Shadow of the Grave
Return to your hand all cards in your graveyard that you cycled or discarded this turn.
Price & Acquistion Set Price Alerts
Shadow of the Grave Discussion
51 minutes ago
aw this deck is so sweet... i've been trying to make something like this, 3-1: Jund Minus Exert Prerelease!, is olivia mobilized for war very important?
a suggestion for you is Channeler Initiate, it's been working really well for me (I currently only have 2, am getting more). tapping for mana, while getting stronger, for only 2 is great. also helps you cast more each turn.
also, i think you may be focusing really heavily on your late game, rhonas is good, and so is honored hydra, but simply having 4 honored hydra increases your chances of getting higher cost cards stranded in hand.
some cards to stop that would be Cathartic Reunion. now, this is a terrible card to topdeck late game, but from what i see, this deck should be trying to end the game fast, instead of drawing out to a game of topdeck emrakul.
Shadow of the Grave also lets you dump cards, then get them back. i generally find them useful.
Are the cycling lands worth it? they are very nice for longer games, but since you're playing aggro (at least most of your deck is shaped that way), less cycles and more of Foreboding Ruins and Cinder Glade may help you be faster.
16 hours ago
1 day ago
Thanks for the compliment! These discussions always help.
I think right now what we're seeing is that when we brewed the deck (by committee) we couldn't agree on Merciless Javelineer and so one still ended up on the list. I'm pretty sure that's not correct, but couldn't argue my case enough on the 'cast.
In my hurry to release the show, I didn't put the sideboard up here yet, but we definitely have Fatal Push in the sideboard, and I'm expecting it to come in 9/10 games, but I do think starting it in the side is correct (for this deck) until you know your match up. Testing will prove me right or wrong, and I'll make sure to mention it in the recap next week.
As for Grapple with the Past, this decision was tight, and will also be validated by testing, (we plan to run the deck using it at some point.) My instinct here is wander in death is better, and here's why. Reason 1: This deck does not necessarily want to mill itself because you can't get milled cards back with Shadow of the Grave. If you're going to be interacting with your graveyard, you want to be cycling or discarding. Reason 2: Even though wander in death costs 1 more than Grapple with the Past, it returns two cards instead of one. So that's either an extra copy of Soul-Scar Mage or anything else. That's important because in a lot of scenarios I can see having the extra piece of cardboard in your hand can make a huge difference when attacking with Flameblade Adept and Noose Constrictor, which I'm really hoping are worth it.
So, slow isn't necessarily bad. As always, this is theory! We'll see how it goes. Glad we finally ran enough mana to satisfy you this week! Thanks as always for the great discussions!
3 days ago
IMO Neheb, the Worthy is solid, I won't say strictly better than Heir, but justifies its inclusion, since the you won't be able to benefit from being Hellbent just trusting your topdecks if your opponent has a full hand. The Minotaur tribal isn't the relevant part of its text in here, Neheb clears opponents' hands of additional threats and keeps the aggro plan safe and sound. Heir is probably a very good sideboard option to replace Neheb against other Hellbent decks, I'd say.
Also, you're probably right about Collective Brutality, even Lay Bare the Heart could be a better option to pick and choose what we don't want opponents to cast, but even so I'm not sure about the necessity. Grasp is not assured removal right now, but I'm guessing Felidar Guardian will be banned, opening way to the return of Constrictor decks, maybe some kind of Revolt deck, and lots of aggro, so, apart from anything running Gearhulks, Grasp might be fine, but in that scenario so is Fiery Temper, are there really additional removal spells needed? I'd definitely run those Scrapheap Scroungers though. They don't have Madness, but they might as well. Similar to why Pyromancer's Goggles decks used to run Drownyard Temple, Scrapheap Scrounger is a good discard, it practically makes no difference casting it from your graveyard anyway, and turns on your Unlicensed Disintegrations.
4 days ago
Well I was going to try now building a cycling version of the deck, although i'm really not sure what colours.
I know blue for New Perspectives and White for Approach of the Second Sun clearly, but should I also go green for Shefet Monitor or just Black for Shadow of the Grave? If you happen to come across any such decklists I would like to see what others have done if you come across any it would be appreciated if you share them Zaueski.
Either way i'm going to start with trying such a deck as esper.
4 days ago
Collective Brutality seems like a really good enabler and flexible spell overall. You can peek at your opponent's hand, work as a kill spell on low toughness creatures, and/or help drain if the game drags on. I made one like this, except it was more aggro oriented with the Vizier and the Flameblade. Also, there is potential for a T3 Jund kill if there was a deck with Noose Constrictor, Flameblade Adept, and Shadow of the Grave T1 Mountain, put out the adept, T2 Blooming Marsh put out Winding Constrictor, swing for 1 with the Adept, T3 discard your whole hand (should be 5 cards approx.), then Shadow those cards back and discard them again to swing for lethal :)
5 days ago
I think it would be good in a deck where you discard your own cards. In this deck, the only card that makes you discard your own cards is Burning Inquiry so I don't think it would fit. Also, this deck has Past in Flames to play the same role. Past in Flames does cost more than Shadow of the Grave, but it doesn't have the stipulation of only getting back stuff from this turn.
I do think it would be good against this deck, since it would allow you to get back everything that you had to discard.