Ok, so I haven't had time to test it yet, but I'm considering 1 architect of will in the mb. Not 100% on what I would drop, but it would give us a 5th cantrip critter and artifact for delirium/goyf
My gut feeling is that this won't be worth it. Test it out, of course.
It'll make all your midrange matchups worse, due to filling your deck with "do-nothing" synergy stuff.
If he was set on playing such a card, wouldn't night's whisper be better?
I need a help against Burn. I thought it's a good matchup for us but I just played against it and got completely wrecked. Maybe I payed too much life to play Death's Shadow and when I was low enough to play it he had enough burn in hand to kill me. I don't know what to do about it. I can be more careful about my life total but them I won't be able to play Death's Shadow on time or risk and go low enough to play it but then I'll be very vulnerable to all burn he has.
Game 1, you need to fetch for basics when you can, or tapped shocks. Handling their creatures is more important, especially Eidolon. Make sure to keep an uncracked fetch or Street Wraith in hand if you drop a 1/1 or 2/2 Death shadow.
After SB, side in any collective brutalities. I would cut street wraiths before thoughtseize, as its imperative to make them discard Path to exile, Deflecting Palms and Eidolons.
Against ad nauseam i would go for the ethersworn canonist route
Sorry I should have specified, only for straight jund.
How has the white splash been for you Flying?
Oh, alright, then I would agree with you. Discard, artifact hate and landhate are the best options. But over anything though: a fast clock.
The whitesplash is really great so far, i haven't had any consistancy issues whatsoever until now like some people have stated. So right now I can't confirm that, its actually great so far. I will try the jund version myself next to see where the differences are and if I miss the white cards then. I have to admit, being able to run anger seems intriguing.
Besides this I will write my take on a sideboard guide soon using my knowledge for regular jund and applying it to the Death Shadow deck.
I've been testing both. Straight Jund helps gives a more control focus post sideboard, where as splashing white gives a better midrange game, but not as great at control. Obviously playing bullets in the side help as well.
Reclamation Sage
Phyrexian Revoker
Eidolon of Rhetoric
Kataki, war's wage
Ethersworn canonist
Big game hunter
Magus of the moon
Sounds fair. I can bring 2x grudge and 1x pulse out of the board, and have 1 decay and 2 kommand maindeck.
What about tron? I realise that we can get lucky of course but if they have anything approaching a decent hand, it has felt pretty helpless against them.
This is where you make a SB adjustment of +1 Ghost Quarter over 1 Fulminator Mage. It comes down faster, buying you a turn. Also side in the surgical extractions, it works wonders when you extract a land!
For the elves I'd take out LotV instead of the baubles. You can also take out 1 discard spell to keep in a kolaghans command. The idea here is to control them, but also race them, though with the amount of removals we have, it shouldnt be a problem.
I'm thinking of just running a single Reclamation Sage, as an out to Worship, Leyline, RIP, other random Enchantment hosers (they can be topdecked), for this Jund Shell
Sideboard has been fantastic, Pulse is brutal, 2x Lilly Hopes has been crazy good against decks that want to interact or has small creatures, she's a win con by herself, too. 1x Anger has been great, I'd love to bring in 1 more but there's no room. 3x Collectives is nice for combo decks that aren't Tron. Grudges for Tron, Affinity or anything look to cheese you with Chalices, EE's, ratchet bombs, etc.
The deck is way more streamlined. I think almost my entire 75 matched up with this weekend 4th place Shadow player
Originally I was looking at Sam Blacks list, but Kolaghan's Command started really clunking up my hands, and I cut it a lot, so 2x makes way more sense. Lilly Hope is worse than LOTV in the mainboard, but god is she good in the sideboard.
I liked Majors list except for the lack of Decay, so I tweaked more
By the time I finished tuning up my 75 I read Gerry T's article on Starcity about the perfect list and most of my 75 looked exactly like his, minus the surgical extraction/Spell bomb
Sideboard has been fantastic, Pulse is brutal, 2x Lilly Hopes has been crazy good against decks that want to interact or has small creatures, she's a win con by herself, too. 1x Anger has been great, I'd love to bring in 1 more but there's no room. 3x Collectives is nice for combo decks that aren't Tron. Grudges for Tron, Affinity or anything look to cheese you with Chalices, EE's, ratchet bombs, etc.
The deck is way more streamlined. I think almost my entire 75 matched up with this weekend 4th place Shadow player
Originally I was looking at Sam Blacks list, but Kolaghan's Command started really clunking up my hands, and I cut it a lot, so 2x makes way more sense. Lilly Hope is worse than LOTV in the mainboard, but god is she good in the sideboard.
