I think the biggest reason for red is still Ravine, KCommand and Terminate. Then followed by SB cards and the 4 drops.
The thing about Bolt is that its really bad right now, which is a bummer on its own, but I am actually not satisfied with Fatal Push either. Many of the top tier decks just dodge Push with their creature suite which completely blanks the card in our deck. Bolt does of course not feel great either, but at least can go face, which is very desperate, but makes me feel that Bolt is still more consistant due to this.
Before the shake up of the meta Jund's removal suite always had its targets, nowadays I am struggling to find targets for our removal, and if I find them, it always feels much effort was put into it and it does not feel solid at all. In the past we felt great when we were able to Decay a Goyf, LoTV or any creature, nowadays we are stranded with Pushes and Decays in our hand and our opponents play Gideons, Primeval Titans or etc.
Our removal suite was defined by efficiency and value. I feel this is not the case anymore, which bothers my quite much.
All of this makes a lot of the SCG Classic winner's deck choices really odd to me, but it's also very telling.
What do you think it tells us?
Seems like he tried some relatively unconventional things and they either worked out in his favor or he dodged the bad matchups (or combination of both).
All of this makes a lot of the SCG Classic winner's deck choices really odd to me, but it's also very telling.
What do you think it tells us?
Seems like he tried some relatively unconventional things and they either worked out in his favor or he dodged the bad matchups (or combination of both).
Dude was specifically not all that concerned with playing against Burn imo. Collective Brutality is just better than most of the cards he's playing in sideboard for that sort of thing and there's only one. Feed the Clan doesn't always get what you want and doesn't necessarily swing a game. Also didn't really seem to care about EldraziTron or Eldrazi midrange decks. Terminate is the best removal spell for that and there's only two. I'm at the point of playing four Terminate in my 75 because of its reliability. This guy is going the other WHILE adding more Lightning Bolts than most Jund players would consider playing. Then he cut discard spells. That was all kinds of weird if you plan on seeing combo, control or big mana decks. It just seems like he wanted to be more aggressive and have spells for things like Elves, Zoo, CoCo Abzan and those sorts of decks. I find that to be a strange choice, but it worked out for him. Maybe I'm reading too much into it.
My condolences. I'd probably find a new deck for the time being. That metagame blows.
Oh and there is Living End too
I know, this meta is really tough. The thing is tough, most of the locals are not always on the same deck and tend to switch decks week to week. That being said, sometimes the meta also looks like this: Affinity, Elves, Abzan CoCo, Merfolk, Storm. And thats a meta I'd love to play Jund in. But its close to impossible to predict whats going to be there. And thats the problem. I can't adjust to all cases at once.
Quite solid looking list, although to me that looks a little soft against burn.
I think Blood Moon is a good place to be in right now. I don't know about playing it mainboard, but there have been several successful lists recently running it in the side. I, personally, will be trying this out relatively soon. Will post results here.
Hi guys, I'm new to the deck. I really like it, I think it's pretty similar to my favorite deck - Grixis Control. That being said, I was hoping you could give me some tips against Grixis Death's Shadow. The primer says it's slightly favorable, but in my experience it's been abysmal. It feels like your entire deck dies to fatal push and the removal sometimes just doesn't line up. Liliana is obviously fantastic, but their disruption feels too strong sometimes. Thanks a lot!
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UWGBant EldraziUWG Decided I don't like Todd Stevens decks.
Hi guys, I'm new to the deck. I really like it, I think it's pretty similar to my favorite deck - Grixis Control. That being said, I was hoping you could give me some tips against Grixis Death's Shadow. The primer says it's slightly favorable, but in my experience it's been abysmal. It feels like your entire deck dies to fatal push and the removal sometimes just doesn't line up. Liliana is obviously fantastic, but their disruption feels too strong sometimes. Thanks a lot!
Ooze is good against them and Jund has more threats as a whole. Sure if they start turn two Tasigur into counters, discards and removal you can't win - no deck can win that. Just play the matchup more, it ain't that abysmal.
last night at my FNM I went 4-1 splashing Blue for The Scarab God (I love this card and just wanted to play it) I took out a basic swamp for a watery grave and holy hell The Scarab God is ridiculous in mid-range matchups and single handedly won me game 2 against E-Tron. (re-animate TKS in his draw step and his all is dust did nothing as I just re-casted it)
I won a game against burn by reanimating my Kitchen Finks which was hilarious.
probably the most fun I had playing JUND. I jammed 3 disdainful strokes in the side as well which was gas against ETRON and Scapeshift.
