Sideboard


Shadow

The first question is why no third color.

From the deck gains explosive closing potential with Temur Battle Rage and very good interaction inform of Kolaghan's Command.
While gives us Lingering Souls and powerful Sideboard options.

The first thing is that needs less specific Fetchlands what makes it easier to build if you already own some Fetchlands.
On a gameplay perspective having only two colors allows for better starting hands with no awkward casting cost. Also, in very high-pressure games you have the option to take a lot less damage from your own mana base if you desire to do so.
On top if that the Mana base supports Jace, the Mind Sculptor easily.

If you still want to play a third color for cards out of your Sideboard, you can cut one Island for the B/X Shockland of your choice.

The general game plan is the same as other Shadow decks. You play Discard early to destroy the opponents hand and play cantrips to set up your own hand and delve creatures. You want to deploy a delve creature as early as turn two to start closing the game out as fast as possible.

Dont be afraid to shock yourself with your lands and other cards because like that you can drop big Death's Shadows.

We are also playing Jace, the Mind Sculptor if our opponent ever manages to grind our tempo plan to a hold or we just need to bounce the guys we dont like.

4x Thoughtseize: All upside in our Deck and probably the best interaction in the entire format.

1-2x Inquisition of Kozilek: Very good and even better vs Aggro decks.

4x Fatal Push: Our premium creature removal. Cheap and effective. Revolt can be archived with a Fetchland so it is a good idea to keep one around if possible.

1x Dismember: Removal vs cmc 5 and higher creatures. We can lose it to lose life if we need too for our Death's Shadow. Also, you can use it to turn blocks into your favor.

3-4 Stubborn Denial: Our protection vs top decks that we could not catch with Discard.

Flexspots:

Victim of Night: Extra protection vs high cmc Creatures like Eldrazi. Does not hit Angler in shadow mirrors. Could also be another Dismember.

Spell Snare: Pure meta question, if it is good it is very good and when bad straight useless. Only play this if you expect to play vs U-Based Snapcaster Mage Decks.

4x Death's Shadow
3x Gurmag Angler
2x Snapcaster Mage
4x Street Wraith
2x Tasigur, the Golden Fang


The core is to play undercosted beaters like Gurmag Angler.

Dont forget that Tasigur, the Golden Fang has an activated ability.

The deck does not play Delver of Secrets   because they choice in deck building is if you want Street Wraith or enough spells for Delver. On top of that Delver wants you to drop him turn 1 and then protect him. But the interaction (Discard) we are playing is better to be played fist and after that we drop your guys.

For delve creatures we have the choice to play Tombstalker. The question is if the is worth flying. He does not trade better then Angler but comes often entire turn slower and cant be protected from Stubborn Denial if you drop him turn two.

If you want to build the deck more grindy you can choose to up the number of Snapcaster Mage.

An argument can be made to only play 3xStreet Wraith if you want to build the deck with more interaction and slow down a bit, if that is the correct choice in modern is a different question.

The Landbase is:
4x Polluted Delta
4x Watery Grave
2x Swamp
2x Island
4x Fetchlands with
3x Fetchlands with

Always keep in mind that because the deck is two colors we only play 4 Shocklands. So, if you are in a situation where you are not sure if you want to take damage right now it might be better to fetch basic lands so you keep the option for self-damage open.

The mana base is very good at not taking damage if you are in a matchup very you need to preserve life totals. Because sometimes you dont want to start the game with 6 life down.

We play more Fetchlands that can grab a Swamp then Island because is more important than .

If you have Polluted Delta and another Fetchland in your hand, you start with playing the other Fetchland and not Polluted Delta. Because with Polluted Delta you can grab both Island and Swamp if you need to.

Here I want to explain what Options you have for your Meta.

Ceremonious Rejection: One of your best answers vs Chalice of the Voide. While at the same time relevant over different matchups like Tron, Lantern, Eldrazi. The main problem is Cavern of Souls that can make this card dead vs Eldrazi.

Disdainful Stroke: Extremely potent card vs Tron. It also hits other combo pieces like Ad Nauseam and Scapeshift. This card is very good all decks that want to cast high cmc spells but dont play a Cavern of Souls.

Dispel: Good vs control decks and Spell based combo decks. Vs control helps you to resolve and protect your cards. Vs Combo, this includes Burn, this card can be an all-star.

Countersquall: Negate with upside. Good vs Combo and can be good vs Control if you board into a grindy gameplan game 2/3.

Dismember: For matchups where you need extra spot removal. Eldrazi is an example where it shines. Also Dismember allows you to make positive trades with bigger creatures without losing your guys.

Collective Brutality: Very versatile card. It shines in match ups like Burn. It is low curve creature removal, life gain + burn for reach and sustain and Duress. Even if not all mods are relevant it is still a good choice, as example vs Merfolk.

Liliana's Defeat: If you play vs a lot of other Shadow decks this might be a solid choice.

Geth's Verdict: If there is Bogels in your meta and you want to hate on the slippery boi.

Flaying Tendrils: This card can win you the game vs G/W/x value decks. If you have decks that build on Kitchen Finks and Voice of Resurgence this card should your number one choice. When this card is good it often a one-sided boardwhipe but can fall short vs decks that play lords and pump there beaters outside of the of -2/-2.

Damnation: best vs decks that use lords like merfolks but also hits you.

Illness in the Ranks: Very good vs decks that play Lingering Souls.

Night of Souls' Betrayal: Very good vs decks like Infect, Elves and decks that play Young Pyromancer and Linergins Souls.

Hostage Taker: Another good card in grindy games where creatures matter.

Liliana, the Last Hope: Removal, recursion and game ending Ultimate. She is perfect for games you need to grind.

Liliana of the Veil: Better in a Sideboard that does not board into a lot of counterspells. Very good vs decks that dont go wide on the board like Bogels or Shadow. Having this Lili and Jace on the board is an extremely potent combo.

Pithing Needle: Not only there to name Planeswalker like Karn Liberated. But also, here for cards like Azcanta, the Sunken Ruin.

Ratchet Bomb and Engineered Explosives : One of your only ways to kill Chalice of the Voide and Enchantments like Runed Halo. Both are good vs low curve aggro decks and tokens. Explosives is better vs aggro, because it is faster to use, and Bomb is better as removal from annoying permanents.

Surgical Extraction: Very good vs combo in combination with Discards and Counterspells, or decks where you care mostly about one card.

Nihil Spellbomb: Better vs all in Graveyard decks then Surgical or decks that use the Graveyard as a resource.

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Date added 6 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

9 - 2 Mythic Rares

20 - 5 Rares

19 - 8 Uncommons

8 - 0 Commons

Cards 60
Avg. CMC 2.24
Tokens Emblem Liliana, the Last Hope, Zombie 2/2 B
Folders Competitive Modern Decks, Midrange Decks
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