|Commander / EDH||Legal|
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|Khans of Tarkir||Uncommon|
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Counter target noncreature spell unless its controller pays 1.
Ferocious If you control a creature with power 4 or greater, counter that spell instead.
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Stubborn Denial Discussion
1 week ago
Hi, I happened to build a similar Scarab deck and I can offer few tips from my experience with my playgroup.
First of all, as you mentioned, mana acceleration is very important as dimir doesnt have many natural ways to ramp. Aside from mana rocks, I found Solemn Simulacrum and Burnished Hart surprisingly effective. They are great targets for eternelizing later. I prefer them to some lesser mana rocks as those can be destroyed.
I also agree that counterspells can be the key, you are missing two very important ones: Stubborn Denial is basically one-mana Negate in the deck. Muddle the Mixture can be 2-mana Swan Song but it can find your Rings, Mindcrank or Cyclonic Rift. You really want cheap counterspells as you want to spell most of your mana eternelizing. Psychic Strike might seem sweet (ran it initially) but it can be very underwhelming.
Fleshbag Marauder should be autoinclude. It's a zombie and it puts creatures in opponents' graveyards which is what we really want here. Same goes for Sheoldred, Whispering One. I also like Stronghold Assassin especially when paired with Relentless Dead. Siren of the Silent Song is also surprisingly fun. Vengeful Pharaoh is worth considering too. Its pseudo prison card and you can kill their best attacker and convert it to your side. Lastly, Evil Twin is also nice value, kills the cloned creature, you reanimate it, then reanimate Twin, kill another creature next turn, reanimate. Pure value.
As for other spells, I kinda like Memory Plunder since you mill your opponents quite a lot. Imagine resolving say Cruel Ultimatum or In Garruk's Wake at instant speed for 4 mana. I also value Pull from Tomorrow highly.
So those are my two cents, hope it helps with the deck.
1 week ago
Hey square711, thanks for your feedback.
I've already tested out Snapcaster Mage and Mesmeric Orb in previous builds of the deck and they both felt underwhelming, especially Snappy. 4 Mana to flash back a Mill spell at sorcery speed is just not that impressive and instead of flashing back removal or card draw, I can just run more removal in its place, that's more mana efficient and having the body rarely ever matters. From the past 6 months playing the deck, I feel like 6 spot removal is where you want to be in a creature heavy meta with Death's Shadow, Tarmogoyf and the likes around.
That being said, I'm considering adding 3 copies of Mesmeric Orb in place of 2 Mind Funeral and 1 Thought Scour, but I'll test my current build first. From the matches I've played with it so far, I didn't get the impression the Orb would have worked better as a Turn 2 play and I've still won most games consistently between turn 4 and 7.
Concerning Ipnu Rivulet, I touched on it briefly in the Card Choices segment; the pinging is too big of a downside for an already painful 3-color manabase and it's not a fetch-target, so it doesn't work well with Hedron Crab. It will find its place in UB builds. With Surgical Extraction vs. Extirpate, they both have pros and cons, but to me the Split Second is more valuable in the face of Grixis Death's Shadow. Too often have I been wanting to remove something just to witness it being flashed back beforehand thanks to a Snappy or straight up countered by Stubborn Denial.
2 weeks ago
I have been non-stop testing green sources, land count, and answers. I don't have the paper list like you do, so I have been working on tappedout to playtest against various lists. It does make the match-up against Grixis Death's Shadow a little worse but it really helps against Eldrazi Tron and other slow lists. One it puts a huge clock, as their source of removal is usually Dismember which can be answered with Stubborn Denial on T3, which is when I usually play the card. It also puts a clock on most other lists. Since it's a sorcery, I use it in tandem with Bedlam Reveler which is my go to against Midrange lists as it helps refuel my hand and pushes my deck to go farther in the late game.
