Jund is obviously a powerful deck, but in playing it for the last few months I have noticed that many of my losses occur because of 2 reasons:
1. Mana flood, or
2. Drawing or having the wrong cards for the matchup.
1. Mana flood. Example: You keep a standard 3-land, Farseek, Thragtusk, Abrupt Decay, Tragic Slip hand. Perfect! And you proceed to draw 5 lands in a row and are buried by the opponent's creatures or card advantage. Example: You get the control opponent down to 2, but they clear the board, and you proceed to draw 5 lands in a row and die.
2. Wrong answers. Jund is basically an "answer" deck. The BGR colors have answers to virtually all problems, depending on how you make your deck. And in the current standard versions of the deck, there are a mix of removal, utility creatures, and game-ending threats. Unfortunately, if you draw the wrong part of your deck at the wrong time, you get far behind.
Could Faithless Looting, maybe as a 2-of, help these problems? Not to use it on T1, of course, but play out the "good part" of your hand, keep a land in hand, and then use FL to loot through a land pocket or the wrong cards for the matchup.
I played 4 color Rites for a few FNMs just for fun, and Faithless Looting was a big card in that deck. On top of the random Unburial Rites interactions, it smoothed your land draws games where you would've drawn 7 lands in your first 11 cards you won't get mana flooded... and then obviously vice versa. A 2 land hand and Faithless looting and the mana to play it is keepable.
But the issue is... Jund has a pretty solid mid game. We don't really need to make our draws more consistent. It doesn't have graveyard interaction outside of Ooze. And we already play card advantage that is better.
I really like Faithless Looting in Dega or if you perhaps want to try and put together a 4 color midrange deck that doesn't rely on the Rites combo, but still plays a lot of the same cards.
Jund is obviously a powerful deck, but in playing it for the last few months I have noticed that many of my losses occur because of 2 reasons:
1. Mana flood, or
2. Drawing or having the wrong cards for the matchup.
1. Mana flood. Example: You keep a standard 3-land, Farseek, Thragtusk, Abrupt Decay, Tragic Slip hand. Perfect! And you proceed to draw 5 lands in a row and are buried by the opponent's creatures or card advantage. Example: You get the control opponent down to 2, but they clear the board, and you proceed to draw 5 lands in a row and die.
2. Wrong answers. Jund is basically an "answer" deck. The BGR colors have answers to virtually all problems, depending on how you make your deck. And in the current standard versions of the deck, there are a mix of removal, utility creatures, and game-ending threats. Unfortunately, if you draw the wrong part of your deck at the wrong time, you get far behind.
Could Faithless Looting, maybe as a 2-of, help these problems? Not to use it on T1, of course, but play out the "good part" of your hand, keep a land in hand, and then use FL to loot through a land pocket or the wrong cards for the matchup.
Has anyone tried this in the past?
But the issue is... Jund has a pretty solid mid game. We don't really need to make our draws more consistent. It doesn't have graveyard interaction outside of Ooze. And we already play card advantage that is better.
I really like Faithless Looting in Dega or if you perhaps want to try and put together a 4 color midrange deck that doesn't rely on the Rites combo, but still plays a lot of the same cards.