TBH most of the core is pretty cheap. The valuable cards in this deck are also useful in other decks (the exception of course being Death's Shadow).
I'm personally leaning more toward heavy disruption B control with Tombstalker as the primary delve beater. Really dig the 8 1cmc discard spells in the jund version above. Good replacement for when BI gets cut. He doesn't play very nice with Goyf though, of which I plan to play a full set.
How would you feel about 3 TBR / 2 BI split? 4 TBR seems rough with 8 creatures who can't really benefit from it (Elf and Swiftspear).
Have you ever cast Rampager as a creature? Is it even worth considering?
Also why Gut Shot over Dismember? I feel like Dismember is much more applicable across the meta. It also picks up the life loss slack that Probe left behind.
Do you think the basic Forest should be the extra land? Would make sense if we start playing the Kird elf . I suppose the Jund lists would probably want another Overgrown Tomb?
Something else I'm wondering: what happens to Become Immense? Does it just get cut? I guess it would make sense in the Delirium lists..
I'm going to start toying with Sinister Concoction. It seems like a fantastic multipurpose card for this deck.
I also wonder if Painful Truths could be possible in a Death's Shadow shell ? Would definitely pair well with Gut Shot / Dismember.
edit: Sinister Concoction seems viable. Discarding a card isn't ideal, but this card aids with Delirium, and gives us 3 delve by itself while cutting opponent's tempo.
I forgot about Lacerator. Steady life loss, opponent probably doesn't want to waste removal on it, but how many turns do we really want our games to last? 1 per turn isn't serious work.
In which scenarios would Hex Parasite come in handy? I dig that card a lot, but I wonder how often it just sits there as a boring 1/1.
edit: Off topic, but there's always Goblin Guide as people have suggested earlier in this thread. Sure it doesn't do anything about our life total, but it's as good as tempo creatures get, and almost always eats a removal spell.
Well i'm not ready to dump this deck. We lost an incredible card that did everything we needed, but there are several brews out here that might function without it.
Probe, aside from being an awesome cantrip, was often used to check if the coast was clear for alpha striking or laying threats. I think there are 3 ways to reconstruct from this loss:
1. Replace with more protection
2. Replace with more disruption
3. Replace with more threats
Point 1 is self explanatory: More Apostle's Blessing, Blossoming Defense, even Vines of Vastwood. These cards blank opponent removal (which there will be more of in the near future) while simultaneously preventing tempo loss.
Point 2: Probe was the best digging card we had, and digging is (above all else) used to speed up our game. So our game got a little slower, which is awful for such an aggressive combo deck. So: how do we adjust? Do we find another way to maintain tempo (would love some ideas), or start to edge more toward control (4 Thoughtseize X Surgical, maybe even MB IoK)? I would love to play Gut Shot, but how many targets do we viably have with 1 toughness? Let's also not forget about the baddest removal spell possibly ever printed : Dismember.
Point 3: Or do we dump more threats into the deck in classic Zoo form to try to overwhelm the opponent? Death's Shadow is the only reason to suicide ourselves, but it's damn well worth it. Are there any viable creatures that can do damage to us in a productive way? I would love to replace Probe 1:1 with a creature that also ticks down our life total. I think the caveat here is that Swiftspear is less good with the loss of free prowess triggers.
A more Zoo-centric list could also benefit from an emphasis on Delirium like the Grim Flayer lists. (JW: Any worthwhile 1cmc enchantments out there?)
I'm not sure that Noxious Revival is worth playing. It's too durdley and doesn't actually gain us a card. I can get behind Postmortem Lunge, but it's pretty useless with anything larger than 2cmc (Mandrills, Tombstalker, Gurmag Angler).
You've eased my mind a bit.
I can say that in my fairly long tenure with this deck, I target the opponent with Bolt maybe 1/20 games, and even that is a stretch. I think Fatal Push in the Bolt slot is an excellent start, but I'm hesitant to replace all of them (maybe some in SB?). Furthermore, we play more fetchlands than anyone AFAIK, so it wouldn't be uncommon to get a 4CMC creature with Push (I can't even think of 4cmc creatures outside of Eldrazi).
I'm pretty psyched on Tombstalker. BB is a little scary, but we will probably favor black lands moving forward if we integrate Fatal Push. The only issue i see here is that Stalker is literally uncastable without a graveyard.
