This may be a dumb question, but I'll ask anyway ...
Does the number of Fulminators played affect the number of Kolaghan's Command being played. I ask because I am trying out the Blood Moon package, and no Fulminators, so I wonder if two Commands is still necessary?
I am also keen on trying out Blood Moons over Fulminators (which have always felt so mediocre to me), and I'm curious how people are changing their Manabases (if at all) to incorporate Blood Moon. It stands to reason we would want a few more basics and maybe go up an additional fetchland(?), but I'm really not sure.
This may be a dumb question, but I'll ask anyway ...
Does the number of Fulminators played affect the number of Kolaghan's Command being played. I ask because I am trying out the Blood Moon package, and no Fulminators, so I wonder if two Commands is still necessary?
I will always play at least 1 copy, but I personally think it depends on the meta whether you want more or not. It is indeed a flexible tool that can be great in a lot of ways, but sometimes you want other cards more in your meta. Playing 2 is probably never wrong though. Just jam a few games and see if you like the card or not. You can then cut down on it if you like.
@Flying Delver: in the primer part for bant eldrazi matchups in the planeswalkers removal for other cards you suggested bringing in the very card you removed.
Thats right, thanks for letting me know, I fixed it. I guess it is not as big of a deal nowadays bc there is basically no Bant Eldrazi anymore. But still, the primer should be correct as much as possible.
I only noticed when someone mentioned they were making a Eldrazi deck for my lgs so i took a look at them.
On a side note did you try Goblin Rabble Master yet? Also why are we playing so many quick lands now?
Sorry if im asking too many questions im getting back into the deck after playing grixis control after almost 2 years.
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Standard: No Time
Modern: Jund Midrange BRG
Legacy: Shardless Bug BUG
This may be a dumb question, but I'll ask anyway ...
Does the number of Fulminators played affect the number of Kolaghan's Command being played. I ask because I am trying out the Blood Moon package, and no Fulminators, so I wonder if two Commands is still necessary?
I will always play at least 1 copy, but I personally think it depends on the meta whether you want more or not. It is indeed a flexible tool that can be great in a lot of ways, but sometimes you want other cards more in your meta. Playing 2 is probably never wrong though. Just jam a few games and see if you like the card or not. You can then cut down on it if you like.
@Flying Delver: in the primer part for bant eldrazi matchups in the planeswalkers removal for other cards you suggested bringing in the very card you removed.
Thats right, thanks for letting me know, I fixed it. I guess it is not as big of a deal nowadays bc there is basically no Bant Eldrazi anymore. But still, the primer should be correct as much as possible.
I only noticed when someone mentioned they were making a Eldrazi deck for my lgs so i took a look at them.
On a side note did you try Goblin Rabble Master yet? Also why are we playing so many quick lands now?
Sorry if im asking too many questions im getting back into the deck after playing grixis control after almost 2 years.
You play more fastlands because they're amazing when the deck only plays 1-2 4 drops, and because bolt aint what it used to be so Blooming marsh is amazing.
I'm a big fan of this list. Personally, I would probably trade the fourth Bolt for a third Push, but that's such minor change. How has the Removal suit been performing overall as 4/2/2/3 Bolt/Push/Decay/Terminate?
As I stated in my post you are referring to, I have a bunch of Big Mana/Control decks in my meta, where Push just is a dead card. I thought that Bolt could at least go face, and thus tried the full playset. Overall it did not change much for my experience, I guess 3/3 split on Bolt/Push is more even. I do like 2 Decays and 3 Terminate though. Maybe cutting down to 1 Decay can be fine, seems to be the case for popular lists.
This may be a dumb question, but I'll ask anyway ...
Does the number of Fulminators played affect the number of Kolaghan's Command being played. I ask because I am trying out the Blood Moon package, and no Fulminators, so I wonder if two Commands is still necessary?
I will always play at least 1 copy, but I personally think it depends on the meta whether you want more or not. It is indeed a flexible tool that can be great in a lot of ways, but sometimes you want other cards more in your meta. Playing 2 is probably never wrong though. Just jam a few games and see if you like the card or not. You can then cut down on it if you like.
@Flying Delver: in the primer part for bant eldrazi matchups in the planeswalkers removal for other cards you suggested bringing in the very card you removed.
Thats right, thanks for letting me know, I fixed it. I guess it is not as big of a deal nowadays bc there is basically no Bant Eldrazi anymore. But still, the primer should be correct as much as possible.
