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[Modern] [Discussion] Death's Shadow in an Uro/Prowess World
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the_cntrlfreak is in DISCUSSION
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Alright, I've been working on a bit of a project for a couple months now. This project is to break down actual game play of Death's Shadow in modern, rather than focus on theory. What does this mean? Essentially, I got tired of hearing "x matchup is a bye. We just thoughtseize their threat, drop a shadow, and battle rage. GG." Sure, why didn't I think of that? That sounds fantastic! For the 5% of games that play out exactly like that... But what about the rest? How are these matchups playing out when our lines get muddled, or they have a second threat, or our creature is answered? That's what I hope to uncover in this dive. For the purpose of this experiment, we'll be looking at the current hotness, 4 color Death's Shadow. I'm going to go over the general setup of this project, some interesting matchup breakdowns, and end on some closing thoughts as well as brief experience from Grixis Shadow.

The data collected has come from personal play of approximately 300 matches over about 55 Modern leagues on MTGO and a few Modern Challenges/Preliminaries (300 sounded like a pretty rounded number to stop and give an update). Over this span, we achieved a 206-94 record, good for a 69% win rate. Here is an "average" list to give an idea of what we were working with. I'll go over changes from traditional 4 Color Shadow lists.

4 Death's Shadow

4 Tarmogoyf

4 Street Wraith

1 Lurrus of the Dream-Den

4 Mishra's Bauble

2 Cling to Dust

4 Stubborn Denial

4 Fatal Push

3 Inquisition of Kozilek

4 Thoughtseize

3 Traverse the Ulvenwald

1 Drown in the Loch

2 Temur Battle Rage

2 Dismember

1 Breeding Pool

1 Overgrown Tomb

1 Watery Grave

1 Blood Crypt

3 Nurturing Peatland

4 Polluted Delta

4 Verdant Catacombs

2 Bloodstained Mire

1 Swamp

Sideboard:

2 Ceremonious Rejection

2 Nihil Spellbomb

2 Veil of Summer

2 Assassin's Trophy

2 Collective Brutality

2 Ashiok, Dream Render

1 Plague Engineer

1 Aether Gust

1 Kolaghan's Command

Let's go over some general questions before we get in to the meat and potatoes.

Why 4 Color over Grixis/Jund/other Shadow variant?

Short answer: It boils down to personal preference. For me, 4 Color provides a strong balance between threat density/consistency, and the additional disruption and protection from late game top decks that stubborn denial provides. The general rule of thumb is that grixis is going to provide the best disruption and protection, but lowest threat consistency. Jund provides the highest threat density and explosiveness, but at the loss of threat protection and general disruption. 4 Color finds itself somewhere in the middle, with the ability to lean one way or the other.

Any changes from stock lists?

3 Peatland instead of the popular 4. Shadow decks have always had a propensity for flood, simply due to your deck being so efficient that any extra lands become extremely noticeable. My personal opinion is that if the game goes long for you to need to crack multiple peatlands, your odds of winning against the grindier decks is so low that it doesn't particularly matter. Redrawing off a peat land is great, but less so when your opponent has a Jace/ seasoned pyromancer/ Uro/ Liliana out. In its place, I've opted for the 4th Stubborn Denial in the main. I've seen lists moving the 4th to the board, as well as some cutting the 4th altogether. In my opinion, stub is one of the top 3 reasons to play Death's Shadow at all, and leaving home with less than 4 is nothing short of blasphemy. Force of Negation is the only card doing the same job more efficiently, and we don't have to lose an extra card to use ours.