I was expecting some Burn, Control decks and regular tiers 1 like Valakut, Affinity, Death Shadow and Eldra Tron.
Round 1 :
vs Jeskaï Control
The 1°) and the 2°) games were very similar : I did some disruption and CA, he did some CA and dealed with my threats, I finish at 3 life he was at 2 but with all its cantrip, draws and/or scry, he always find the messing burn spell or Snapcaster to finish me.
Some close games but it's hard to deal with multiple resolved Ancestral Vision.
0-2
Round 2 :
vs B&W Eldrazi & Taxes
One of my team mate who used to play Merfolck but wanted to change his deck for a while.
The 1°) was quickly finished with 2 Reality Smasher.
The 2°) was more interesting, we traded some different resources but when we were both in top decks mode, I drew 3 lands when he found one TKS, then one Displacer.
0-2
Round 3 :
vs Storm
I knew he was playing Storm because one of my team mate won against him in he previous round.
The 1°) I did discard T1, Tarmogoyf T2, discard + Decay on Baral T3, thanks for coming.
The 2°) was exactly the same game but with 8 discard spells post side boarding, it was really hard for him.
2-0
Round 4 :
vs Esper Control
The 1°) the game was really long but little by little I've lost the game because my oppponent drew more than me thanks to Esper Charm, Think Twice or Ancestral Vision.
The 2°) I mulligan 5 with a mediocre hand but I couldn't go to mull 4, he played Gideon Jura T5 then Elspeth T6 ... ("I chose violence" - Cersei Lannister)
0-2
Round 5 :
vs Affinity
Not a really good opponent, I used to play against Affinity (one of my team mate is a really good Affinity player) and I played like control player until he had no more board and no more hand, before attacking with my creatures and killed him.
Both games were the same, never felt under pressure.
2-0
Round 6 :
vs Aura Hexproof
I knew he played Hexproof, I started the 1°) and kept a hand with IoK T1 and Liliana T3, I discarded his only creature and he would never find an other one.
The 2°) he played 2 creatures and fetched for a Dryad Arbor to deal with an eventual Liliana but my Jund Charm completly destroyed his board ... he gave up when I played Tarmogoyf T4 then Liliana T5.
2-0
I finish at 3-3, really disappointed by my results.
I think it's time to adapt to this hostile meta game and playing Blood Moon main deck seems the right choice.
Here what I will test for the following months, in prevision of Grand Prix Madrid team trio (Modern) :
I find the approch of Tyler Lutes to play Chandra and Stormbreath against UWx decks s a good one, but Chandra is really bad against some deck so it's more a side board card in my opinion (I prefer having one Kalitas in my main deck).
Thanks for your attention (and sorry for the eventual mistakes) !
The traditional way of building Jund focuses on individual card quality to a very great degree and that's always been a defining feature of the deck. Lately however that simply hasn't been enough, as evidenced by our primer being relegated to Developing Competitive. I believe that the recent changes to the Planeswalker rules as well as the demands of a hostile meta necessitate and enable an evolution in the design of Jund lists. No longer can we coast by on superior card quality alone. Fortunately, we don't have to.
Liliana of the Veil, Liliana the Last Hope, Grim Flayer, Grim Lavamancer and Dark Confidant are all played to various degrees in Jund and each of these cards has obvious strong synergy with at least three of the other four. Excluding LotV they also all provide some form of card advantage, virtual or otherwise. The creatures also have a CMC of 2 or less in common making them all legal targets for the only aftermath card worth a damn from Amonkhet block - Claim//Fame. That's an under-utilised card I'd reckon, it's quite good. When you have a Grim Flayer in play it could bring back a Confidant or vice versa to set up pain-free Confidant draws. With a Lavamancer in play you might want to regrow a Flayer to feed the Lavamancers activated ability. So the chances of synergy actually seeing the light of day increase quite a bit with Claim/Fame in your list. And let's not forget that our Goyfs are legal targets as well. The Fame part is just icing on the cake.
