I think I've got something really good here...

Modern Deck Help forum

Posted on April 6, 2017, 1:28 a.m. by icehit6

Alright, into a little backstory. Two years ago when I started playing this game, my friend used this infamous combo, and among our playgroup, his deck was the deck to beat. Absolutely crazy because it ran a ludicrous amount of board control and combo'd off as early as turn 3 for a kill.

After seeing Death's Shadow on the top for a while now, I remembered this combo and thought I'd try and make something out of it... And I think I did. I've found a modern, potential turn 2 deck that no one would ever expect in the colors it's in... Esper.

Please take a look at my Esper Death's Shadow deck - I'm still looking to evolve it, however the basic idea is game one, nuke attempt to unexpectedly nuke your opponent, or play the control game. And then sideboard in game two and game three to a more control style play if needed, using Death's Shadow as a win condition.

Here's the deck: Plunge into Death! Esper Death's Shadow Turn 2 Win

EmblemMan says... #2

I think the deck is fine but would just be better as a grindy esper version. I just dont think the combo is worth it because not only are you sacrificing inevitability in a format with a million removal spells but also the turn 2 kill is just so unlikely that they have nothing to interact with and you have to be low enough to cast a deaths shadow on turn 1 if im not mistaken.

April 6, 2017 2:42 a.m.

icehit6 says... #3

Yes that is very true! I do agree. I think one thing that sets this apart from other decks though is a turn 2 kill, especially with esper, is so unexpected, that people will just not block a 2/2 to 3/3 Death's Shadow and die to the combo.

I'm not saying it's better than current Death's Shadow decks, but I definitely think this keeps up because even the combo pieces offer a lot of counter play.

For example, Angel's Grace basically works as a time walk against most decks.

Spoils of the Vault can instantly tutor a card that you need - let's say one of the Stubborn Denial in the deck to make a response to a potential removal card. This can also kill you, but the idea is there. The deck runs creature removal, hand disruption, control, and combo, and Snapcaster Mage is in there as support.

Yes, it's extremely unlikely the turn 2 kill will happen, but when it does, it's so surprising. I currently have four competitive decks; Storm, Elves, and Infect, and I've played this deck against my brother with all three of my competitive builds and it keeps up really well. Even against other competitive builds which I've tested online. I've even had a few turn three kills in there just because a lot of decks (with the exception of midrange because midrange absolutely dominates this deck) aren't willing to sacrifice potential next turn lethal damage or combo pieces to block a small Death's Shadow that at most from fetching a land can go up to a 6/6 on that turn. As well, what makes the potential turn two and three kill so strong is that on those turns, people are most likely to tap out for something because that's when they play their big combo pieces or value creatures (unless you're control).

At the end of the day, I do agree with you, other decks are definitely better, but this is quite an interesting take on Death's Shadow that has real potential to be competitive, in part I think because of the diversity that the combo pieces offer other than being used for the combo and the amount of control that the deck can offer with just a few sideboard cards, making it that more "grindy" esper Death's Shadow that you're talking about.

April 6, 2017 3:01 a.m.

sylvannos says... #4

One of our local players had a lot of success playing Esper Delver with Death's Shadow, calling it Suicide Delver. I like the combo a lot and think it's hilarious, but some decks (namely Burn) are going to give you a headache.

You may not even need Plunge into Darkness and could probably cut down on copies of Angel's Grace. You still get "Oops? I win!" occasionally that will put your opponent on tilt. Once they see the interaction, they can't afford to tap out turn 2 or later to Death's Shadow.

The extra room gives you space for more countermagic and removal. Path to Exile and Remand both come to mind.

And while we're at it, all of this stuff being dumped into the graveyard allows you to play Tasigur, the Golden Fang.

For reference (I'm not sure on his exact list), my buddy's deck was something like:

4x Delver of Secrets  Flip
4x Death's Shadow
1x Tasigur, the Golden Fang
2x Snapcaster Mage

4x Thought Scour
4x Remand
3x Mana Leak
1x Stubborn Denial
1x Dispel
4x Path to Exile
2x Dismember
2x Spell Snare

4x Serum Visions
4x Thoughtseize
2x Inquisition of Kozilek

18 Lands

Sideboard:
2x Collective Brutality
1x Countersquall
2x Dismember
1x Dispel
1x Kor Firewalker
2x Nihil Spellbomb
1x Spell Pierce
2x Spellskite
2x Stony Silence
1x Timely Reinforcements

April 7, 2017 7:06 p.m.

icehit6 says... #5

I definitely like the idea! The whole thing about this deck is combo though :) It's not looking to be like a control matchup that just happens to kill with Death's Shadow. Game 2 and 3, the sideboard can make it more like a control deck though that will have plenty of options against removal. I think the important thing to note is the goal of this deck isn't to kill on turn 2, and the combo pieces can be used for other things apart from the combo. As well, I'm fully aware once my opponents are aware of the combo, they won't be tapping out on turn 2 or not blocking to Death's Shadow, however if I'm lucky enough to get the combo turn 2 on game one, I think the chances are pretty high they'll let a tiny Death's Shadow through ;P

April 7, 2017 11:38 p.m. Edited.

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