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Grixis Death's Shadow (Modern) [Revisión 23]

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Viendo una revisión 23. There is a more recent version of this deck.

2Grixis Death's Shadow

The basic plan is to disrupt the opponent with hand attack and land an early threat. Then protect it with Stubborn Denial and control the board with removal. Temur Battle Rage allows us to end games early.
This list and sidboard tries to be a bit faster rather than grindy (thus the omission of, i.e. The Royal Scions) with the main reason being that we cannot outgrind UWx decks.

Card Discussion:

Creatues:
4x Death's Shadow: Our best threat if we get to around 9 life early on. Remember that you can buff your Shadows with Dismember. It is possible to target a 4/4 Shadow with Dismember if we pay life for it at the end of the opponents turn and then attack with an 8/8 on our turn.
4x Gurmag Angler: Our back-up 1 mana 5/5. Be careful, it can not beat some other big creatures but it is still an amazing rate. Importantly it dodges Fatal Push.
1x Kroxa, Titan of Death's Hunger: 9th threat that can be cast later on in the game if it ends up in the yard from a Thought Scour. The ability both helps to disrupt early on and can potentially feed a Gurmag Angler.
For all our win conditions it is a bad idea to play these creatures without protection either in the form of Subborn Denial or from knowledge from a discard spell.
2x Snapcaster Mage: Amazing later in the game, allows us to re-use our cheap interaction and can act as a jump blocker. It is the only creature that can block something equipped with Sword of Feast and Famine. Also, don't be afraid to flash back a Thoughtseize or Thought Scour.
4x Street Wraith: Adds consitency by cantripping. Feeds Gurmag Angler and buffs Death's Shadow at instant speed. Don't forget that it can be hardcast.

Sorceries:
4x Thoughtseize
2x Inquisition of Kozilek
The discard spells are an integral part of the gameplan. Every good starting hand includes one of these, ideally a Thoughtseize. Aim to take either what you cannot deal with at all (e.g. Supreme Verdict) or that is immediately dangerous for your gameplan.

Instants:
4x Fatal Push
2x Dismember
Pure Creature removal. Fatal Push is very versatile with the amount of Fetchlands and with Mishra's Bauble in the deck. Can kill an Uro, Titan of Nature's Wrath. Dismember on the other hand is very cheap, able to deal with the midrange Eldrazi and is able to buff Death's Shadow at instant speed or combine with a block to turn into removal.
1x Lightning Bolt: A bit more flexible. It can deal with some planeswalkers and a lot of creatures. Don't forget you can bolt yourself to grow Death's Shadow.
1x Drown in the Loch: Another removal spell that doubles as a counter spell. Extremely useful and flexible. Remember that you can enable it with Thought Scour to make it more useful.
4x Stubborn Denial: Protects our creatures and keeps opponents of their win conditions. Only counter what you need. In midrange matchups such as Ponza thing very carefully about countering Lightning Bolts, only do so if necessary.
2x Temur Battle Rage: Our surprise win condition. Can foil opponents plans that hope to stabilize the next turn and gets us out of tricky positions by nullifying jump blockers. Secretly one of the best cards in the deck.
4x Thought Scour: Cantrips and allows for a super early Gurmag Angler. If possible wait till the end of the opponents turn even if you have no relevant interaction. There are several utility uses for it when the opponent or you know the top of their deck. Examples include Mishra's Bauble and Mystic Sanctuary.

Artefacts:
4x Mishra's Bauble: Not only allows for early Gurmag Anglers but also combines with fetchlands to form a weird Opt. Think carfully in what order to use your spells and lands. For example: Play and activate the Bauble on yourself before deciding if you want to either play a fetchlands or a shocsk or draw the top card with Street Wraith.

Lands:
Very standard landbase. 5 shocks / 10 fetches in order to be able to play Kroxa. Usually Watery Grave is the best option to fetch first. Keep the utility of fetches in mind for Push and against land destruction and Blood Moon.

Sideboard:
2x Aether Gust: Versatile removal, remeber you can play it at the end of the opponents draw step, thus making them draw it only after another turn cycle. it is then also possible to get rid of the card with Thought Scour. Also works well against Klothys.
2x Ceremonious Rejection: Very good against Chalice Decks that otherwise pose a problem and against Tron and Eldrazi in general.
2x Anger of the Gods: Mass removal that also exiles. Good vs Dredge and Humans.
2x Collective Brutality: Devastating against Burn and similar decks. Turns dead cards like lands and late game discard into fuel.
1x Drown in the Loch: Comes in against decks where either an additional couterspell or more removal is necessary, often replaces a card of the mode that is less useful.
2x Kolaghan's Command: Very good against stoneblade but also a good midrange/grindy card as it is never dead in hand and works against removal by bringin back creatures.
2x Mystical Dispute: Cheap interaction against UWx decks, early on it hits most problematic cards.
2x Surgical Extraction: Graveyard removal that deals with Uro and can disrupt Mystic Sanctuary shenanigans in more than one way. Also helps power out Gurmag Angler and Death's Shadow.

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