The ability to mainboard the Last Hope not only adds additional regrowth effects to our repertoire but also impacts how our removal suite should look. The Last Hope excels at dismantling small creature boards leaving us free to reserve actual removal spells for bigger targets. Grim Lavamancer is also excellent at this and occasionally you'll have both in play at the same time for a machine gunning down of opposing wide board states.
It enables delirium quite well without actually making any sacrifices to do so. Having 13 creatures, 12 instants and a combined total of 12 sorceries and walkers means that just by playing out your hand delirium is regularly active as early as turn 3. If you're actually gunning for it because of a particular opening hand or the like it won't give you any trouble.
I decided to only play 23 lands(not sure if RR was the correct land to cut however, thoughts?) and a singleton Traverse the Ulvenwald for an effective land count somewhere between 23 and 24 but with an upside of sometimes getting a great top deck late game or an extra card type in the yard early if you need to use the Traverse for a basic land.
By adding two copies of the Last Hope and one of Claim/Fame to the mainboard my effective threat density increases dramatically. Having access to five regrowth/recursion effects in game 1 and possibly more in games 2 and 3 means having an active clock more often and increases the ability to grind.
By playing two Traverse in my 75 I artificially add sideboard slots. By siding in a matchup-relevant 4-drop threat and the extra copy of Traverse I'm effectively playing 3 copies of what's probably going to be one of my best cards in that particular game while dedicating only one slot from my sb to the creature in question. Having three chances instead of one to draw Thrun, the Last Troll against a control deck sure sounds nice.
Lastly, I know that "To the Slaughter" might seem out of place as 3-mana removal but it actually lines up quite well against a lot of difficult to remove threats. It kills Reality Smasher, Etched Champion, Karn, Gurmag Angler, Tasigur and Geist, all of which are quite troublesome otherwise. Occasionally it'll also be a two-for-one but that's something I'm not taking into account.
Input? Am I just being silly? If not, ideas for improvement/further tweaking? I'd be most grateful for input on the sideboard as I feel that I could probably shore up some matchups by switching a few slots around.
Because Death's Shadow became a thing that does what Jund does but in a more concise or compact manner time-wise. That combined with the questionable usefulness (at times) of Lightning Bolt, the rise of Fatal Push, which hurts our more effective threats, has caused Jund and Abzan to decline a bit. Abzan is now as good, if not better, than Jund now that the mana base for it isn't as clunky and they have an efficient removal spell in Fatal Push that helps their early game (unlike Path to Exile). So even if you were to take a walk on the midrange GB/x side, most competitive pilots have shown a preference for Abzan over Jund even though neither is a popular deck choice at the moment.
The traditional way of building Jund focuses on individual card quality to a very great degree and that's always been a defining feature of the deck. Lately however that simply hasn't been enough, as evidenced by our primer being relegated to Developing Competitive. I believe that the recent changes to the Planeswalker rules as well as the demands of a hostile meta necessitate and enable an evolution in the design of Jund lists. No longer can we coast by on superior card quality alone. Fortunately, we don't have to.
Liliana of the Veil, Liliana the Last Hope, Grim Flayer, Grim Lavamancer and Dark Confidant are all played to various degrees in Jund and each of these cards has obvious strong synergy with at least three of the other four. Excluding LotV they also all provide some form of card advantage, virtual or otherwise. The creatures also have a CMC of 2 or less in common making them all legal targets for the only aftermath card worth a damn from Amonkhet block - Claim//Fame. That's an under-utilised card I'd reckon, it's quite good. When you have a Grim Flayer in play it could bring back a Confidant or vice versa to set up pain-free Confidant draws. With a Lavamancer in play you might want to regrow a Flayer to feed the Lavamancers activated ability. So the chances of synergy actually seeing the light of day increase quite a bit with Claim/Fame in your list. And let's not forget that our Goyfs are legal targets as well. The Fame part is just icing on the cake.
The ability to mainboard the Last Hope not only adds additional regrowth effects to our repertoire but also impacts how our removal suite should look. The Last Hope excels at dismantling small creature boards leaving us free to reserve actual removal spells for bigger targets. Grim Lavamancer is also excellent at this and occasionally you'll have both in play at the same time for a machine gunning down of opposing wide board states.