Surprising matchup results:

Temur Uro: 13-5 (72%)

This is one that has evolved a bit since I started testing 4 color. In the beginning, these decks were running Ice-Fangs, which is a nightmare card for shadow to beat (can't stub, gives them card advantage, trades 1 for 1 with our threats). However, when Ice-Fang started getting replaced with reclamations and fact or fictions, our win rate skyrocketed. Who has two thumbs and preys upon 4 mana sorcery speed spells? This guy. (Insert picture of thumbs pointing at self). Some keys to the matchup include getting threat down under remand. We need to get on the board quickly. They don't have good answers for our creatures, especially shadow (aether gust often comes in for goyf), so keeping a hand that allows for a turn 2 threat on the play, or hand disruption in to a threat on the draw can often put them on the back foot quickly. That makes the second priority preventing Uro from causing nightmares. Spellbomb, Ashiok, any non-dismember removal can accomplish this. Pushes aren't where you want to be in the matchup, but sometimes leaving 1 in if you don't have more to board is fine. We often don't care about Uro hitting the field from hand or escape, we just don't want it sticking around and road blocking us. Veil of summer gets significantly better if they're on archmage's charm, but is pretty unnecessary if they aren't.

Sultai Uro (3-2, 60%) is a much tougher matchup, as their interaction lines up way better against our threats. Veil really shines here.

UR Prowess: 15-6 (71%)

Another matchup that has evolved in recent months, since the printing of Stormwing Entity. Hands that were fantastic against Mono R (think push, inquisition, stub, drown, goyf) are pretty disastrous in the face of a 3/3 prowess flyer with a 5 cmc body that dodges everything but dismember. This is one of the primary reasons I'm running trophy in multiples out of the board. Understanding that we can play patiently is crucial here, and putting emphasis on finding goyfs can be a game changer. Since we don't have to lower our life aggressively for a goyf, we can often force opponents to point multiple spells to get it off the field (hopefully in to a stub). Post board, answering a stormwing is huge. I'd almost go as far as saying I would mull the VAST majority of hands simply because they didn't have an answer to it in one way or another (dismember, thoughtseize, trophy). The first couple of turns are often the most critical, so give your opponent as few openings as possible. Some examples include: if you have the fatal push for the 1 drop, consider fetching on your turn. Fetching on your opponents' turn to kill a creature turns on spectacle for light up the stage, even if they didn't hit you. A soft stub on a manamorphose turn 2 can prevent a huge turn, often giving you time to get a threat down or stop a stormwing from hitting the battlefield for another turn or 2. Siding in a single spellbomb isn't terrible to force inopportune lava darts and prevent bedlam reveler from sealing the late game. Focus on the creatures. You don't want them getting extensive chip damage with guys, or the likelihood of a top deck sprite dragon/swifspear with a couple sandbagged burn spells being lethal goes up tremendously. Don't forget, if you board out all 4 wraiths, you can board out Lurrus and use it as a companion. This can be extremely useful if you find yourself wanting to board in at least 5 cards (ex: 2 trophy, 2 brutality, 1 aether gust).

Mono R Prowess (6-1, 86%) much easier since they aren't running stormwing. Be careful of blood moon post board, and again, focus on knocking off creatures aggressively. RB Prowess (2-5, 29%): ugh... this matchup feels atrocious. Their ability to hit you with hand disruption if you sandbag threats and let them hit you, combined with their ability to grind out games with abbot, lurrus, cling to dust, and holding cards like seal of fire on board makes it very difficult to interact optimally. Stopping the grave becomes much more important, and holding a piece of hand disruption for lurrus can shift things in your favor a bit.

Eldrazi Tron: 14-6 (70%)