I only noticed when someone mentioned they were making a Eldrazi deck for my lgs so i took a look at them.
On a side note did you try Goblin Rabble Master yet? Also why are we playing so many quick lands now?
Sorry if im asking too many questions im getting back into the deck after playing grixis control after almost 2 years.
Goblin Rabblemaster won me the first game against Scapeshift yesterday, but only bc I had discard to make my opponents hand slow and clunky, and the hand wasn't the best overall. It basically changed from a 0-2 loss into a 1-2 loss that way. Does not feel revolutionary and great to be honest. I will test him more next week alongside the new PW rule though.
Fastlands contribute to a more painless manabase. I personally am not sure if I want that many Fastlands. But the thing is, I cut one land from the manabase lately (from 24 to 23, which does also not feel quite right, the manabase is a little bit on the inconsistant side of things, which is a little bit too much for my taste) and am not playing 4 drops main. That way you can have painless landrops and have untapped mana to play your 1/2/3 drops. But the thing that bothers me is the fact that jund really goes off when it is able to do multiple things each turn, which just is not that easy with that manabase. Often you can just play one thing a turn and thats it.
Gotta be honest, playing Jund does not feel great anymore these days. One big factor for me to playing this deck is of course fun, but with that pile of sh** called scapeshift around, there is absolutely no fun involved, doesn't matter whether you play with or against it. In 5 rounds of FNM last night, I faced 2 Scapeshift decks.
I'm a big fan of this list. Personally, I would probably trade the fourth Bolt for a third Push, but that's such minor change. How has the Removal suit been performing overall as 4/2/2/3 Bolt/Push/Decay/Terminate?
As I stated in my post you are referring to, I have a bunch of Big Mana/Control decks in my meta, where Push just is a dead card. I thought that Bolt could at least go face, and thus tried the full playset. Overall it did not change much for my experience, I guess 3/3 split on Bolt/Push is more even. I do like 2 Decays and 3 Terminate though. Maybe cutting down to 1 Decay can be fine, seems to be the case for popular lists.
This may be a dumb question, but I'll ask anyway ...
Does the number of Fulminators played affect the number of Kolaghan's Command being played. I ask because I am trying out the Blood Moon package, and no Fulminators, so I wonder if two Commands is still necessary?
I will always play at least 1 copy, but I personally think it depends on the meta whether you want more or not. It is indeed a flexible tool that can be great in a lot of ways, but sometimes you want other cards more in your meta. Playing 2 is probably never wrong though. Just jam a few games and see if you like the card or not. You can then cut down on it if you like.
@Flying Delver: in the primer part for bant eldrazi matchups in the planeswalkers removal for other cards you suggested bringing in the very card you removed.
Thats right, thanks for letting me know, I fixed it. I guess it is not as big of a deal nowadays bc there is basically no Bant Eldrazi anymore. But still, the primer should be correct as much as possible.
I only noticed when someone mentioned they were making a Eldrazi deck for my lgs so i took a look at them.
On a side note did you try Goblin Rabble Master yet? Also why are we playing so many quick lands now?
Sorry if im asking too many questions im getting back into the deck after playing grixis control after almost 2 years.
Goblin Rabblemaster won me the first game against Scapeshift yesterday, but only bc I had discard to make my opponents hand slow and clunky, and the hand wasn't the best overall. It basically changed from a 0-2 loss into a 1-2 loss that way. Does not feel revolutionary and great to be honest. I will test him more next week alongside the new PW rule though.
Fastlands contribute to a more painless manabase. I personally am not sure if I want that many Fastlands. But the thing is, I cut one land from the manabase lately (from 24 to 23, which does also not feel quite right, the manabase is a little bit on the inconsistant side of things, which is a little bit too much for my taste) and am not playing 4 drops main. That way you can have painless landrops and have untapped mana to play your 1/2/3 drops. But the thing that bothers me is the fact that jund really goes off when it is able to do multiple things each turn, which just is not that easy with that manabase. Often you can just play one thing a turn and thats it.
Gotta be honest, playing Jund does not feel great anymore these days. One big factor for me to playing this deck is of course fun, but with that pile of sh** called scapeshift around, there is absolutely no fun involved, doesn't matter whether you play with or against it. In 5 rounds of FNM last night, I faced 2 Scapeshift decks.
Well looks definitely more fun i think ill try putting it in for my next modern event as well.