It enables delirium quite well without actually making any sacrifices to do so. Having 13 creatures, 12 instants and a combined total of 12 sorceries and walkers means that just by playing out your hand delirium is regularly active as early as turn 3. If you're actually gunning for it because of a particular opening hand or the like it won't give you any trouble.
I decided to only play 23 lands(not sure if RR was the correct land to cut however, thoughts?) and a singleton Traverse the Ulvenwald for an effective land count somewhere between 23 and 24 but with an upside of sometimes getting a great top deck late game or an extra card type in the yard early if you need to use the Traverse for a basic land.
By adding two copies of the Last Hope and one of Claim/Fame to the mainboard my effective threat density increases dramatically. Having access to five regrowth/recursion effects in game 1 and possibly more in games 2 and 3 means having an active clock more often and increases the ability to grind.
By playing two Traverse in my 75 I artificially add sideboard slots. By siding in a matchup-relevant 4-drop threat and the extra copy of Traverse I'm effectively playing 3 copies of what's probably going to be one of my best cards in that particular game while dedicating only one slot from my sb to the creature in question. Having three chances instead of one to draw Thrun, the Last Troll against a control deck sure sounds nice.
Lastly, I know that "To the Slaughter" might seem out of place as 3-mana removal but it actually lines up quite well against a lot of difficult to remove threats. It kills Reality Smasher, Etched Champion, Karn, Gurmag Angler, Tasigur and Geist, all of which are quite troublesome otherwise. Occasionally it'll also be a two-for-one but that's something I'm not taking into account.
Input? Am I just being silly? If not, ideas for improvement/further tweaking? I'd be most grateful for input on the sideboard as I feel that I could probably shore up some matchups by switching a few slots around.
I can tell you: 23 lands seem way to greedy in this list, even with the singleton Traverse. I tried to make the new PW rule work, but I believe it rarely matters to actually turn the deck into a tier 1 deck again. I played Claim/Fame a little bit also, didn't really like it that much, but it was ok. Its a synergistic card that sometimes strands in your hand, and sometimes things don't work out the way you want it to. Thats were Jund was great, its consistancy in raw individual card power made it great. The problem is that our answers and interactions became too conditional for the overall meta, and Push being everywhere hits basically all of our threats. Its hurting us in both ways.
The traditional way of building Jund focuses on individual card quality to a very great degree and that's always been a defining feature of the deck. Lately however that simply hasn't been enough, as evidenced by our primer being relegated to Developing Competitive. I believe that the recent changes to the Planeswalker rules as well as the demands of a hostile meta necessitate and enable an evolution in the design of Jund lists. No longer can we coast by on superior card quality alone. Fortunately, we don't have to.
Liliana of the Veil, Liliana the Last Hope, Grim Flayer, Grim Lavamancer and Dark Confidant are all played to various degrees in Jund and each of these cards has obvious strong synergy with at least three of the other four. Excluding LotV they also all provide some form of card advantage, virtual or otherwise. The creatures also have a CMC of 2 or less in common making them all legal targets for the only aftermath card worth a damn from Amonkhet block - Claim//Fame. That's an under-utilised card I'd reckon, it's quite good. When you have a Grim Flayer in play it could bring back a Confidant or vice versa to set up pain-free Confidant draws. With a Lavamancer in play you might want to regrow a Flayer to feed the Lavamancers activated ability. So the chances of synergy actually seeing the light of day increase quite a bit with Claim/Fame in your list. And let's not forget that our Goyfs are legal targets as well. The Fame part is just icing on the cake.
The ability to mainboard the Last Hope not only adds additional regrowth effects to our repertoire but also impacts how our removal suite should look. The Last Hope excels at dismantling small creature boards leaving us free to reserve actual removal spells for bigger targets. Grim Lavamancer is also excellent at this and occasionally you'll have both in play at the same time for a machine gunning down of opposing wide board states.
It enables delirium quite well without actually making any sacrifices to do so. Having 13 creatures, 12 instants and a combined total of 12 sorceries and walkers means that just by playing out your hand delirium is regularly active as early as turn 3. If you're actually gunning for it because of a particular opening hand or the like it won't give you any trouble.
