|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition (MM3)||Rare|
Combos Browse all
Creature — Avatar
Death's Shadow gets -X/-X, where X is your life total.
Price & Acquistion Set Price Alerts
|Have (27)||switchkill65 , brokendwarf , the.beanpole , kpral , hobbes131 , EliGjerdingen , unnaturalelementals , Lindough , DrPopular , Poptartz95 , cryptoplasm , nate_wizardadept , DruneGrey , DimSpirit , jrschnoebelen , althekoolkid , Pyre_Vulpine96 , bakunet , Clawsun73 , Fullmetalmage , firemind12 , , mlouden03 , MoJoMiXuP , Vasbear1 , jwitzleben , snackeater|
|Want (4)||davir , Mousemke , Dadaman11 ,|
Death's Shadow Discussion
23 hours ago
Since this is infect, it's primarily aggro. Every turn you waste is a turn that a Death's Shadow will get bigger, a chance for a Delver of Secrets to flip, and another chance for a control deck to draw an answer. Infect is supposed to win before any deck can answer it. Most infect decks out there lose if they don't win by turn 3 because after that point it's burnt out its hand and the other guy drew removal. I would cut everything more than 3 mana and run a more aggressive aggressive mana base with fewer basics and more shocks and fetches because you don't care about the long game or the long game threats of opponents will create. If you're willing to add blue, I would recommend Blighted Agent. If not, then Apostle's Blessing is great because it's basically a 1 mana spell that makes your creatures unblockable under the right circumstances. I would cut Contagion Clasp, Thoughtseize, some of the Inquisition of Kozileks, and Phyrexian Swarmlord for more Fatal Push and pump spells. Beyond that, you should take a good hard look at every card on this list and ask yourself "How will this win me the game by turn 3-4 and is there a better alternative?" You only need 10 poison counters to lose the game so basically every creature you have does double damage in a sense. Just try to maximize the value you get from that basic idea.
1 day ago
I think you are missing some key components for vampires. I'm not sure what your budget is, so if anything is out of your range you can ignore it, or ask me for some budget replacements.
Captivating Vampire - At three mana, this one is definitely viable, especially if you can play it to be the fifth vampire. Your opponent MUST deal with a creature in response, or you can take their stuff at instant speed. Not to mention he's a lord.
Guul Draz Assassin - Albeit a little slow, great powerhouse against midrange decks. He is a constant threat that must be dealt with. The -4/-4 hits a lot more creatures in the meta that Lightning Bolt can't reach like Thought-Knot Seer, Spellskite, ect.
If you're going the mono-black route then Vampire Nocturnus should definitely be a consideration. Yes, your opponenet will get information, but that doesn't matter as much when they're on a two turn clock because you're beating them to death in the face.
If you're going mono-black, that color has some deficiencies in dealing with some things in the modern meta such as combo, enchantments, ect. Something that can help you overcome some of those deficiencies is hand disruption. In the form of Thoughtseize and Inquisition of Kozilek. I highly recommend adding a 4 to 2 ratio of these (a lot of people go 4 inquisition and 2 Thoughtseize so they don't lose a lot of life, but vice versa gives you more versatility to take out anything) so that you can take out removal before you play a big threat, or take out a combo piece to give you more time.
For removal, some things that are probably better than Terror could be Smother, Go for the Throat, Dismember, Go for the Throat, Tragic Slip, hell even Murder. The restriction of non-artifact AND non-black makes this card pretty bad in modern. It does almost nothing against Death's Shadow decks, affinity, grixis control (Tasigur, the Golden Fang and Gurmag Angler), and tron (Wurmcoil Engine). A card I actually kind of like for vampires is Feast of Blood. I understand the restriction so I probably wouldn't run a playset, but I think it is absolutely an underrated card. Two mana to destroy any creature is extremely powerful.
I understand why you want to play Blade of the Bloodchief, but equipment are usually a trap in modern. Very few decks can utilize them well, since they take quite a bit of mana to get out and equip. Not to mention they usually take multiple turns before it can truly be utilized. I'd say take this card out completely, and if you don't want to, at least sideboard it and bring it against midrange type decks.
