Sideboard


Feel free to upvote and leave comments. I love answering questions about this deck. A take on the traditional Grixis Shadow deck that has been recently rising in the Modern Meta. Sideboard varies each weekend as always. I have been on this archetype since Jund Midrange Shadow became a deck

Basically this deck tries to lower its life total by playing proactive spells like Thoughtseize and Dismember. Street Wraith helps draw you cards and can determine what your turn 1 play should be. using fetchlands to facilitate mana as they essentially bolt us in the deck which is good. We want to get to about 9 life as at that pointDeath's Shadow. can not be killed by Lightning Bolt then we get to a lower life total to finish the game no lower than 8 against Burn. There are also Gurmag Angler big creature that does not die to fatal push and can be problematic to deal with. Just like in any Grixis deck you have the premium removal being Dismember and Fatal Push to deal with any obsurd creature. We use less fatal push as we are trying to be more proactive in other matchups which is where Lightning Bolt does a decent job. our deck doesnt need lots of mana to function. Then the deck rounds out with draw spells like Thought Scour which helps our delve creatures essentially putting three cards in the graveyard to ensure early delve threats and card:serum visons for card selection to help us find an answer being the kill or a counter spell for a problematic spell... or another efficient creature, and counter spells being Stubborn Denial which essentially reads 1 mana Negate. Then we have late game cards like Kolaghan's Command and Snapcaster Mage to try and out value the fair midrange decks like Jund and Abzan by casting these spells we are rebuying our huge threats being shadow tasigur or gurmag with kolaghans command allowing card advantage and a tempo swing. Temur Battle Rage has been a new inclusion and it is great for making a large death's shadow get in against decks that like to chump block with a 1/1 then you can blow them out.

Tricks: Maingoal turn one is to Thoughtseize the opponent so if you don't have it cycle some Street Wraith to try and find it.
Street Wraith has lots of decisions and when to cycle is a very tricky situation and can change the outcome of a game with a snap of the fingers. Moments to cycle if you have street wraith in the opener and you do not want to draw a land, fetch first, then cycle. if you need a land first, cycle immediately. A cool thing with street wraith Serum Visions is that serum visions allows you to scry and set up your draw so if you know you can draw a Fatal Push to kill a creature and you have the open mana you can "hide it" from discard in the form of street wraith cycle it then hit the push or another one to do this with is Stubborn Denial. It has felt so good to watch your opponent thoughtseize see the "coast is clear for their high impact non-creature spell" and you go cycle wraith cast stubborn denial.
Damage is a state based action, this is great and all but, what does it mean? Death's Shadow has some weird interaction with damage. Example,opponent is attacking with two 3/3 creatures death shadow block one creature and let the other one deal combat damage your oppoenent will think the death shadow will die but unfortunately for them the 3 damage increased the size of death shadow and in fact their creature dies and shadow survives.

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54 Player IQ 6 rounds

R1 Mirror (2-0) Opponent had kept a bad hand G1 was able to cast a discard spell and basically bury my opponent so far in terms of relevant cards.
R2 Infect (2-1) Made a bad attack G1 was punished. All games my opponent just jammed spells in combat and tapped completely out to "just try and kill me" R3 Red Prowess (2-0) G1 opponent mulls to 5 I win easily with an angler. G2 we both mull to 5 I keep a hand of grave, shadow, push, tseize, and cobru.
R4 Bant Snow (0-2) I drew poorly G1 and got locked out by a 3feri. G2 I mull to 5 dispute, shadow 2 fetches, and the royal scions. and continue to have more lands then my opponent for the entire game.
R5 Humans (2-1) G1 I draw all 4 fatal push 3 were in my opener and both players knew what we were playing. G2 I get locked out of a triple shadow hand by meddling mage. G3 Opponent Mulls to 6 I line up a Kolaghan's Command to destroy a vial and a freebooter to get back a fatal push.

Standings 5th place opponent 6th place

R6 Jund splashing Oko (1-2) Opponent knows we are safe to draw in to top but they force the play. They were good games I overboard a Duress after I saw Oko G2 which was a mistake.

9th Place

Comments

Date added 7 years
Last updated 4 years
Exclude colors WG
Splash colors R
Legality

This deck is Modern legal.

Rarity (main - side)

1 - 0 Mythic Rares

26 - 6 Rares

17 - 6 Uncommons

14 - 3 Commons

Cards 60
Avg. CMC 2.09
Folders Modern Cool Stuff, Modern, Modern Decks, Modern, Modern Meta, Meta Decks, I dig it, Modern, Aggro, Interesting Modern Decks
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