Has anyone experimented with Tombstalker in the SB? Seems like a decent way to shore up the Eldrazi MU (by stonewalling TKS and trading with Smasher), with a cost not much higher than Mandrills. I loathe that match and just kinda love Tombstalker.
I've noticed there's talk of Kiln Fiend lately, and I can't help but feel like that's another version of the deck entirely that would benefit more from a suite of protection spells like Apostle's Blessing (because it's essentially a must-answer creature with a big target painted on it).
Considering we already have such an established core, how much renovation do Fiend decks warrant? Is Mutagenic Growth enough to answer opponent's removal? The cool thing about that card is it throws EE numbers off.
Anyway, psyched for the deck to develop further.
edit:
Folks, things look real grim after this recent spoiled card:
Fatal Push
B
Instant
Destroy target creature if it has converted mana cost 2 or less.
Revolt - Destroy that creature if it has converted mana cost 4 or less instead if a permanent you controlled left the battlefield this turn.
I think I'm more willing to keep 1/2 Dryads in the SB over Tarmogoyf. If I replace my 2 MB Steppe Lynx with Dryads, that's 3-4 between MB and SB.
Like I said, nobody is bringing in GY hate against us, so the challenge here is determining if Delve and Delirium are straight up anti-synergistic, or if minimizing Delve cards is feasible. I can easily see Dryads getting shut off by Become Immense (as tilzinger has noted), but on the flip side we'll have a small army of 3/3s for aggro/control MUs.
So, do we:
1. Reduce the number of Become Immense to compensate Dryads, diluting the Death's Shadow alpha strike game plan,
2. Swap out Hooting Mandrills in the SB for Dryads,
3. Dryad in SB to replace BI in control MU,
4. Forego Dryad altogether,
5. Or is there some better compromise?
edit: It's also worth mentioning that Blood Moon doesn't interact with Dryad as it does with Nacatl.
Also, concerning the Mishra's Factory flavor... That's an excellent point. Is it an Assembly Worker (a la Timespiral) doing the damage? Or is the factory itself animating and smacking with .. its walls?
I'm personally leaning more toward heavy disruption B control with Tombstalker as the primary delve beater. Really dig the 8 1cmc discard spells in the jund version above. Good replacement for when BI gets cut. He doesn't play very nice with Goyf though, of which I plan to play a full set.
So Jund lists basically have to drop Nacatl. And the 4 color lists also get to play Path to Exile in the SB (which may matter less with Fatal Push).
Have you ever cast Rampager as a creature? Is it even worth considering?
Also why Gut Shot over Dismember? I feel like Dismember is much more applicable across the meta. It also picks up the life loss slack that Probe left behind.
Why Flayers in the SB? When do they come in ?
Really like the prospect of playing basic lands.
4 Death's Shadow
1 Ghor-Clan Rampager
4 Street Wraith
4 Tarmogoyf
Sorcery (14)
2 Collective Brutality
4 Inquisition of Kozilek
4 Thoughtseize
4 Traverse the Ulvenwald
Instant (7)
2 Abrupt Decay
3 Kolaghan's Command
2 Manamorphose
4 Mishra's Bauble
Land (18)
2 Blood Crypt
4 Bloodstained Mire
1 Forest
1 Overgrown Tomb
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
4 Wooded Foothills
Tribal instant (4)
4 Tarfire
1 Collective Brutality
2 Ancient Grudge
2 Anger of the Gods
3 Fulminator Mage
2 Liliana of the Veil
1 Liliana, the Last Hope
1 Maelstrom Pulse
1 Melira, Sylvok Outcast
1 Scavenging Ooze
1 Spellskite
Something else I'm wondering: what happens to Become Immense? Does it just get cut? I guess it would make sense in the Delirium lists..
I'm going to start toying with Sinister Concoction. It seems like a fantastic multipurpose card for this deck.
edit: Sinister Concoction seems viable. Discarding a card isn't ideal, but this card aids with Delirium, and gives us 3 delve by itself while cutting opponent's tempo.
In which scenarios would Hex Parasite come in handy? I dig that card a lot, but I wonder how often it just sits there as a boring 1/1.
edit: Off topic, but there's always Goblin Guide as people have suggested earlier in this thread. Sure it doesn't do anything about our life total, but it's as good as tempo creatures get, and almost always eats a removal spell.