That's unfortunate i really thought the manabase before was honestly good just painful when you fetched badly or stupidly.
Ramp decks really dont exsist in my meta except one gr tron player who has been on control lately. I mostly switched back to jund since i wanted to stop play reactively 100 percent of the time. Also the fact i have jund made it easier to switch just have not played it roughly since dragons of tarkir so playing catchup with some cards i dont own from playing grixis control. Should have it finished soon enough though.
My meta is weird for my LGS as it rarely changes unless someone gets bored or a new deck peaks there interest. For example till recently everyone had been playing the same decks for the last few years till dredge became a deck then shortly after RW Prison. The next change will be our infect player whos looking for a new deck.
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Standard: No Time
Modern: Jund Midrange BRG
Legacy: Shardless Bug BUG
This is probably a noob question, but why do most lists use fulminators instead of blood moons? Aren't they better against Etron and scapeshift?
In a time of desperation I likely would, like if my entire LGS played Scapeshift and Bant Eldrazi, but it's honestly not worth the slots against most other decks. Fulminator isn't worth the slots in my opinion, but it has more uses than BM.
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"The worst part isn't the pain, or the smell, or even the fear of death. It's hearing the clatter of bone on stone and knowing the bones are yours."BRG
This is probably a noob question, but why do most lists use fulminators instead of blood moons? Aren't they better against Etron and scapeshift?
Even though it does not seem that way, but blood moon is not really not doing much against tron variants. Especially etron has a good amount of basics and mind stones. Expedition map lets them search for basics also.
Like chaos said, bm is hurting ourself more most of the time.
I've been tinkering with a Jund Moon version to see if it's feasible; only 8 matches deep (MTGO queues) so I'm not going to make any sweeping claims. Surprisingly I haven't ran into any Tron variants, but I can say that it requires a significant departure from what seems like typical Jund. I'm more or less splashing green with only 6 cards (4 Goyf, 2 Tracker) mainboard since you're very likely to cut yourself off either green or black if you want to play a T3 Moon (which is the goal if you're looking to sneak a free win). Since black is the more necessary color to keep removal/discard alive, that means making sacrifices elsewhere.
has anyone tried the new liliana split yet? I tried 4/2 but seems clunky in the main. I think 4/1 with 1 K command seems a bit better.
I'll likely play two in the sideboard but I don't see the use in such a niche card mainboard.
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"The worst part isn't the pain, or the smell, or even the fear of death. It's hearing the clatter of bone on stone and knowing the bones are yours."BRG
I like the list but why not cut a bolt for lavamancer.
Push is way more powerful in this meta and the lavamancer can act as a reoccurring bolt. Lavamancer and Lilliana the lost hope will also allow you to take down 3 toughness creatures.
How about replacing the thrun with a 2nd kitchen finks? Finks is good against control alas well bc it's a for 1 if they don't have path. In addition I like brining it back from the graveyard with Liliana the lost hope. 2 in the sideboard also is an easy sideboard decision against decks where rabblemaster is weaker.
I like the list but why not cut a bolt for lavamancer.
Push is way more powerful in this meta and the lavamancer can act as a reoccurring bolt. Lavamancer and Lilliana the lost hope will also allow you to take down 3 toughness creatures.
How about replacing the thrun with a 2nd kitchen finks? Finks is good against control alas well bc it's a for 1 if they don't have path. In addition I like brining it back from the graveyard with Liliana the lost hope. 2 in the sideboard also is an easy sideboard decision against decks where rabblemaster is weaker.
Thoughts?
Those are all decisions I made with respect to my specific meta. It mainly contains Scapeshift, Control and GY based decks. Some Affinity and GBx is also there. But due to these decks, I more often than not have stranded Pushes in my hand. And thats why I also need a Thrun for that Control decks.
When I switched from Junk to Jund, Kolaghan's Command was the card that impressed me most by far. It's probably my favorite red card in Jund now. What could you possibly be cutting it for? It's Jund's Lingering Souls in a lot of ways
Random hypothetical question here for you older Jund players: if BBE were legal how many would we run? I didn't play Jund back in those days, and I see that now we only run 2 4-drops. Would BBE just be a 2-of?
It would be a 4 of, in my opinion. I would personaly cut all other 4 drops (I run 3) and the 3 scooze and I would jam in 4 BBE and 2 Grim Flayer.
