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    4-Color Deathrite Shaman



    In the words of Ricky Sidher, from SCG Las Vegas, Deathrite Shaman is "like a one-mana planeswalker in Legacy."

    This deck was put on the map after it won a 70 player tournament in Berlin on 08DEC12:
    Deathrite by Jasper Grimmer

    Lands (19)
    4 Misty Rainforest
    4 Flooded Strand
    2 Polluted Delta
    3 Underground Sea
    3 Tropical Island
    3 Tundra

    Creatures (15)
    4 Deathrite Shaman
    4 Delver of Secrets
    3 Tarmogoyf
    4 Geist of Saint Traft

    Spells (26)
    4 Force of Will
    3 Daze
    4 Brainstorm
    1 Sylvan Library
    2 Vapor Snag
    1 Swords to Plowshares
    3 Abrupt Decay
    2 Inquisition of Kozilek
    2 Thoughtseize
    4 Ponder

    Sideboard (15)
    1 Cavern of Souls
    1 Vendilion Clique
    1 Engineered Explosives
    1 Umezawa’s Jitte
    3 Swords to Plowshares
    1 Flusterstorm
    1 Spell Pierce
    1 Envelop
    2 Thoughtseize
    3 Lingering Souls

    https://www.magiccardmarket.eu/blog/coverage/

    Here is a version of Team Portugal:

    Quote Originally Posted by Neffy View Post
    Regarding the 4 color I once played and tested my own version of team portugal with white included - with new cards added it would look like this:

    4 Flooded Strand
    2 Misty Rainforest
    4 Polluted Delta
    3 Tropical Island
    3 Tundra
    3 Underground Sea
    4 Brainstorm
    4 Deathrite Shaman
    4 Delver of Secrets
    2 Inquisition of Kozilek
    1 Life from the Loam
    4 Ponder
    1 Rushing River
    2 Swords to Plowshares
    3 Thoughtseize
    3 Abrupt Decay
    4 Daze
    3 Stoneforge Mystic
    1 Sylvan Library
    3 Tarmogoyf
    1 Umezawa's Jitte
    1 Batterskull

    - Not counter heavy, but with a lot of nice toolboxes. I recall using snapcaster, unearth which was quite fun. Also I am getting into the Runechanter's Pike. Equip that to delver and you have a beast! What are you people's thoughts on # of equipment vs. # of SFM? I usually go with 1 less equipment than I have SFMs.
    For even more toolbox you could include Ooze but I dont like them together with SHaman for obvious reasons..
    The loam is there to help the mana base. I dont think it is that much of a problem, especially with 8 cantrips and Shamans, but it is always nice to have that card. Also feeds the Goyf/Shaman if need be.
    EDIT: Rushing Rivers + loam is just sex!
    Here are recent tournament report and analysis from Mark Sun regarding Jasper's list:

    Quote Originally Posted by Mark Sun View Post
    Vapor Snag: I used Water_Wizard's analysis on Vapor Snag to justify it, but I don't feel like it's where the deck wants to be. I found myself leaning more on discard + the full set of STP's postboard against the decks where Vapor Snag is reasonable to leave in. I pretty much boarded it out every time. While true that you want blue cards to pitch to Force of Will, in most of the decks where you want to be using Vapor Snag, you probably don't want Force of Will (with the exception of decks that cheap a fatty into play).

    Geist: Same as it was last Standard season in UW Delver. Super weak against a horde of creatures, which makes it hard to push through damage. That said, casting him on turn 2 (which I did a couple of times) was pretty insane. This card might need more time to figure out and understand his role in the deck.

    Lingering Souls: Bonkers. I wanted it against BUG. I wanted it against Bant. I brought it in for a pile of matchups. In conjunction with Jitte in the sideboard, that 4-card package seemed very reasonable, giving you a constant stream of guys to take advantage of equipment.

    Delver: Most of you know how I feel about this card. Still not a fan with more Decays running around, but fits into the shell of the deck.

