4C Death's Shadow

by zwanze on 24 June 2017

Main Deck (60 cards)

Sideboard (15 cards)

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Deck Description

Eldrazi
Shadow
UWx
Toolbox
Affinity
Junk
Valakut

Deck Tags

  • Aggro
  • Modern
  • 4c

Deck at a Glance

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This deck has been viewed 698 times.

Mana Curve

Mana Symbol Occurrence

023549

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for 4C Death's Shadow

The mana curve in this deck is delicious, you have nearly full functionality with just 1 land, so bravo! I also think there are some good themes in here as well, but that being said, I see a few possible problems I'd like to discuss.

stubborn denial doesn't seem like that good of an option to me honestly. It's super conditional and only has 4 cards in the deck that make it a hard counter, making it unreliable, and if you don't have the beast to keep it a hard counter it loses all significance once you get out of the early middle game. Plus you already run 6 discard options and Liliana for a total of 8 ways to stop spells before they connect, so I don't even think its that necessary.

Thought scour might not pack enough punch for the theme here. Gitaxian probe would be perfect but for the ban, so I would think sleight of hand would operate better as it gives you tactical sorting rather than the simple draw and mill and you have the possibility of being stuck at 1 land early on.

How is street wraith working for you? drops the life, grave fodder for delve and tasigur, deck thinning, but borderline useless as a beater (5 mana in a 19 land deck). I have mixed feelings about it. I would almost advise dropping it out and adding more consistent beat options like gurmag (I still wouldn't run 4 garages (clogs early hand))

I'm not sure why lightning bolt isn't sporting 4 copies as it is basically the best removal option for the price you're going to see in this deck, can be snapped back for damage for game, and in general dominates the early game like nobody's business.

Now to the thought that always gives me trouble, the balance of the snap. I know the mtg community is in love with the card, as they should be, but it's my experience that 4 copies is actually detrimental to a deck as it ups the chance of drawing him opening hand which is basically a dead draw until the middlegame. This idea is basically tripled in a deck with 19 lands, as the math is against you having 3 lands available until like turn 6, making it a late middlegame threat and denying you the crucial control elements you need in the opening hand that will lose you the game if you don't have them. That being said, I think 3 copies is the correct balance, as it drops the opening hand odds just enough to let you draw it when you want it rather than having it be a brick.

Just my thoughts, again, I know my snap-theory isn't that popular in a community which preaches "run 4 copies" whenever possible.

Other than that, I love this type of build. Let me know what you think and I would be happy to discuss.

0
Posted 11 September 2017 at 21:24

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