I liked Majors list except for the lack of Decay, so I tweaked more
By the time I finished tuning up my 75 I read Gerry T's article on Starcity about the perfect list and most of my 75 looked exactly like his, minus the surgical extraction/Spell bomb
I like it. How do you intend do deal with bigger creatures like eldrazi? Maybe a 1 of Dismember instead of fatal push? Also the 3rd Brutality could be something else
Man, really? I've been testing shadow a ton, and Temur battle rage has been fantastic for me. Two feels just right, I won so many games out of nowhere, and some games I could have never won without it. I board out Temur a lot, but at the same time, it's often one of the best cards in the deck, I've been able to force awful blocks or lethal blocks with trampling on top of a bad block. I love it, and it's great against decks that don't like to interact.
I've been absolutely fine without lingering souls, I've been tinkering a lot with sideboarding and avoid slotting in too many 3 drops
LOTV, Maelstrom Pulse and the creature base has been enough for me.
This deck is honestly, in my opinion, a bit too powerful
I don't think lingering souls is needed in the deck, all it does is clunk up opening hands, and I've been finding more often than not that I'm just chump blocking with them and losing tempo.
What do you mean by dropping down to 1 Rampager? Were you using more? I hated Rampager when I first played this deck but he's a useful utility card.
I think I'm getting the hang of this deck, I've been winning a bunch of games on mtgo I had no business winning
I played Shadow Delver Grixis today, game 3 I thoughtseize him and his opening hand was
I snagged the serum visions, and just ripped his hand apart. Dropped LOTV, continued to dominate. He dropped Shadow, I pulsed and dropped my own shadow, he drops his shadow, I kill it, drop a shadow and Goyf and it was GG
LOTV has been by far more clutch than Lilly the Last Hope, but I have her as a 2 of
The white splash is a trap, you don't need it, it's just slowing your deck down a lot. The first few games I played without the white splash I hated it and went back to white. Got my ass kicked at the store, went back to mtgo, tested the Jund version more and have been winning more games since.
I definitely agree on having 2x Temur Battle Rage, as it gives the deck an "oops I win" factor.
Yes the white splash slows down the game, but that's where you shift into a midrange grind deck, where the Tokens either act as chump blockers, or can put pressure through evasive beats. Also Ranger of Eos is just great for pulling out Death's Shadow from your deck. I however don't play any other white cards, kataki is meh, and I haven't played with Ethersworn or Eidolon.
I am however considering testing a straight Jund shell - what does your sideboard look like currently?
Wouldnt you leave in the fatal pushes though? Once you turn on revolt, you can target displacer and though-knot. Sure its situational, but better than tarfire. I would definitely keep LotV in. They will likely board in RIP and worship
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MTG Salvation Forums Tier 1 (Modern)
[Primer]
Death's Shadow Jund
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#76 17 hours ago
Spsiegel1987
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Also, Flying, you starting to conceive that traditional Jund isn't a good deck to play in this meta?
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#77 11 hours ago
Xaricore
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Quote from Spsiegel1987 »
Also, Flying, you starting to conceive that traditional Jund isn't a good deck to play in this meta?
Depends on what fliers they have. Not many decks right now uses flying threats except for maybe for any deck that uses Inkmoth Nexus and possibly Vendilion Clique.
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#78 11 hours ago
gsethi999
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Quote from Xaricore »
Quote from Spsiegel1987 »
Also, Flying, you starting to conceive that traditional Jund isn't a good deck to play in this meta?
Depends on what fliers they have. Not many decks right now uses flying threats except for maybe for any deck that uses Inkmoth Nexus and possibly Vendilion Clique.
LOL the other poster is named FLYINGDelver.
Back to the topic, is there any pros posting articles (except for the premium SCG ones)
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#79 8 hours ago
Spsiegel1987
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No articles too insightful.
I asked Ktkenshin is I could post a compiled sideboard guide from premium, but he told me that because it's so heavily focused on what to put in and out, it'd b almost as bad as posting the the pay to view article itself, so I couldn't help you guys with that and give some specifics
I hope more articles are posted, the deck is still new so theres less content on it
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#80 8 hours ago
Mcpatches
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I've been considering 1 Nameless Inversion in the 75. It's another tribal instant that I won't feel like holding for reach and sometimes a pump for +3. Idk if it's worth it or not, so I'll be testing it some. It does hit some problem dudes like displacer though.
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#81 8 hours ago
Ayiluss
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Quote from Spsiegel1987 »
Alyius, I think traditional Jund is in a bad spot right now. It's slower than DSJ, and Titanshift, Tron, Eldrazi and grindy control decks are big in the meta right now, and Junk is better off fighting decks like Death Shadow, Jund, Grixis, etc. For the first time in a while MTGO has regular Jund dipping below 4%.
This deck takes a while to pick up, I'm still sucking with it, but it's fun and you can definitely feel how powerful this deck is.
I actually think both Jund and Abzan aren't particularly good right now given the fact how popular ramp decks are but I agree, although it's hard to admit, that Abzan is better than Jund. If I went to a tournament I wouldn't play any of those two decks but rather Death's Shadow or Affinity. Death's Shadow is in a really good spot and I enjoy playing it although I must admit that I prefer the older more explosive version with Probes. It took quite long time until people realize how good card Death's Shadow is. It adds a lot of speed to the deck which improves most of your your matchups compared to Jund and Junk.