    This is what I'll be using next week:

    Lands (19)
    10 Blue Fetches
    3 Tropical Island
    3 Tundra
    3 Underground Sea

    Creatures (15)
    4 Deathrite Shaman
    4 Delver of Secrets
    3 Tarmogoyf
    4 Geist of Saint Traft

    Spells (26)
    4 Force of Will
    4 Daze
    4 Brainstorm
    1 Sylvan Library
    2 Swords to Plowshares
    3 Abrupt Decay
    2 Inquisition of Kozilek
    2 Thoughtseize
    4 Ponder

    Sideboard (15)
    1 Cavern of Souls
    1 Umezawa’s Jitte
    3 Lingering Souls
    1 Engineered Explosives
    2 Swords to Plowshares
    1 Vendilion Clique
    1 Flusterstorm
    1 Spell Pierce
    1 Envelop
    3 Flex Slots

    I cut the two Vapor Snags to round out the playset of Daze and to add the 2nd Swords to Plowshares in the maindeck. For the sideboard, I never really found myself boarding in the extra Thoughtseize. They are probably fine against Control but you also want to put pressure on it you can. So -2 Thoughtseize, -1 Swords to Plowshares, +3 Flex Slots. They might become Engineered Plagues, or I was also thinking about cutting the Cavern and the EE for 4 Stoneforge Mystic and a Batterskull. Dunno, tons of time to tweak and test. Has anyone else been playing this deck?
    DECK ANALYSIS

    Mana Base
    This deck runs a fetch-heavy, all non-basic, blue-based mana base. The typical version runs 19 lands comprised of 10 fetches and 3 Underground Seas, 3 Tropical Islands, and 3 Tundras.
    Fetchlands are essential for activating Deathrite's first ability and for color fixing.
    Some versions of this deck include other lands, such as Wasteland, Karakas, Savannah, Scrubland, and Bayou. Wasteland and Karakas are mainly run by the builds utilizing Knight of the Reliquary as a win condition. Savannah, Scrubland, and Bayou provide protection from Wasteland because you can create a 'triangle' and prevent yourself from being denied any color. For example, Underground Sea, Tropical Island, and Bayou, even in the face of a Wasteland, will still allow you to cast Abrupt Decay.

    The 'Base'
    The 'base' of this deck consists of the following:
    4 Deathrite Shaman
    4 Delver of Secrets
    3 Tarmogoyf
    4 Brainstorm
    4 Ponder
    3-4 Daze
    4 Force of Will
    2 Inquisition of Kozilek
    2 Thoughtseize
    3 Abrupt Decay
    1-3 Swords to Plowshares
    0-2 Vapor Snag
    1 Sylvan Library

    As this is a newer deck, versions are still being tweaked to include the 'optimal' composition. 19 lands plus 35-37 'base' cards grant room for 4-6 flex slots. First, let's discuss the 'base' creature slots and then let's discuss the 'flex slots,' including how they've been used by different players.

    CREATURES

    Deathrite Shaman
    Deathrite Shaman is a mana accelerator, game extender, game ender, Goblin Lackey blocker, and graveyard disrupter all rolled into one.

    A few quick notes about the 'rules' of Deathrite:
    "Because the first ability requires a target, it is not a mana ability. It uses the stack and can be responded to.
    If the target of any of Deathrite Shaman’s three abilities is an illegal target when that ability tries to resolve, it will be countered and none of its effects will happen. You won’t add mana to your mana pool, no opponent will lose life, or you won’t gain life, as appropriate."

    So, Deathrite's first ability can be responded to and stopped with Pithing Needle. All of Deathrite's abilities can be 'stopped' by graveyard extraction effects such as opposing Deathrites, Scavenging Oozes, Surgical Extractions, and Extirpates.

    Delver of Secrets
    Borrowed, perhaps from the BUG Tempo archtype, this card is a Lightning Bolt on a stick!
    Anyone who has played with, or against, Delver of Secrets knows its ability to close out games through quickly providing evasive pressure.
    The one downside of Delver is that it does require approximately 25+ instants and/or sorceries in your deck to provide the suitable chances of a blind flip.

