DR Shaman or: How I Learned to Stop Worrying and Love the BUG(R)



  • I’ve seen some recent posts about a Deathrite based control deck and there seemed to be some interest in the archetype, so here is a primer (of sorts) for the list I've been running for a while.

    General Deck Philosophy

    Ideal games with this deck look to secure mana advantage with Deathrite Shaman, trade 1-for-1 with the opponent, while gaining incremental value with Snapcaster/Baleful Strix, and eventually pulling ahead with Jace/Painful Truths. While this deck does look like a 4 color control deck, it is really a base U/B deck with slight splashes tailored to certain matchups.

    Why should you play this deck?

    It’s not Mentor, Shops, or Outcome!
    But seriously, I really enjoy the deck because it plays out like a hard control deck that has some good disruptive creatures that double as win conditions (Deathrite Shaman/Leovold). Knowing when to change modes with Deathrite Shaman, from a source of mana to a damage source, is one of the most important things to consider with this deck. It will not win games quickly, so if you don’t like to grind, I would give this deck a pass.

    Waste(land) Not, Want Not

    The genesis of the deck was a more creature heavy version of BUG that looked to waste/strip the opponent early and often. Deathrite Shaman made sure that you could still curve out and develop your mana, while denying your opponent theirs. In theory, it was great. In practice, I rarely won games where I mana screwed my opponents.
    Waste/strip vs shops just turns their lands into Black Lotuses and since I’m not winning the game quickly, the one mana I could use from the wasteland is VASTLY more important to us than just speed bumping them for a turn. Half of their deck is mana and most of their lands tap for 2+.

    Vs combo, traditionally there was a higher chance that you waste them out of the game, but that still required 1-2 pieces of disruption to give yourself that opportunity. With the rise of Outcome there are more basics and emphasis on artifact mana, so I don’t feel that wasteland + disruption is a valid strategy. I will note that combo is the worst matchup for this deck (more on that later).

    Vs mentor, it was a fine move to waste early and often, pre gush restriction. Now, mentor plays more mana sources, so that game plan rarely bears any fruit.
    Since I wasn’t running 5 colorless lands anymore, I could splash red for a little diversity in shop hate and add Pyroblast to the board.

    A Few Notes on Card Choices

    Tasigur vs Gurmag Angler

    This comes down to how much Eldrazi you see in your meta vs mentor/blue decks. The zombie fish is much better against both forms of Eldrazi since it eats almost everything and trades cleanly with a Reality Smasher. It has the added benefit of not being Legendary and getting bounced by Karakas out of White Eldrazi.

    The Shotgun Approach to Removal

    The goal of the deck is to see a lot of extra cards via Truths/Jace-ing in the late game, so I prefer a wider array of options. The 2 Snapcasters also reduce the need to draw multiples of one particular removal spell.

    How does this deck match up against the meta?

    While it may be a point of contention to only mention the ‘big 3’, that’s what I am primarily going to consider for this section.

    Vs Shops
    This deck has a favorable matchup against shops, strictly on the back of being able to ignore 4 of shops 9 spheres. Deathrite Shaman and a larger than normal creature count mean I can develop my board/mana in the face of a thorn. 2 main deck basics also provide extra insurance that I can cast my more expensive spells. Main deck Dack and Grudge also help, though Dack’s effectiveness has been waning. It’s worth noting a fun ‘trick’ with painful truths and Sphere/Thorn (akin to engineered explosives): since they require you to overpay, you can actually cast it for 4 or 5 colors (depending on the # of spheres in play). I’ve cast it quite a few times for 4 vs shops and it’s pretty fantastic!

    Vs Mentor
    This deck executes its game plan fairly well against mentor. The entire match revolves around their namesake card. The cheap creatures in this deck allow us to pressure the mentor player to potentially force them into a situation where they have to deploy mentor early (i.e. without enough protection or ability to chain spells/monks) or they spend their turns interacting with our board and not developing their hand. It’s a very attrition based matchup, but Leovold and Painful Truths help.