Much better matchup for 4 color than for Grixis. A thoughtseize or inquisition on turn 1 often means our goyfs will be bigger than smashers (since artifacts, planeswalkers, and the occasional tribal all is dust are all solid hits). Best stub targets include mazemind tome, Karn, the Great Creator, and chalice of the voice (though we're far less susceptible to Chalice than grixis). Don't be afraid to diversify your creatures. "But traversing for a second shadow gives me two really big guys!", but their ability to top deck expedition maps and blast zones can make that quite the dangerous move. "So just get two tarmogoyfs." E map also get scavenger grounds. So prioritizing one of each can help protect you from a larger number of top decks. Post board, we want to prioritize hands with a dude. If that hand also has a piece or two of interaction, fantastic, but we need to get on the board to turn on stubs, and make chalices worse. If you're running damping sphere, please don't bring it in here. You're taking a turn off to slow them down a turn. It's not worth it. But cards like trophy, rejection, and k command totally are. I often board out some of our grave-relient pieces like a traverse, drown in the loch, as well as some number of fatal pushes. Inquisition has become more acceptable recently due to mazemind tome and their need for cards like dismember/warping wail/chalice to stay alive. Even if they assemble tron on turn 3, I likely wouldn't lean towards using trophy on a land. The amount of times I've seen nat tron in to matter reshaper makes me care way less than just holding the trophy for Karn/smasher/bridge.

UW/x Control (non-Uro, path and planeswalker based): 8-4 (67%)

First off, this matchup is NOT as good as the record indicates. I was fortunate that I ran in to UW multiple times during a period where I was explicitly testing out multiple cards as hate for UWx, including Autumnal Gloom, Lazotep Plating, and Thrun, the Last Troll. That being said, I'll try to get some decent pointers to even out the matchup as much as possible. You often have to overextend in to verdict and "hope they don't draw it." Unfortunately that's a big part of our plan, as they are able to answer our threats 1 for 1 on an extremely efficient basis. T3feri has made the matchup significantly more difficult, as stubborn denial is often our best way to interact by a mile. Cling to dust has given us some game against mystic sanctuary, but we absolutely cannot let them resolve a planeswalker unless we already have multiple threats on board. Stealing game 1 is a huge part of winning the match, as they often keep hands that are lacking in some area, and we have the opportunity to exploit that. Maybe it's a hand with 4 lands, path, cryptic, and Jace, and we can take path and get under their walker. Maybe it's a hand that needs to draw white mana and we can get pressure early while we hold up stub for when they do. Post board, these opportunities dwindle and it becomes far more important to keep solid, all around hands. Don't be afraid to board out every piece of removal in your deck, you can always leave a piece or two in if you expect or have seen stoneforge. Veil of summer isn't great here. We get under their counters, and you might get to stop a t3feri or jace bounce, but they still have a value engine on board that we have a tough time dealing with. Their white based removal just ignores veil completely. If you're looking for spice, Lazotep Plating has been discussed in the discord as a replacement that also stops field of ruin tempo turns, consider giving it a try and see if it works for you. Otherwise, trophy, k command, spellbomb, and ashiok are board-in considerations to deal with planeswalkers, grind ability, and mystic sanctuary, respectively.

Gruul Midrange: 9-5 (64%)

Oh, where to begin. So many directions this matchup can go. I think it's one of the more fun matchups in modern at the moment. We'll have some notes about play patterns a little later that apply here. For example, in the blind, on the play game 1, holding up stub is often better than thoughtseizing turn 1. This applies here, as being able to stub a utopia sprawl before untapping and seizing a second sprawl/impactful 2/3 drop can often act as a pseudo time walk. From here, it progresses to a bit of a priority system. Number 1) can I do something to get a threat down. Red based removal is often terrible against Shadow and Goyf, so getting a dude down often means it's sticking around forever. Number 2) do they have something that stops me from playing the game? Blood moon and magus of the moon are typically the first cards that come to mind here (potentially klothys if your grave is taxes and you're relying on traverse. Taking these before they land or having answers lined up in hand helps make sure you're not just stopped in your tracks. Number 3) where is their advantage coming from? Bloodbraid and Pyromancer allow them to rebuild after hand disruption/removal/counters early. If you can deal with the rest, consider taking the value pieces to reduce their ability to grind back in the mid game. Post board, I've seen a few different suggestions, so I'm going to give what's working alright for me. Don't keep a hand without a threat or the ability to find one quickly. You need to protect yourself from a blood moon veil/ability to pay for stub. The best way to do that is to get a threat down before that happens. They love boarding in a bunch of veils and relics, so Lurrus and traverse can often become liabilities. I wouldn't board out traverse if you're on a basic forest, but I board out 2 with just the swamp. Between relic, scooze, and klothys, the second traverse if often completely dead. Play to your hand. If you're sitting on a shadow, you probably don't care about klothys at all, but if you have goyf, it can really nerf your clock. Tag a chandra and you can often be looking at a 7/8 goyf. Seasoned pyromancer is probably the best card against us, as the blockers it provides can buy them several turns. You can consider bringing in plague engineer to help, but it's often too slow on the draw. Otherwise, trophy and gust are pretty solid boards. Don't be afraid to trophy a utopia sprawl'd land early on, as it can slow things down long enough to get a dude under prison pieces. Example, trophying a turn 1 sprawl'd forest on the play means you can have a goyf down on turn 3 plus hold up a stub, while they get to untap for their third turn and gain access to their third mana, instead of 4th for moon veil.