I decided to only play 23 lands(not sure if RR was the correct land to cut however, thoughts?) and a singleton Traverse the Ulvenwald for an effective land count somewhere between 23 and 24 but with an upside of sometimes getting a great top deck late game or an extra card type in the yard early if you need to use the Traverse for a basic land.
By adding two copies of the Last Hope and one of Claim/Fame to the mainboard my effective threat density increases dramatically. Having access to five regrowth/recursion effects in game 1 and possibly more in games 2 and 3 means having an active clock more often and increases the ability to grind.
By playing two Traverse in my 75 I artificially add sideboard slots. By siding in a matchup-relevant 4-drop threat and the extra copy of Traverse I'm effectively playing 3 copies of what's probably going to be one of my best cards in that particular game while dedicating only one slot from my sb to the creature in question. Having three chances instead of one to draw Thrun, the Last Troll against a control deck sure sounds nice.
Lastly, I know that "To the Slaughter" might seem out of place as 3-mana removal but it actually lines up quite well against a lot of difficult to remove threats. It kills Reality Smasher, Etched Champion, Karn, Gurmag Angler, Tasigur and Geist, all of which are quite troublesome otherwise. Occasionally it'll also be a two-for-one but that's something I'm not taking into account.
Input? Am I just being silly? If not, ideas for improvement/further tweaking? I'd be most grateful for input on the sideboard as I feel that I could probably shore up some matchups by switching a few slots around.
I can tell you: 23 lands seem way to greedy in this list, even with the singleton Traverse. I tried to make the new PW rule work, but I believe it rarely matters to actually turn the deck into a tier 1 deck again. I played Claim/Fame a little bit also, didn't really like it that much, but it was ok. Its a synergistic card that sometimes strands in your hand, and sometimes things don't work out the way you want it to. Thats were Jund was great, its consistancy in raw individual card power made it great. The problem is that our answers and interactions became too conditional for the overall meta, and Push being everywhere hits basically all of our threats. Its hurting us in both ways.
Would you still consider this a greedy list if the Traverse were switched to a 3rd Ravine? Because if not then I'd argue you're overstating the effects of that missing Ravine. Statistically a tapped land like Ravine isn't very different from a land tutor like Traverse when it comes to effective land count.
The particular list I posted definitely isn't the optimal way to build the idea I discussed, for example I only have 2 copies of Blooming Marsh. If I had 3 I'd switch one of the Blackcleave Cliffs out for a 3rd BMarsh for additional T1 green mana without impacting T1 black mana. That's why I wanted input from my fellow Jund-ists.
As for Claim//Fame stranding in your hand...highly unlikely. Like you claim above, Push hits basically all of our threats. Well, Claim undoes what Push does for the vast majority of Pushable threats. Main decking a singleton and having it strand in your hand requires that you not resolve a LotV while not having any of your 2-drop threats destroyed. Unanswered Goyfs/Bobs generally mean you're doing fine and if you didn't resolve any 2-drops to begin with you're probably in a very bad spot anyway.
Thats were Jund was great, its consistancy in raw individual card power made it great. The problem is that our answers and interactions became too conditional for the overall meta, and Push being everywhere hits basically all of our threats. Its hurting us in both ways.
This is also the main reason to play Claim//Fame actually. Like you say, we've been hurting pretty bad this year. If we want to get out of Developing Competitive something needs to change. The list I posted is an attempt to sneak in synergies without interfering with the main game plan of individually powerful cards. Liliana the Last Hope is very much main-deckable with the new rules and by playing 2xKommands, 2x LtlH and Claim//Fame we have access to 5 regrowth effects mainboard dramatically increasing our chances of getting 2 card synergies online while still only playing cards we'd play anyway! Well, maybe excluding Claim/Fame, that's a matter of opinion I guess
that suxs. the one time i have money for a jund deck, its struggling
It's actually having a little resurgence at the moment. It is now above Abzan on Goldfish as far as percentages. Not to mention all it takes is 1 unban or new card to make JUND tier 1 again.
What kind of decks are you running into?
What do you think it tells us?
Seems like he tried some relatively unconventional things and they either worked out in his favor or he dodged the bad matchups (or combination of both).