    Vs Outcome
    I will admit that combo is not my favorite matchup to play since the deck is fairly limited in disruption game 1. Leovold is the saving grace since he can win the game on the spot if the PO player has no MD way to remove him. It gets better post board, but I would be lying if I said I was confident in the game 1 matchup. Another interesting interaction: on the off chance you get stormed out with a Leovold in play, you can let the storm trigger go on the stack, resolve, and then put a Leovold trigger on the stack for each storm copy. This means that all of your ‘draw a card’ triggers will resolve before any of the storm copies, so you only need to find a Flusterstorm/Mindbreak Trap within the top X cards of your deck (where X = the # of storm copies on the stack). Leovold already makes you somewhat Duress-proof, since you always draw a card, but this allows your counters to ‘hide out’ in your deck and is an added layer of protection against hand disruption.

    Mulligans and Developing the Game Plan

    The ideal start for this deck is turn 1 Deathrite, but in lieu of that, I’m looking for cheap interaction and a fast Leovold/Jace. Since Painful Truths is a big part of the deck, I don’t mind using Snapcasters early, most commonly to flashback a misstep on practically anything. An early Deathrite Shaman followed up by a disruptive ambush viper provides significant pressure. Early turns should be spent developing mana and trading cards back and forth, until you pull ahead via Truths or Jace. While a vast majority of the time you will use Jace’s ‘brainstorm’ ability, this deck does a decent job of using all parts of the buffalo that is the big blue planeswalker. I’ve bounced my fair share of creatures and fatesealed for a few turns when the game was locked up with an active Deathrite Shaman and an attacking creature (very few cards in my opponent’s deck mattered).

    Sideboard Guide

    Mentor
    +1 Abrupt Decay
    +2 Pyroblast
    -1 Ancient Grudge
    -1 Dismember
    -1 Mindbreak Trap

    Nothing too crazy here, just upgrading some card slots. This matchup revolves entirely around them resolving mentor. While it may seem silly to bring in Pyroblast (an anti blue card) to fight a white card, we are just trying to support our Forces in the fight over Mentor. Some versions of Mentor also run Jace and Dack.

    Oath
    +4 Grafdigger’s Cage
    +1 Abrupt Decay
    -1 Ancient Grudge
    -1 Dismember
    -1 Fatal Push
    -2 Baleful Strix

    Sadly, this is a creature based control deck, so Oath can be problematic. In game 2, I would still run out a turn 1 Deathrite 99% of the time since I have to have some way to win and if I’m sandbagging it, why is it even in the deck? Strix and non-Decay removal are pretty underwhelming here so they are easy to cut for cages. Interesting note, both Forbidden Orchard and Oath of Druids target you, so if you have a Leovold in play, don’t forget to draw your card! Granted, if they are Oathing, it probably won’t matter, but if you have a Cage and a Leovold in play, the Oath still targets! Could easily see swapping a Snapcaster for a Strix since Cage shuts him off, but the fact that he is a surprise 2 power attacker is usually enough to get the nod.

    Paradoxical Outcome Storm
    +2 Pyroblast
    +2 Flusterstorm
    +1 Nihil Spellbomb
    -2 Baleful Strix
    -1 Dismember
    -1 Jace, the Mind Sculptor
    -1 Fatal Push

    Removal is pretty poor here, as well as Strix. I cut one Jace since I want to make room for more cheap interaction, but could see cutting the Grudge instead. This is a game 2/3 change I might make depending on my opponent. If their play pattern is to run out their artifacts early, I like keeping grudge to potentially double stone rain them. If they are hoarding them until the pivotal turn when they cast outcome, I’d rather have the Jace. The Spellbomb might seem weird, but it is Yawg Will insurance as well as a cheap cycler since the deck isn’t really loaded for combo bear.