    Tarmogoyf
    A long-time Legacy staple, Tarmogoyf provides blocking and offense for a very reasonable mana cost.
    The negative interaction between Deathrite and Tarmogoyf is not as bad as you would think. Deathrite can target your opponent's graveyard and between both graveyards, you are usually able to keep Tarmogoyf big and healthy. However, the combination of Deathrite and Tarmogoyf does leave this deck more susceptible to graveyard hate, like Rest in Peace.

    The remaining 'flex' slots are usually dedicated to creatures, equipment, and/or planeswalker. Let's start with creature options:

    Geist of Saint Traft
    This was Japer Grimmer's creature of choice. Geist can quickly deal damage, is a good fit with the deck's mana base, and pitches to Force of Will. Hexproof also allows Geist to evade any form of targeted removal.
    Geist shines in the mirror/tempo match ups. Given this deck's ability to provide mana acceleration, quickly land threats, and provide disruption, a turn 2 or 3 Geist can quickly close out the game.
    Geist gains significant value on the play, so much so that I usually board some number out when I am on the draw (and I bring Force of Will back in.) Geist shines when you are able to keep your opponent off-balance. Landing an early Geist and then using discard, removal, and counterspells to answer your opponent's 'solutions' will quickly win you the game. However, when you are back-peddling and looking for answers to your opponent's threats, Geist is the last card that you want to see (it becomes an over-priced chump blocker.)
    Geist is lacking in the aggro, combo, and certain control match-ups. Against aggro, Geist is usually boarded out, as decks like Goblins have many blockers. Versus quick combo, Geist is too slow and will be boarded out for extra disruption, like counterspells and discard. Vs. Control, Geist can be good, as it evades targeted discard, but it is susceptible to cards like Terminus, Snapcaster Mage, Entreat the Angels, Moat, and Maze of Ith.

    Stoneforge Mystic
    In my opinion, this may be the most powerful use of the flex slot. Running 3 Stoneforges provides a threat that is a two-drop and allows the deck to run main deck Batterskull and Jitte. Running main deck Jitte frees up a sideboard slot, perhaps for a card like Sword of Feast and Famine. Equipment, such as Jitte, pair well with the deck's existing creatures and also complement Lingering Souls tokens (from the sideboard) very well. Batterskull provides a unique threat and life gain, improving the aggro and burn match-ups and offering a re-castable threat.

    Knight of the Reliquary
    Despite the obvious dis-synergy with Deathrite Shaman and the continued reliance upon the graveyard, Knight of the Reliquary grants access to silver-bullet lands and Wasteland. Running KotR requires a more robust mana base (20-22 lands), including more Plains and Forests, but also grants access to Wasteland, Karakas, and increased mana-fixing. Decks that run KotR are also better able to support main-deck planeswalkers, due to their higher land counts.

    Planeswalkers
    Jace, the Mind Sculptor and Liliana of the Veil are the two major contenders, with Jace obviously being the strongest choice. Jace has stronger abilities and this deck's mana base supports Jace's UU casting cost much beter than Liliana's BB casting cost. In versions running 19 lands, Jace is a sideboard card, to be brought in against any deck of equal or slower speed. In versions that run 20+ lands, Jace is main-deck material, however, this begins to move away from the Tempo archtype and closer to mid-range or control.
    Liliana is a possibility out of the sideboard, but this deck doesn't really want to run BB. If the deck choses to run Life from the Loam (and possibly Wasteland), I could see Liliana being a lock-piece in certain match-ups.

    SPELLS

    Brainstorm
    Don't need to say too much here. Very good card. The fetchlands provide many shuffle effects. You get even more shuffle effects if you run Stoneforge Mystics. Brainstorm helps you find answers, set up Delver flips, and shuffle away unneeded cards. Enough said.