Dude was specifically not all that concerned with playing against Burn imo. Collective Brutality is just better than most of the cards he's playing in sideboard for that sort of thing and there's only one. Feed the Clan doesn't always get what you want and doesn't necessarily swing a game. Also didn't really seem to care about EldraziTron or Eldrazi midrange decks. Terminate is the best removal spell for that and there's only two. I'm at the point of playing four Terminate in my 75 because of its reliability. This guy is going the other WHILE adding more Lightning Bolts than most Jund players would consider playing. Then he cut discard spells. That was all kinds of weird if you plan on seeing combo, control or big mana decks. It just seems like he wanted to be more aggressive and have spells for things like Elves, Zoo, CoCo Abzan and those sorts of decks. I find that to be a strange choice, but it worked out for him. Maybe I'm reading too much into it.
Mostly control, tron, scapeshift and lately more token based decks, where spot removal doesnt shine either.
My condolences. I'd probably find a new deck for the time being. That metagame blows.
Oh and there is Living End too
I know, this meta is really tough. The thing is tough, most of the locals are not always on the same deck and tend to switch decks week to week. That being said, sometimes the meta also looks like this: Affinity, Elves, Abzan CoCo, Merfolk, Storm. And thats a meta I'd love to play Jund in. But its close to impossible to predict whats going to be there. And thats the problem. I can't adjust to all cases at once.
Seems he has gone 5-0 in two leagues lately.
Quite solid looking list, although to me that looks a little soft against burn.
I think Blood Moon is a good place to be in right now. I don't know about playing it mainboard, but there have been several successful lists recently running it in the side. I, personally, will be trying this out relatively soon. Will post results here.
One-Eyed Black | Orzhov Combo | Ooze Reanimator | Mindwheeling Pain
UWGBant EldraziUWGDecided I don't like Todd Stevens decks.UBRGrixis ControlUBR
UUUAnd anything that plays 4x Cryptic CommandUUU
Ooze is good against them and Jund has more threats as a whole. Sure if they start turn two Tasigur into counters, discards and removal you can't win - no deck can win that. Just play the matchup more, it ain't that abysmal.
Modern
WUBRG
I won a game against burn by reanimating my Kitchen Finks which was hilarious.
probably the most fun I had playing JUND. I jammed 3 disdainful strokes in the side as well which was gas against ETRON and Scapeshift.
Here was my list :
2 Swamp
1 Forest
4 Blackcleave Cliffs
1 Blood Crypt
4 Bloodstained Mire
2 Overgrown Tomb
3 Raging Ravine
1 Stomping Ground
4 Verdant Catacombs
1 Wooded Foothills
Creatures
4 Dark Confidant
3 Scavenging Ooze
4 Tarmogoyf
1 Kitchen Finks
1 Kalitas, Traitor of Ghet
4 Liliana of the Veil
1 Liliana, the Last Hope
Instants
3 Fatal Push
3 Lightning Bolt
2 Abrupt Decay
3 Terminate
1 Kolaghan's Command
Sorceries
3 Inquisition of Kozilek
3 Thoughtseize
1 Maelstrom Pulse
3 Fulminator Mage
1 Liliana, the Last Hope
2 Nihil Spellbomb
1 Witchbane Orb
1 Ancient Grudge
1 Jund Charm
2 Collective Brutality
1 Anger of the Gods
1 Maelstrom Pulse
1 Damnation
1 Shatterstorm
I was expecting some Burn, Control decks and regular tiers 1 like Valakut, Affinity, Death Shadow and Eldra Tron.
Round 1 :
vs Jeskaï Control
The 1°) and the 2°) games were very similar : I did some disruption and CA, he did some CA and dealed with my threats, I finish at 3 life he was at 2 but with all its cantrip, draws and/or scry, he always find the messing burn spell or Snapcaster to finish me.
Some close games but it's hard to deal with multiple resolved Ancestral Vision.
0-2
Round 2 :
vs B&W Eldrazi & Taxes
One of my team mate who used to play Merfolck but wanted to change his deck for a while.
The 1°) was quickly finished with 2 Reality Smasher.
The 2°) was more interesting, we traded some different resources but when we were both in top decks mode, I drew 3 lands when he found one TKS, then one Displacer.
0-2
Round 3 :
vs Storm
I knew he was playing Storm because one of my team mate won against him in he previous round.
The 1°) I did discard T1, Tarmogoyf T2, discard + Decay on Baral T3, thanks for coming.