    Workshops
    +1 Ancient Grudge
    +2 Nature’s Claim
    +1 Murderous Cut
    +1 Abrupt Decay
    -3 Mental Misstep
    -1 Mindbreak Trap
    -1 Thoughtseize

    Pretty straightforward plan: board in all of the hate/doomblades. I will rarely ever Force a Thorn since it doesn’t slow down my creatures. Forcing a Sphere is contextual, based on my hand and play/draw. If a Deathrite Shaman is already in play, I’ll just pass on it. For the most part, goal is to stay in the game on the back of creatures, 1-for-1 them, and re-load with Truths/Jace.

    Eldrazi
    +1 Abrupt Decay
    +1 Murderous Cut
    +1 Nature’s Claim
    -3 Mental Misstep

    This is the one matchup where I wish I had another ‘doom blade’ in the board as well as the only reason I have Dismember main over the 2nd Decay (I really wanted a MD way to kill a Reality Smasher). Misstep is pretty bad, so I bring in a Nature’s Claim since it can actually do something. Matchup plays out similarly to Shops. The white versions can be a little scarier since Heretic Cathar can really slow the deck down, but doesn’t really change the plan of “doom blade everything and draw a bunch of cards”.

    Dredge
    +4 Grafdigger’s Cage
    +1 Nihil Spellbomb
    +1 Ravenous Trap
    -1 Mindbreak Trap
    -1 Ancient Grudge
    -1 Jace, the Mind Sculptor
    -1 Thoughtseize
    -1 Snapcaster Mage
    -1 Fatal Push

    Just trimming numbers here to fit in the hate cards. There is a fair debate between keeping Snapcaster over the Dismember, but I want access to 2 cards that can let me kill my own creatures to remove bridges. The other side of that coin is that Snapcaster can be a surprise blocker and basically do the same thing, but dying in combat still lets the dredge player stack the triggers such that they get zombies.

    Conclusion

    I won't delude you (or myself) in claiming that this deck is the next big thing or that is crushes everything in the meta, but its a solid deck that utilizes one of the best unrestricted draw engines: Painful Truths. Like any control deck, a heavy dose of metagame tailoring is necessary for success but part of the fun is constantly tinkering with numbers and card slots.



  • Thanks for putting this together!

    What are your thoughts around null rod as well? Do you lump this into a similar denial category as wasteland?



  • @rbartlet it's not quite the same as wasteland RE mana denial in my eyes, but since I've gone 4 color, I do lean a bit more on my moxes than traditional BUG (the predecessor of this build). Null Rod was a staple vs shops and outcome, but shops has shifted to being more aggro oriented (inspector, precursor). Against that version I'd rather be on the doom blade plan. Rod is still great vs outcome but I couldn't find the room/justification for it in the board. I could see trimming one graveyard hate card for one but I'd really want 2 and making room for the 2nd is tough.



  • Could the 3rd Painful Truths or 1 of the Jace TMS be a second Engineered Explosives? EE is just REALLY good against ALL 3 of those decks you mentioned whether it be vs a slew of Moxen, Thorns, Tokens, or 2 drop dudes. Just a thought.



  • @Serracollector there aren't many games where I would want to draw or play a 2nd EE, except maybe shops? Trying to 'get' a PO player is much harder than it looks since they either just cast PO in response to the EE or I have to hold up 2 mana for the rest of the game.
    It can help clean out some monks against mentor, but if I have to do that more than once, I've likely lost that game.
    Against shops its great at blowing up a slew of permanents and gets around Thorns/Spheres, but its not worth losing a Truths. My main plan is to basically ignore the Thorns since I have creatures and Deathrite to offset the extra mana cost, and follow that up by just answering all their actual threats 1-for-1 (or better in the case of grudge) and then drawing cards off of truths.



  • Another comment: do you feel in a storm matchup, not having clique, makes it more difficult? Similarly, do you feel like 6 cards is enough dredge hate? The last card that I'll ask questions about (for now) Trygun Predator: too awkward to cast for this shell, and not doing enough against the field?