General tips:

Turn 1 in the blind, if you have the option to seize/inquisition or hold up stub, go with stub. The amount of turn 1 non-creature pieces that create a huge advantage in modern is nuts. Play to that. Vial, sprawl, amulet, map, star/sphere, inquisition/seize, neoform, shriekhorn... you get the idea. The decks that aren't playing these pieces, I can just about guarantee that the thoughtseize you're sitting on is just as, if not more, impactful on turn 2. The amount of times that I could have prevented getting burned by holding up stub, as opposed to seizing in to double vial/ star sphere with stirrings and scrying and no green source/ double amulet/ double neoform with rider pact is insane. Stub allows you to get value on turn 1 plus more from your thoughtseize, where that stub could just be dead from that point on if you seize in to duplicate 1 drops. We play on such tight margins that we can't afford to not get value from our cards.

You don't have to be aggressive every single turn. Let me repeat that for those who didn't hear me. YOU DON'T HAVE TO BE AGGRESSIVE EVERY SINGLE TURN. "But you're playing shadow, you want a lower life total to make a bigger shadow." Makes sense. What if they thoughtseize your shadow and you took yourself down to 5? What if you never draw the shadow? Know the matchup. Up against burn? Don't fetch and shock without a good reason. Up against tron? Fetch and shock away, just be weary of ballista. But the amount of times I've played the mirror and had opponents fetch and shock and wraith 3 times and play a shadow on turn 2 just to have it pushed, and then die to 1 swing off a goyf because they didn't have a plan, is through the roof. The last thing you want to do is give your opponent a free win because you didn't have a goal. The deck has a lot of ways of lowering life, sand bagging a few can often be more useful than using them without purpose.

If your opponent is playing hand hate, please have a very, VERY, good reason before you pop that bauble on your turn. Opponent tapped down and you can turn on delirium to traverse for a shadow this turn? Absolutely, go for it. You have a fetch and want to scry? You can do that on your opponent's turn and not run the risk of drawing in to something you can't afford to lose. Goes along with that "don't have to be aggressive" comment. Just because you have things you CAN do, doesn't mean you SHOULD do them. Maximize your value, not your plays per turn.

Final words: if you've made it this far, this might be the deck for you. It takes reps and dedication to get a feel for how games are going to play out. But it is by far one of the most rewarding archetypes in all of modern. Unfortunately I don't have links to the discords, but I'm sure people in chat can leave them if necessary. Otherwise, if you're looking for another resource for game play content and discussion, feel free to come check out my stream: https://www.twitch.tv/the_cntrlfreak where we play Shadow variants and test new options/underplayed cards Monday-Friday from 2pm CST until we decide to stop. Vods also available for previous leagues if you'd like some current content. We have a fantastic community of Shadow enthusiasts and new players to keep the discussion flowing wherever you decide to get your fix. As always, thanks for taking the time to read my ramblings and thoughts. Looking forward to the next innovator to come along and redefine the archetype.

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