1 day ago
let me start by sharing a story with you.
last week i was at FNM (modern format) using my 5C Sliver Company deck. 3rd round pairings get called, i sit down at my assigned table, and start shuffling. my opponent almost immediately starts shouting out to the rest of the table "we got a mirror match guys! we got a mirror match over here!". my buddy a few seats down tells him "i bet you anything i own its not a mirror match". my opponent basically tells him "yeah its a mirror". so my buddy asks him "you're playing slivers?" my opponent laughs at my friend like he thinks my friend is insane. i forget what exactly he said, but it was basically along the lines of "oh no of course not i would never run slivers". the other guys at the table (who have played against my slivers before and knew my buddy wasn't joking) all got a good chuckle at that. at the time, my opponent probably thought they were laughing "with" him, but about partway through the match i think he realized it was more likely they had laughed "at" him, because he was getting really frustrated and turning all sorts of blue and purple. after everyone stops chuckling, he turns to me and says "i saw your Watery Grave, so thats how i know what you're playing". that sort of netdecker mentality absolutely blew my mind. did he really think there was only 1 possible deck capable of using blue and black mana?
as he started shuffling, i noticed his Snapcaster Mage. so in my mind i figured "Watery Grave + Snapcaster Mage + netdecker mentality = most likely grixis Death's Shadow. i turned out to be right. as soon as i played my first sliver, he says "ok just so you know i'm probably gonna have to do a lot of reading". i just responded with "i figured. we tried to tell you it wasn't a mirror match". I ended up winning the match due to Sedge Sliver and his lack of understanding of how the regeneration mechanic works.
now don't get me wrong, i understand that people enter tournaments with the intent to win, and that there were booster packs on the line as prizes (i got 4th with a 3-1 record and won 3 boosters), but i honestly felt bad for the guy. it was like he didnt know anything other than what the last big tournament top 8 decklists told him. if all he does is netdeck he misses out on half the fun of the game, which is deckbuilding.
so what do you guys think of netdecking? what are some reasons you do it or don't do it? and most importantly...what homebrews have you come up with that can totally piss in a Death's Shadow players cereal? lol
2 days ago
Logics - Thought Scour Seems like a really good card here. Instant speed cantrips are pretty good for infect right now and fueling delve off of that is pretty smart. Guess I never learned a thing or two from my games with Death's Shadow after all lol. I do have a few from some iconic masters packs I think.
I agree with what you say about Shapers' Sanctuary, and if I were to take the deck to a modern open or something I would make that change. But in the meta that I play this deck I do think that a 1 of mainboard is good. Every time I've played it it's drawn me so many cards. It sounds like you might do more competitive play than I do, and what you suggest is probably better for magic online players and more competitive paper players.
I have thought about removing a land from the deck but i don't know what one to take out. I think my only option is a fetchland, as I'm only running one Pendelhaven in this version of infect. I think Thought Scour would be a fine replacement for that land, maybe go down the Peek, a Spell Pierce, and maybe the maindeck Apostle's Blessing for a full playset of those. My question for you though. If we start running Thought Scour should we go to a full playset of Become Immense? Would wanting 4 of those mean only 3 Thought Scours?
You have kind of persuaded me on the jvp vs search argument. I had one a while ago but sold it because I wanted to pick up some Fatal Pushes for the sb so rip.
Again, your help is very much appreciated. This list is kind of my own disgusting infect baby after only about a year of playing infect full time in modern so advice like yours is very important. I think we can make a pretty kick ass deck together. Both of us definitely know infect needs some help atm also
3 days ago
5 days ago
You know, my brain works in mysterious ways when all this talk of modern makes me think right past Death's Shadow working with Orzhov Charm and gets me wondering why white has a surprisingly high number of reanimation effects throughout the years. I know you've had an article or two on color-shifted effects, but I can't remember you talking about that particular aspect of white. Mind taking a crack at it?
6 days ago
Entrei, Suppression Field works directly against Story Circle, because Story Circle's ability is an activated ability that is not a mana ability. Stony Silence and Runed Halo are purely sideboard cards at best, and Aven Mindcensor is meant for hatebear type decks. theres a reason my Story Circle deck uses protection from colors. it simultaneously protects from removal spells and creatures, allowing me to block with impunity or attack unblocked. for example, why would i use Runed Halo to declare Death's Shadow when i could just play a Mirran Crusader and possibly block to kill it while remaining immune to the Abrupt Decay that would destroy the Runed Halo?
1 week ago
Winning so early requires that the opponent in no way shape or form interacts with the deck (instead of "it isn't disrupted too much"), and a very solid hand.
If storm wins on turn 3 then half of the modern format does.
Mono green Goblin Charbelcher can also win on turn 3 - and as artifact removal is more rare, its harder to disrupt.
Death's Shadow decks can also win on turn 3 - specially with Temur Battle Rage
Even "jank" like Hollow One decks can win in turn 3.
In theory - In reality winning on turn 3 is gonna happen once in a blue moon. (If all goes well and no removal, discard, or counterspells are present on the opposing side of the board)
Modern is called a turn 4 format for a very good reason - because decks that have a realistic shot at reliably winning before turn 4 tend to meet the fate of Blazing Shoal, Seething Song, Summer Bloom... etc.