And I really think it's about time to get BBE back. It's in no way more over powered than company, for example.
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GBR May the Jund'ish side of the Force be with you! GBR
When I switched from Junk to Jund, Kolaghan's Command was the card that impressed me most by far. It's probably my favorite red card in Jund now. What could you possibly be cutting it for? It's Jund's Lingering Souls in a lot of ways
Random hypothetical question here for you older Jund players: if BBE were legal how many would we run? I didn't play Jund back in those days, and I see that now we only run 2 4-drops. Would BBE just be a 2-of?
It would be a 4 of, in my opinion. I would personaly cut all other 4 drops (I run 3) and the 3 scooze and I would jam in 4 BBE and 2 Grim Flayer.
And I really think it's about time to get BBE back. It's in no way more over powered than company, for example.
So I have a Jund deck that I'm quite happy with. If needed I can post my list but there is nothing particularly spicy about it. I am looking for a modern deck with a fairly even Jund matchup, preferably where Jund is slightly favored, to play games of modern against my wife. I'm thinking she'd be the Jund player and I would pilot something different for a change. Could I get some suggestions on which decks to start looking at for candidates? Ideally the matchup should be fun, interactive and fairly even.
I am wandering if I should cut one Push and add a Grim Lavamancer.
let me know how you go! I went 4-1 last night and surprisingly got stomped by Affinity 0-2. Last week I got wrecked by affinity as well so it may be time to put in shatterstorm and grim lavamancer in my 75 in addition to my x2 ancient grudge.
One would think it difficult to play BB spells with Blood Moon in play.
Indeed it is. Like I mentioned, it requires making concessions elsewhere to make it work -- 3x LOTV are the only double black cards, only 6 cards that cost green, etc. You basically have to be prepared to cut off your own arm if it takes both your opponent's legs with it. Still tinkering with it after 3-2, 3-2, 3-2 in Competitive Leagues. Blood Moon is swingy at times, but that's to be expected; the one surprise so far has been how little work it did versus my only two matches versus Eldrazi Tron.
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I am also keen on trying out Blood Moons over Fulminators (which have always felt so mediocre to me), and I'm curious how people are changing their Manabases (if at all) to incorporate Blood Moon. It stands to reason we would want a few more basics and maybe go up an additional fetchland(?), but I'm really not sure.
Also, I just want to leave this here: https://twitter.com/thequietfish/status/910662810128076800
I only noticed when someone mentioned they were making a Eldrazi deck for my lgs so i took a look at them.
On a side note did you try Goblin Rabble Master yet? Also why are we playing so many quick lands now?
Sorry if im asking too many questions im getting back into the deck after playing grixis control after almost 2 years.
Modern: Jund Midrange BRG
Legacy: Shardless Bug BUG
You play more fastlands because they're amazing when the deck only plays 1-2 4 drops, and because bolt aint what it used to be so Blooming marsh is amazing.
As I stated in my post you are referring to, I have a bunch of Big Mana/Control decks in my meta, where Push just is a dead card. I thought that Bolt could at least go face, and thus tried the full playset. Overall it did not change much for my experience, I guess 3/3 split on Bolt/Push is more even. I do like 2 Decays and 3 Terminate though. Maybe cutting down to 1 Decay can be fine, seems to be the case for popular lists.
Goblin Rabblemaster won me the first game against Scapeshift yesterday, but only bc I had discard to make my opponents hand slow and clunky, and the hand wasn't the best overall. It basically changed from a 0-2 loss into a 1-2 loss that way. Does not feel revolutionary and great to be honest. I will test him more next week alongside the new PW rule though.
Fastlands contribute to a more painless manabase. I personally am not sure if I want that many Fastlands. But the thing is, I cut one land from the manabase lately (from 24 to 23, which does also not feel quite right, the manabase is a little bit on the inconsistant side of things, which is a little bit too much for my taste) and am not playing 4 drops main. That way you can have painless landrops and have untapped mana to play your 1/2/3 drops. But the thing that bothers me is the fact that jund really goes off when it is able to do multiple things each turn, which just is not that easy with that manabase. Often you can just play one thing a turn and thats it.
Gotta be honest, playing Jund does not feel great anymore these days. One big factor for me to playing this deck is of course fun, but with that pile of sh** called scapeshift around, there is absolutely no fun involved, doesn't matter whether you play with or against it. In 5 rounds of FNM last night, I faced 2 Scapeshift decks.