Also the idea you have to get around with Grixis Death's Shadow is they only 6 removal spells; 4 Pushes and 2 Terminate. We have more than 6 counterspells, usually 3-4 Denial, 2-3 Leak, 2-3 Shoal, 1-2 Snare, 0-2 Pierce. That's at least 8 spells, and the opponents don't ALWAYS get their removal on perfect timing. And it's a game of Magic: The Gathering, not everything is perfect and runs to your original plan. Grixis is usually extremely consistent which makes it one of the most prominent decklists around, but as long as we have a Shoal to pitch with a Snag and a Stubborn Denial, we can protect it for 2 turns and get 5-8 damage in. The thing is, Grixis usually looks to use it's 7-8 hand disruptive cards early in the game or setup an early Gurmag Angler. Gurmag is is the snakes' biggest enemies, it's a 5/6 that can wall it in, but we can out tempo them with a simple Snag or burn it to death.
Try some Rhonas's Last Stand in place for some cards and see how well they do before using them in tournaments. I'll let you know what happens in any future tournaments with RLS. From when I test, I usually play it t3 unless the opponent is struggling or they are tapped out on their t2 end step, usually Burn.
Also for my username, it has two ii's at the end.
2 weeks ago
@Squire1 UR isn't particularly good at answering threats once they're on the board, and playing draw-go with Jhoira seems fine. You can just suspend your haymakers on an opponent's end step if you didn't need to counter anything, and most of your threats are going to be so powerful that they won't need much to protect them.
@NickyBolas Here's a list of soft counters I think are reasonable in EDH:
- Stubborn Denial
- Sunken Field
- Logic Knot
- Mana Confluence
- Disruptive Student
- Patron Wizard
- Disruptive Pitmage
- Sage's Dousing
- Temur Charm
My problem with Mental Misstep is that I always feel relieved to see a target for it, which usually indicates that the answer is too narrow.
3 weeks ago
Hi guys, I think i have something of interest to say.
I've been away for a while, and because of that, I didn't really witness the rise of death's shadow strategies. I was around when jund and junk shadow rolled over some gps, but I missed the whole grixis shadow thing.
So I set out a few days ago to explore Grixis Control's matchup against Grixis shadow. And somewhat surprisingly, its pretty good! Sure, some of the pilots probably simply couldn't handle Grixis Shadow because its damn hard to pilot, but still, I won most of the games and matches. And after the first few wins, because I was myself pretty surprised by them, I started really trying to figure out why and where in the game I pull out the wins. Some of the things i realized where less obvious than others.
The list is here for reference: The Perfect Balance (Grixis Primer)
I pinpointed 3 reasons the matchup works:
1) 5 delve creatures. Even though they cant match a big Death's Shadow, they do match all their other beaters. 5 is a higher number than most other grixis control lists run, and its a definite advantage for me.
3) the odd one: Cryptic Command. because I run enough removal, we inevitably trade resources the first few turns. They only run 8 real threats which means they are almost always light on them. The problem is they tend to only need 1-2 because of discard and Stubborn Denial. So, the situation arose again and again where i put pressure on their threats and they defended with discard or denial. The board state was now 2 threats on their side, 1 on mine. this sounds specific, but almost every game got to that stage at 1 point. Because they hurt themselves so much, they were within 1 swing + burn from me. which meant if they swung, they had to kill me. Cryptic Command broke up that stale mate a lot of the time.
4) burn. it's hard enough for Grixis Shadow to find that point where their shadows are large enough but they keep a comfortable life total. I This means they often put themselves in a position that loses to bolt-snap-bolt or bolt + Creeping Tar Pit-swing. Both of those are non-existant in the format right now but common plays for grixis control.
Death's shadow wins its games by squeezing resoucres (both life total and cards) out of the game and then exploiting that situation with superior threats and low-resource-interaction.
This can be exploited, but as far as i can tell, a deck needs a combination of burn and interaction to do so.
Thats my 2 cents on that, for now ;)
3 weeks ago
Abrupt decay costs too much mana right now and doesn't hit anything meaningful. Grixis handles affinity with Kolaghan's Command