The 2°) was exactly the same game but with 8 discard spells post side boarding, it was really hard for him.
2-0
Round 4 :
vs Esper Control
The 1°) the game was really long but little by little I've lost the game because my oppponent drew more than me thanks to Esper Charm, Think Twice or Ancestral Vision.
The 2°) I mulligan 5 with a mediocre hand but I couldn't go to mull 4, he played Gideon Jura T5 then Elspeth T6 ... ("I chose violence" - Cersei Lannister)
0-2
Round 5 :
vs Affinity
Not a really good opponent, I used to play against Affinity (one of my team mate is a really good Affinity player) and I played like control player until he had no more board and no more hand, before attacking with my creatures and killed him.
Both games were the same, never felt under pressure.
2-0
Round 6 :
vs Aura Hexproof
I knew he played Hexproof, I started the 1°) and kept a hand with IoK T1 and Liliana T3, I discarded his only creature and he would never find an other one.
The 2°) he played 2 creatures and fetched for a Dryad Arbor to deal with an eventual Liliana but my Jund Charm completly destroyed his board ... he gave up when I played Tarmogoyf T4 then Liliana T5.
2-0
I finish at 3-3, really disappointed by my results.
I think it's time to adapt to this hostile meta game and playing Blood Moon main deck seems the right choice.
Here what I will test for the following months, in prevision of Grand Prix Madrid team trio (Modern) :
2 Swamp
2 Forest
3 Blackcleave Cliffs
1 Blood Crypt
4 Bloodstained Mire
1 Overgrown Tomb
3 Raging Ravine
1 Stomping Ground
4 Verdant Catacombs
2 Wooded Foothills
Creatures
4 Dark Confidant
3 Scavenging Ooze
4 Tarmogoyf
1 Kalitas, Traitor of Ghet
4 Liliana of the Veil
Enchantments
3 Blood Moon
Instants
3 Fatal Push
3 Lightning Bolt
2 Abrupt Decay
3 Terminate
1 Kolaghan's Command
Sorceries
3 Inquisition of Kozilek
3 Thoughtseize
1 Stormbreath Dragon
2 Liliana, the Last Hope
1 Chandra, Torch of Defiance
2 Nihil Spellbomb
1 Ancient Grudge
1 Jund Charm
3 Collective Brutality
1 Anger of the Gods
1 Maelstrom Pulse
1 Damnation
1 Shatterstorm
I find the approch of Tyler Lutes to play Chandra and Stormbreath against UWx decks s a good one, but Chandra is really bad against some deck so it's more a side board card in my opinion (I prefer having one Kalitas in my main deck).
Thanks for your attention (and sorry for the eventual mistakes) !
Gus
Liliana of the Veil, Liliana the Last Hope, Grim Flayer, Grim Lavamancer and Dark Confidant are all played to various degrees in Jund and each of these cards has obvious strong synergy with at least three of the other four. Excluding LotV they also all provide some form of card advantage, virtual or otherwise. The creatures also have a CMC of 2 or less in common making them all legal targets for the only aftermath card worth a damn from Amonkhet block - Claim//Fame. That's an under-utilised card I'd reckon, it's quite good. When you have a Grim Flayer in play it could bring back a Confidant or vice versa to set up pain-free Confidant draws. With a Lavamancer in play you might want to regrow a Flayer to feed the Lavamancers activated ability. So the chances of synergy actually seeing the light of day increase quite a bit with Claim/Fame in your list. And let's not forget that our Goyfs are legal targets as well. The Fame part is just icing on the cake.
The ability to mainboard the Last Hope not only adds additional regrowth effects to our repertoire but also impacts how our removal suite should look. The Last Hope excels at dismantling small creature boards leaving us free to reserve actual removal spells for bigger targets. Grim Lavamancer is also excellent at this and occasionally you'll have both in play at the same time for a machine gunning down of opposing wide board states.
This is what I've come up with so far. I'm sure its far from optimal but I think it showcases a few interesting ideas:
http://tappedout.net/mtg-decks/my-modern-jund-midrange-marvel/
A few things I'd like to note about the list:
It enables delirium quite well without actually making any sacrifices to do so. Having 13 creatures, 12 instants and a combined total of 12 sorceries and walkers means that just by playing out your hand delirium is regularly active as early as turn 3. If you're actually gunning for it because of a particular opening hand or the like it won't give you any trouble.