Btw how are matchups against RG Valakut decks with this deck (RG Breach, Titanshift, Scapeshift)? I mean Jund and Abzan suck against them and I'm wondering if this deck does any better, if faster clock helps.
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#82 8 hours ago
CryptoSC
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Finally finished the deck in paper (mostly, waiting for MM17 to hit before buying LOTV, Last Hope will have to suffice for now) and went 2-2 in my local modern event due to a mix of poor play and poor luck.
The List is pretty standard:
CryptoSC's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Creatures: 13
4 Tarmogoyf
4 Death's Shadow
4 Street Wraith
1 Ghor-Clan Rampager
Planeswalkers: 2
2 Liliana, the last Hope
Spells: 23
4 Inquisition of Kozilek
4 Thoughtseize
4 Traverse the Ulvenwald
3 Tarfire
1 Fatal Push
1 Abrubt Decay
3 Kolaghan's Command
2 Temur Battle Rage
1 Collective Brutality
Sideboard: 15
2 Surgical Extraction
3 Lingering Souls
1 Ranger of Eos
3 Fulminator Mage
3 Fatal Push
1 Kataki war's wage
1 Eidolon of Rethoric
1 Collective Brutality
Round 1) 1-2
I played vs a good friend who was on Gifts Storm.
G1 - I keep a super slow hand and die to Empty the Warrens the turn before I can kill him (because I needlessly shocked myself 3 times while only having Goyfs in play, still struggeling with when to not shock ^^)
G2 - Hand full of disruption and 2 early DS finish the game fast.
G3 - He slows my goyfs down with remand twice but eventually I land a Eidolon of Rethoric. Unfortunatly, the turn before I can kill him he EoTs a Echoing truth on it and goes runner runner for the win in his turn.
Round 2) 1-2
Got paired vs RW Prison
G1 - I keep a hand with only one threat and my throughtseize shows me a hand full of removal but through patient play and him drawing unfortunatly I eventually grind through all of them and kill him with a maxed out Goyf.
G2 - Having a decent start I have to decide between a T3 4/4 Death's Shadow or a Lingering Souls (I know he will drop a Nahiri the following turn). For some stupid reason I decide on DS which he kills with a eot Blessed Aliance leaving me with no pressure to keep his Nahiri in check. Have I lead with Souls I think I might have won (since next turn I can drop DS as a 7/7)
G3 - T1 Thoughtseize shows me Chalice, Blood Moon, Nahiri, Gideon and lands, one of which was a gemstone caverns that entered play at the beginning of the game. I pick Blood Moon instead of Chalice because I had a Kollaghan's Command (and a Fulminator) in hand hoping to rip a 3rd land in time, i never did and the chalice turned of my Traverse.
Thinking back it was foolish to not take the Chalice (probably).
I woukd have taken the blood moon too. It all depends on how you would have correctly fetched, and how you would have dealt with the blood moon.
If he was set on playing such a card, wouldn't night's whisper be better?
Game 1, you need to fetch for basics when you can, or tapped shocks. Handling their creatures is more important, especially Eidolon. Make sure to keep an uncracked fetch or Street Wraith in hand if you drop a 1/1 or 2/2 Death shadow.
After SB, side in any collective brutalities. I would cut street wraiths before thoughtseize, as its imperative to make them discard Path to exile, Deflecting Palms and Eidolons.
I suggested this as a Traverse bullet. it can certainly win you the games if you fetch correctly.
Reclamation Sage
Phyrexian Revoker
Eidolon of Rhetoric
Kataki, war's wage
Ethersworn canonist
Big game hunter
Magus of the moon
Sorry I should have specified, only for straight jund.
How has the white splash been for you Flying?
This is where you make a SB adjustment of +1 Ghost Quarter over 1 Fulminator Mage. It comes down faster, buying you a turn. Also side in the surgical extractions, it works wonders when you extract a land!
I'm thinking of just running a single Reclamation Sage, as an out to Worship, Leyline, RIP, other random Enchantment hosers (they can be topdecked), for this Jund Shell
I like it. How do you intend do deal with bigger creatures like eldrazi? Maybe a 1 of Dismember instead of fatal push? Also the 3rd Brutality could be something else
Also why not Overgrown Tomb over blood crypt?
I definitely agree on having 2x Temur Battle Rage, as it gives the deck an "oops I win" factor.
Yes the white splash slows down the game, but that's where you shift into a midrange grind deck, where the Tokens either act as chump blockers, or can put pressure through evasive beats. Also Ranger of Eos is just great for pulling out Death's Shadow from your deck. I however don't play any other white cards, kataki is meh, and I haven't played with Ethersworn or Eidolon.
I am however considering testing a straight Jund shell - what does your sideboard look like currently?
I woukd have taken the blood moon too. It all depends on how you would have correctly fetched, and how you would have dealt with the blood moon.