    Ponder
    Another great card for finding needed lands, disruption, and/or setting up Delver flips. Because this is a tempo deck, I would not run less than 4.

    Force of Will
    For the combo match-ups or to protect your threats. This card is included to give you a fighting chance vs. combo game 1. It usually comes out vs. 'fair' decks, although it's not uncommon to leave a couple in, especially on the draw. Jasper's list runs 25 blue cards, which is more than enough to support Force of Will.

    Daze
    Jasper's list runs 3, Mark has bumped it up to 4 (above). In the early game, especially on the play, Daze is awesome. It protects our early threats while providing enough disruption to close out the game. However, in the later game, Daze can be lacking, especially because this deck lacks Wasteland, Stifle, Hymn to Tourach and other such effects that would keep our opponent's tight on mana and thus, keep Daze effective. However, this deck does need another counterspell, in addition to Force of Will. Spell Pierce is a possible alternative, although Spell Pierce does not help you protect a first turn Deathrite or Delver. Because all of our lands are Islands (besides the Cavern of Souls in the board), Daze fits well with this deck's mana base.

    Vapor Snag
    At first glance, a lot of people, including myself, were like 'WTF?' However, after some testing, Vapor Snag has proven it's worth. Mark Sun disagrees, and has replaced his Vapor Snags with Swords to Plowshares, opening up a slot in the sideboard (you can read Mark's comments above.) In my testing with this deck, I've found that the first land I fectch is Underground Sea. It enables me to cast Deathrite and it opens up early-game discard. Second, I grab Tropical Islands to empower my Tarmogoyfs, Abrupt Decays, and Sylvan Libraries. Finally, I fetch Tundras for STP and my win con, Geist of St. Traft. Therefore, W is the last color that is available. However, all of the lands produce U and thus, enable Vapor Snag. Vapor Snag also ups the deck's blue count to enable Force of Will.
    I plan to do some testing with the Stoneforge Mystic version. In that version, STP becomes more powerful, as Tundra will usually be your 2nd fetched land, in order to enable Stoneforge. So, perhaps Vapor Snag gets the cut in the SFM version.

    Swords to Plowshares
    The best removal in the format. This, along with Lingering Souls from the sideboard, are the primary reasons for running white (as opposed to splashing red and gaining Lighting Bolts and Pyroblasts / Red Elemental Blasts from the sideboard.)

    Abrupt Decay
    Very strong removal. This card and Deathrite Shaman are what makes this deck viable. Abrupt Decay is awesome in that it can target any permanent with cc<=3 and that is cannot be countered. A savvy opponent may try to keep you off of green and/or black, which can become an issue if Deathrite is not in play.

    Inquisition of Kozilek
    Targeted discard. In addition to Deathrite, Abrupt Decay, and Lingering Souls' flashback ability, targeted discard is a massive advantage from black. This deck's ability to use both discard and counter-magic to attack opponent's hands gives the deck a better game 1 match up against combo. In subsequent games, this deck can board into more discard and counterspells.

    Thoughtseize
    My favorite discard spell in the deck. In other decks, I've leaned toward Inquisition of Kozilek due to Thoughtseize's -2 life. However, Deathrite's ability negates the loss of life rather well. I like running the full 4 Thoughtseizes (2 main, 2 board), but Mark has decided against them (you can read about that above.) I think either decision is correct based upon your meta. In a meta with more combo, the full playset of Thoughtseize feels very powerful. In a meta with more aggro, extra removal is a benefit.

    Sylvan Library
    I cannot emphasize how good this card is. I like to see it every match up. I've considered running 2 (1 main, 1 board) and probably will if Abrupt Decay becomes more prevalent. Sylvan provides excellent filtering and the ability to draw extra cards helps in a variety of match-ups. Again, Deathrite's +2 ability enables extra card draws in longer games, making Sylvan Library an auto-include.
    Last edited by Water_Wizard; 12-15-2012 at 05:30 PM.

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