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I just really like Grist and want to build a realitve good modern deck around her, her abilities with tokens, the graveyard and reanimate stratagies. Im very happy if you guys have ideas to improve it, or tell me how you would go about a "Hungers Tide Deck."

Things i will change once i got the coin to: 1x Forest and 1xSwampUrborg, Tomb of Yawgmoth and Boseiju, Who Endures, 4xInquisition of Kozilek ➡ 4x Thoughtseize.

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Got to play a few games with a friend of mine who suggested a bit more zombie tribal synergies which i never thought about, e.g. Champion of the Perished promises value, 1-2 Tainted Adversary would bring great board presents for 5 mana while triggering Ayara, First of Locthwain and Champion of the Perished 3 times and since now that this deck is playing a good amount of Gravecrawlers both of those cards would allow us to bring it back to the battlefiled which again would trigger all the abillitys on my board.

Comments

I think the big issue here is that you’ve built around Grist to an extreme, where most of your other cards become terrible on their own. Giant Adephage, Hornet Queen, Scute Mob and Scute Swarm all need to live in a deck able to dump a LOT of lands into play quickly to be useful, with only 22 lands and no ramp, these cards are either uncastable or nigh-on-useless. There’s alao ny synergy in your deck to make use of any of Hex Parasite, Hornet Nest, or Mortician Beetle.

It feels like you’ve focused your deck too heavily around the assumption that Grist will be in play, which puts you in a really terrible spot when you don’t draw it. Furthermore, Grist doesn’t need it’s +1 to trigger multiple times in a turn to be good - what Grist wants is a deck that can support her by providing other strong threats and distractions while she slowly out-values the board. That’s something you’re not providing her here.

July 23, 2022 5:50 p.m.

wallisfaceThanks a lot for that detailed comment ...youre absolutly right about the Mortician Beetle but my thounght behind Scute Swarm was to have a 1 drop that has a good potential to get stronger so its not useless in later stages of the game. (i'm not playing competitive so eventhough moder tends to be over at turn 3-4 thats mostly not the case in my games.) and Hex Parasite is useful in a lot of matchups and at the very least i get to take my -1/-1 counter from Persist ;P Yes Giant Adephage,Hornet Queen and Living Hive are cards that normally need a lot of ramp but my plan here was actually to get the to the graveyard and reanimate them with Persist and also i love the idea to reanimate Grist, the Hunger Tide with Unearth since she is a 3 Mana insect creature when shes in the graveyrad.

July 23, 2022 6:14 p.m.

wallisface I ment Scute Mob as my 1 drop ^^ The Combo with Hornet Nest and Swarmyard also seemed interessting to me

July 23, 2022 6:24 p.m.

Fenrixx I would suggest at least ditching Beacon of Creation as it doesn't really synergize with anything you're doing, and is generally just a bad spell. I also think you're running too many cards as 1-ofs and 2-ofs, which is going to limit your ability to have a consistent plan, most of your deck should be playsets of those cards that matter most.

I still think going all-in on insect tribal is a bad approach here, especially as the only card that even remotely benefits from this tribe-restriction is Grist, and as said before, she'd benefit more from having a deck that can present other threats and supports her staying on-board for a long time, rather than just buffing her +1.

Around your Persist plans, it's interesting, but I think you're lacking the ability to reliably pitch cards into your grave. It feels like a lot of the time you're going to be stuck with these cards in hand indefinitely if they're drawn. Added to this, Persisting creatures is a lot of effort and really you want to get some massive payoff for doing so - like bringing back an Archon of Cruelty. I personally don't see the benefits being worth the hassle of bringing back these swole insects. Importantly, none of them do anything on the turn they enter, which is a big downside for their required investment.

A direction to try take this where insect-tribal might feel more relevant would be in some kind of land-ramp package. Combining Scute Mob, and Scute Swarm with lots of card that can let you play multiple lands each turn, could end up netting you some large rewards, and actually help validate these creatures being in the deck (it also might help validate Giant Adephage and Living Hive). I think if you're bringing any insects at all into a deck, you want it to be where those cards are actually decent choices to include, and then incidentally help Grist, as opposed to only existing in the deck because of their creature-type. At the moment it feels like your choosing cards based on their creature-type alone, which feels like a bad idea.

July 23, 2022 7:18 p.m.

wallisface dropped the insect-tribal idea

July 23, 2022 9:59 p.m.

wallisface since you helped me a lot already, would you mind taking a quick look at the upgraded version and tell me your thoughts about it?

July 26, 2022 2:40 p.m.

wallisface since you helped me a lot already, would you mind taking a quick look at the upgraded version and tell me your thoughts about it?

July 26, 2022 2:48 p.m.

Hi Fenrixx firstly I gottw say, the deck looks TONS stronger and more cohesive, so congrats on turning this into something far more powerful! Love the sacrifice theme also.

Some things to consider:

  • imo 20 lands feels slightly low to me, it feels like the deck might want 22, though i’d suggest doing a bunch of playtesting/goldfishing to confirm one way or the other.

  • If you can find room Gravecrawler would be a great addition here. The card can go pretty bonkers in conjunction with Carrion Feeder and all your death triggers.

  • If your removing cards to fit new ones in, imo the flex-slot at the moment is probably Chatterfang, he appears to be doing the least in your deck.

  • I think your sideboard could use some rework, as a lot of the cards don’t feel massively useful there. Though what to include in that sideboard will depend on what your local meta looks like and what problem matches you anticipate.

July 26, 2022 4:19 p.m.

I agree 20 lands feels like too few. The Meathook Massacre looks like it wants to be cast for 3 (x = 1) to hit all the 1 toughness creatures you have. But Tainted Adversary begs for 5 mana to get a single extra zombie. your other +1/+1 synergies also make the Masacre sometimes want to hit x = 2 and x = 3 needing more and more mana to close out the game. Bloodghast also really wants you hitting your land drops.

That being said, Bitterblossom and Tainted Adversary seem to be the weakest cards. If you really want to keep Grist, the Hunger Tide in, consider running Collected Company. Company can hit grist, because he's a creature with cmc 3 while in the library. Company also pushes you towards critical mass you seem to be building towards.

Final thoughts -3 Bitterblossom -2 Tainted Adversary

+2/3 land +2/3 Collected Company

August 6, 2022 11:17 a.m.

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Created with Highcharts 9.3.3Card costs (outer) Land mana (inner)
Created with Highcharts 9.3.3CreatureCreaturePlaneswalkerPlaneswalkerLandLandEnchantmentEnchantmentInstantInstantSorcerySorcery
Created with Highcharts 9.3.3Converted mana costMana-curve44.7%44.7%21.1%21.1%7.9%7.9%7.9%7.9%7.9%7.9%10.5%10.5%0123405101520

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