reversal
1 Enlightened Tutor
1 Muddle the Mixture
1 Mystical Tutor
1 Swan Song
1 Vampiric Tutor
1 Wear // Tear
1 Whir of Invention
Enchantment (1)
1 Necropotence
My midrrangey Breya list. I'm a very competitive player and this has sort of become my "fun" list. I can combo out early with some good hands but nothing too crazy. It does a lot of fun, artifacty stuff like Mycosynth Lattice + Vandalblast and Kuldotha Forgemaster + Blightsteel Colossus.
Very much trying to re-envision the Sharuum the Hegemon lists I really enjoyed in my early days of commander into a competitive context.
Thanks for the reply, You raise an interesting point about thought scour's inclusion and now I'm interested to jam some games of a version going for the full playsets of bauble and wraith to see how it effects the deck.
Also I'll say that the maindeck terminate is very much my own meta call as my LGS is Bant Eldrazi City at the moment, and my one ofs in the deck greatly benefit from thought scour snapcaster as they become more reliable to find and use. If I take out the thoughtscours I would have to make some concessions and go up to 2 K command, 2 battle rage, etc, as it will then become more difficult to find them.
Something I must say is that the other best card you get from blue is Stubborn Denial!! Seriously do not leave them out of any list running blue. Having some instant speed responses to powerful cards top decked late in the game when your discard spells are largely useless is invaluable.
But yeah overall I may try to juggle some of the numbers and report back to see if the list is feeling more reliable with the full playsets of baubles/wraiths over thought scour. Perhaps I'll try a lili mainboard simply to test it's viability with the manabase.
Have a look at my list here, played and updated it for a long time. Basically a modified 4 color zoo list with incidental coralhelm combo. Narnam Renagade is SO much better than nacatl in the current meta, death touch means it attracts removal spells that they should be saving for your bigger guys, as well as clogging up the board against massive tarmogyofs and death's shadows.
Keeping Green in the Grixis shell lets me go down to 1 delve threat, replacing the rest with a set of tarmogoyfs that keep our graveyard stocked for turned on Traverses and more flashback options with Snapcaster Mage. The single Tasigur is still a useful inclusion to avoid losing to Surgical Extraction, Snapcaster Surgical Extraction grabbing all our threats, as well as being a threat that can't be fatal pushed.
The downsides to this list are obvious, a less stable mana base (though not as unstable as you'd think) forces us up to 19 lands to fit in all the relevant shocklands with two basics. We also have a slightly worse burn/8 whack matchup as we have less fine control over our life total due to needing to fetch aggressively simply to cast all of our spells. Sure, we do that most of the time anyway, but with burn you want to very carefully manipulate your life total to allow yourself to battle rage them out before they can kill you, mitigating their kill potential with discard spells and in this list stubborn denial. Depending on their hand and my own sometimes I simply don't have the fine control necessary as often as the lists that are much more three color than four. We also miss out on any lilianas mostly due to a lack of room and due to double black not always being a given here.
Let me know what you think of my greedy list, which has top 8'd my last two fnms, as well as a GPT and a Modern Monday at my LGS.
2 Mishra's Bauble
15 Creature
4 Death's Shadow
3 Snapcaster Mage
3 Street Wraith
4 Tarmogoyf
1 Tasigur, the Golden Fang
15 Instant
3 Fatal Push
1 Kolaghan's Command
2 Stubborn Denial
3 Tarfire
1 Temur Battle Rage
1 Terminate
4 Thought Scour
1 Blood Crypt
3 Bloodstained Mire
1 Breeding Pool
1 Island
4 Misty Rainforest
1 Overgrown Tomb
1 Steam Vents
1 Stomping Ground
1 Swamp
1 Watery Grave
4 Wooded Foothills
9 Sorcery
2 Inquisition of Kozilek
4 Thoughtseize
3 Traverse the Ulvenwald
2 Engineered Explosives
2 Grafdigger's Cage
2 Fulminator Mage
1 Ingot Chewer
1 Izzet Staticaster
1 Abrupt Decay
1 Ancient Grudge
1 Surgical Extraction
2 Terminate
1 Collective Brutality
1 Maelstrom Pulse
lol
Were you traumatized at fnm???
Not totally sold on lotus cobra, always seems to be inconsistent in every list I try it in, and sort of fills our deck with air like a chord list with wall of roots.