I decided to only play 23 lands(not sure if RR was the correct land to cut however, thoughts?) and a singleton Traverse the Ulvenwald for an effective land count somewhere between 23 and 24 but with an upside of sometimes getting a great top deck late game or an extra card type in the yard early if you need to use the Traverse for a basic land.
By adding two copies of the Last Hope and one of Claim/Fame to the mainboard my effective threat density increases dramatically. Having access to five regrowth/recursion effects in game 1 and possibly more in games 2 and 3 means having an active clock more often and increases the ability to grind.
By playing two Traverse in my 75 I artificially add sideboard slots. By siding in a matchup-relevant 4-drop threat and the extra copy of Traverse I'm effectively playing 3 copies of what's probably going to be one of my best cards in that particular game while dedicating only one slot from my sb to the creature in question. Having three chances instead of one to draw Thrun, the Last Troll against a control deck sure sounds nice.
Lastly, I know that "To the Slaughter" might seem out of place as 3-mana removal but it actually lines up quite well against a lot of difficult to remove threats. It kills Reality Smasher, Etched Champion, Karn, Gurmag Angler, Tasigur and Geist, all of which are quite troublesome otherwise. Occasionally it'll also be a two-for-one but that's something I'm not taking into account.
Input? Am I just being silly? If not, ideas for improvement/further tweaking? I'd be most grateful for input on the sideboard as I feel that I could probably shore up some matchups by switching a few slots around.
I can tell you: 23 lands seem way to greedy in this list, even with the singleton Traverse. I tried to make the new PW rule work, but I believe it rarely matters to actually turn the deck into a tier 1 deck again. I played Claim/Fame a little bit also, didn't really like it that much, but it was ok. Its a synergistic card that sometimes strands in your hand, and sometimes things don't work out the way you want it to. Thats were Jund was great, its consistancy in raw individual card power made it great. The problem is that our answers and interactions became too conditional for the overall meta, and Push being everywhere hits basically all of our threats. Its hurting us in both ways.
Would you still consider this a greedy list if the Traverse were switched to a 3rd Ravine? Because if not then I'd argue you're overstating the effects of that missing Ravine. Statistically a tapped land like Ravine isn't very different from a land tutor like Traverse when it comes to effective land count.
The particular list I posted definitely isn't the optimal way to build the idea I discussed, for example I only have 2 copies of Blooming Marsh. If I had 3 I'd switch one of the Blackcleave Cliffs out for a 3rd BMarsh for additional T1 green mana without impacting T1 black mana. That's why I wanted input from my fellow Jund-ists.
As for Claim//Fame stranding in your hand...highly unlikely. Like you claim above, Push hits basically all of our threats. Well, Claim undoes what Push does for the vast majority of Pushable threats. Main decking a singleton and having it strand in your hand requires that you not resolve a LotV while not having any of your 2-drop threats destroyed. Unanswered Goyfs/Bobs generally mean you're doing fine and if you didn't resolve any 2-drops to begin with you're probably in a very bad spot anyway.
Thats were Jund was great, its consistancy in raw individual card power made it great. The problem is that our answers and interactions became too conditional for the overall meta, and Push being everywhere hits basically all of our threats. Its hurting us in both ways.
This is also the main reason to play Claim//Fame actually. Like you say, we've been hurting pretty bad this year. If we want to get out of Developing Competitive something needs to change. The list I posted is an attempt to sneak in synergies without interfering with the main game plan of individually powerful cards. Liliana the Last Hope is very much main-deckable with the new rules and by playing 2xKommands, 2x LtlH and Claim//Fame we have access to 5 regrowth effects mainboard dramatically increasing our chances of getting 2 card synergies online while still only playing cards we'd play anyway! Well, maybe excluding Claim/Fame, that's a matter of opinion I guess
It's actually having a little resurgence at the moment. It is now above Abzan on Goldfish as far as percentages. Not to mention all it takes is 1 unban or new card to make JUND tier 1 again.
Though does not help much against Death's Shadow as they have these big beefy creatures that block 1/1 goblins all day.
Against Aggro, I usually side them out for Kitchen Finks and sweeper