Well looks definitely more fun i think ill try putting it in for my next modern event as well.
That's unfortunate i really thought the manabase before was honestly good just painful when you fetched badly or stupidly.
Ramp decks really dont exsist in my meta except one gr tron player who has been on control lately. I mostly switched back to jund since i wanted to stop play reactively 100 percent of the time. Also the fact i have jund made it easier to switch just have not played it roughly since dragons of tarkir so playing catchup with some cards i dont own from playing grixis control. Should have it finished soon enough though.
My meta is weird for my LGS as it rarely changes unless someone gets bored or a new deck peaks there interest. For example till recently everyone had been playing the same decks for the last few years till dredge became a deck then shortly after RW Prison. The next change will be our infect player whos looking for a new deck.
Modern: Jund Midrange BRG
Legacy: Shardless Bug BUG
Because Blood Moon with a greedy mana base is a painful combination.
Even though it does not seem that way, but blood moon is not really not doing much against tron variants. Especially etron has a good amount of basics and mind stones. Expedition map lets them search for basics also.
Like chaos said, bm is hurting ourself more most of the time.
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
I'll likely play two in the sideboard but I don't see the use in such a niche card mainboard.
This is the list I want to try for tonights FNM with the new PW rule:
4 Verdant Catacombs
4 Bloodstained Mire
3 Blackcleave Cliffs
3 Blooming Marsh
1 Overgrown Tomb
1 Blood Crypt
1 Stomping Ground
3 Raging Ravine
2 Swamp
1 Forest
Creatures [12]
4 Tarmogoyf
4 Dark Confidant
2 Scavenging Ooze
2 Goblin Rabblemaster
3 Inquisition of Kozilek
3 Thoughtseize
3 Lightning Bolt
3 Fatal Push
3 Terminate
2 Abrupt Decay
1 Kolaghan's Command
1 Maelstrom Pulse
3 Liliana of the Veil
3 Liliana, the Last Hope
4 Fulminator Mage
2 Surgical Extraction
1 Kitchen Finks
2 Collective Brutality
1 Thrun, the Last Troll
1 Ancient Grudge
1 Kozilek's Return
1 Maelstrom Pulse
2 Nihil Spellbomb
I am wandering if I should cut one Push and add a Grim Lavamancer.
Push is way more powerful in this meta and the lavamancer can act as a reoccurring bolt. Lavamancer and Lilliana the lost hope will also allow you to take down 3 toughness creatures.
How about replacing the thrun with a 2nd kitchen finks? Finks is good against control alas well bc it's a for 1 if they don't have path. In addition I like brining it back from the graveyard with Liliana the lost hope. 2 in the sideboard also is an easy sideboard decision against decks where rabblemaster is weaker.
Thoughts?
Those are all decisions I made with respect to my specific meta. It mainly contains Scapeshift, Control and GY based decks. Some Affinity and GBx is also there. But due to these decks, I more often than not have stranded Pushes in my hand. And thats why I also need a Thrun for that Control decks.
It would be a 4 of, in my opinion. I would personaly cut all other 4 drops (I run 3) and the 3 scooze and I would jam in 4 BBE and 2 Grim Flayer.
And I really think it's about time to get BBE back. It's in no way more over powered than company, for example.
Does BBE make Grim Flayer better?
So I have a Jund deck that I'm quite happy with. If needed I can post my list but there is nothing particularly spicy about it. I am looking for a modern deck with a fairly even Jund matchup, preferably where Jund is slightly favored, to play games of modern against my wife. I'm thinking she'd be the Jund player and I would pilot something different for a change. Could I get some suggestions on which decks to start looking at for candidates? Ideally the matchup should be fun, interactive and fairly even.
Thank you
let me know how you go! I went 4-1 last night and surprisingly got stomped by Affinity 0-2. Last week I got wrecked by affinity as well so it may be time to put in shatterstorm and grim lavamancer in my 75 in addition to my x2 ancient grudge.
Indeed it is. Like I mentioned, it requires making concessions elsewhere to make it work -- 3x LOTV are the only double black cards, only 6 cards that cost green, etc. You basically have to be prepared to cut off your own arm if it takes both your opponent's legs with it. Still tinkering with it after 3-2, 3-2, 3-2 in Competitive Leagues. Blood Moon is swingy at times, but that's to be expected; the one surprise so far has been how little work it did versus my only two matches versus Eldrazi Tron.