Probe, aside from being an awesome cantrip, was often used to check if the coast was clear for alpha striking or laying threats. I think there are 3 ways to reconstruct from this loss:
1. Replace with more protection
2. Replace with more disruption
3. Replace with more threats
Point 1 is self explanatory: More Apostle's Blessing, Blossoming Defense, even Vines of Vastwood. These cards blank opponent removal (which there will be more of in the near future) while simultaneously preventing tempo loss.
Point 2: Probe was the best digging card we had, and digging is (above all else) used to speed up our game. So our game got a little slower, which is awful for such an aggressive combo deck. So: how do we adjust? Do we find another way to maintain tempo (would love some ideas), or start to edge more toward control (4 Thoughtseize X Surgical, maybe even MB IoK)? I would love to play Gut Shot, but how many targets do we viably have with 1 toughness? Let's also not forget about the baddest removal spell possibly ever printed : Dismember.
Point 3: Or do we dump more threats into the deck in classic Zoo form to try to overwhelm the opponent? Death's Shadow is the only reason to suicide ourselves, but it's damn well worth it. Are there any viable creatures that can do damage to us in a productive way? I would love to replace Probe 1:1 with a creature that also ticks down our life total. I think the caveat here is that Swiftspear is less good with the loss of free prowess triggers.
A more Zoo-centric list could also benefit from an emphasis on Delirium like the Grim Flayer lists. (JW: Any worthwhile 1cmc enchantments out there?)
I'm not sure that Noxious Revival is worth playing. It's too durdley and doesn't actually gain us a card. I can get behind Postmortem Lunge, but it's pretty useless with anything larger than 2cmc (Mandrills, Tombstalker, Gurmag Angler).
I can say that in my fairly long tenure with this deck, I target the opponent with Bolt maybe 1/20 games, and even that is a stretch. I think Fatal Push in the Bolt slot is an excellent start, but I'm hesitant to replace all of them (maybe some in SB?). Furthermore, we play more fetchlands than anyone AFAIK, so it wouldn't be uncommon to get a 4CMC creature with Push (I can't even think of 4cmc creatures outside of Eldrazi).
I'm pretty psyched on Tombstalker. BB is a little scary, but we will probably favor black lands moving forward if we integrate Fatal Push. The only issue i see here is that Stalker is literally uncastable without a graveyard.
I've noticed there's talk of Kiln Fiend lately, and I can't help but feel like that's another version of the deck entirely that would benefit more from a suite of protection spells like Apostle's Blessing (because it's essentially a must-answer creature with a big target painted on it).
Considering we already have such an established core, how much renovation do Fiend decks warrant? Is Mutagenic Growth enough to answer opponent's removal? The cool thing about that card is it throws EE numbers off.
Anyway, psyched for the deck to develop further.
edit:
Folks, things look real grim after this recent spoiled card:
Fatal Push
B
Instant
Destroy target creature if it has converted mana cost 2 or less.
Revolt - Destroy that creature if it has converted mana cost 4 or less instead if a permanent you controlled left the battlefield this turn.
Like I said, nobody is bringing in GY hate against us, so the challenge here is determining if Delve and Delirium are straight up anti-synergistic, or if minimizing Delve cards is feasible. I can easily see Dryads getting shut off by Become Immense (as tilzinger has noted), but on the flip side we'll have a small army of 3/3s for aggro/control MUs.
So, do we:
1. Reduce the number of Become Immense to compensate Dryads, diluting the Death's Shadow alpha strike game plan,
2. Swap out Hooting Mandrills in the SB for Dryads,
3. Dryad in SB to replace BI in control MU,
4. Forego Dryad altogether,
5. Or is there some better compromise?
edit: It's also worth mentioning that Blood Moon doesn't interact with Dryad as it does with Nacatl.
proposed list:
4 Verdant Catacombs
4 Bloodstained Mire
4 Wooded Foothills
1 Blood Crypt
1 Overgrown Tomb
1 Sacred Foundry
1 Stomping Ground
1 Temple Garden
1 Forest
Spells
4 Mishra's Bauble
4 Mutagenic Growth
4 Temur Battle Rage
4 Gitaxian Probe
3 Thoughtseize
2 Become Immense
1 Dismember
2 Lightning Bolt
2 Apostle's Blessing
4 Death's Shadow
4 Monastery Swiftspear
4 Street Wraith
4 Wild Nacatl
4 Gnarlwood Dryad
1 Dismember