  • @rbartlet vs Storm Leovold is better than Clique since he has a constant effect on the game vs Clique being one shot disruption. Clique is better vs dark ritual decks, since they tend to go all in on mana and have one payoff spell you can snipe in response to a ritual. PO has replaced ritual as the go to storm deck and that's where Leovold really shines.

    As for dredge hate, 6 is fine since Deathrite can naturally disrupt Dredge's plan as well. You still need one of the 6 cards to slow them down, but once you do, you can slowly chip shot the important stuff from the GY.

    Trygon has applications vs Oath (but only if he comes down before the namesake enchantment), PO (but only if they are playing out artifacts before the pivotal PO turn), and shops, but the 3 drop slot is very crowded as is. To make it fit, there are only 2 options: Cut some 1-2 drops for it or have it replace other 3 drops.If we cut some 1-2 drops, we are now clogged with 3s, making Truths worse since some of the value of having more cards is being able to play more than 1 card per turn, which requires a smoother/lower mana curve. This leads to wanting to cut Truths, which is really needed for this deck to try and compete with the Mentor decks. If we look at replacing exisiting 3 drops, our options are Truths, Leo, and Dack. As mentioned, Truths is the engine, so I would be loathe to cut them. Leovold is a better disruptive creature than Trygon and is more widely applicable. That leaves the one Dack, who is admittedly not as good against shops as he once was, though still pretty good against blue decks. If your meta is particularly shops heavy, I think you could easily swap the Dack for a Trygon.



  • Thanks for putting together such a great list and sideboard map! Did you do much testing with Ingot Chewer in the SB for shops? If so, what led you to Claim and Grudge as the preferred removal package?



  • @messplaypc Since Deathrite helps not getting pinched on mana, Grudge costing 1 more isn't too prohibitive and definitely worth the 2-for-1 vs Chewer. The only thing I really miss about not running Wasteland is clean answer's to Factories, and Grudge trumps Chewer in that regard as well, preventing some Ravager blowouts. The Nature's claims are there as a hedge against random enchantments as well as just diversifying my removal mana curve. Also, I could have done a better job with the SB plan talking about some play/draw considerations. Vs Oath I would cut a Snapcaster or Thoughtseize (depending on the build) for a Claim on the draw to have an extra answer for t1 Oath.



  • You don't have a problem hitting removal when you essentially only have 4?

    Have you thought about JVP for extra dig/flashback?

    I don't want to start a list of every card in these colors and just keep saying "why not this, why not that", but have you thought about Kolaghan's Command? More a mainstay of the legacy version.



  • @Sovarius I have thought about K-command, but its not quite as versatile here as it is in the Legacy version. Base cost of 3 to blow up an artifact is pretty steep when facing down spheres. As for removal, shops is the only matchup where I feel like I need more, but I board in quite a bit there.
    JvP has been a consideration, but he fights for the Snapcaster spot as well as making Jace TMS awkward since I can only have 1 going at a time. Snapcaster being able to pressure opposing planeswalkers is also nice and generally has an immediate effect when played so I always get 'value' (vs sometimes when JvP gets plowed/blasted before I can untap).



  • Now that Mentor (and Thorn) are restricted, along with Ixalan's Spyglass and legend rule change, what important changes would you make, if any?

    DRS gets worse with Spyglass possibly becoming a 3-4 of in Shops.
    JVP gets better, but can be nailed with Spyglass+Revoker.
    Truths doesn't seem to change for better or for worse.



  • @lordeng1ish I'm actually at a loss for what to do here. DRS is very important for the deck, and spyglass really does a number on it, making it a better 'thorn' to fight the decks mana production. Fewer thorns = fewer eldrazi, so strix is not as important either. I still really like Leovold's position in the meta and many have pivoted back to BUG, but having access to REB/Pyro is the natural progression there to fight other Leo's on the stack. The deck might actually move into a more keeper/4-5CC direction and utilize a City/Mana Confluence mana base to sidestep spyglass (since most current 3+ color decks rely on fetches quite heavily).


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