Interesting comment from Reid Duke in his latest article for CFB:
"When building midrange, I choose creatures that can either provide card advantage or neutralize opposing threats. When I draw Grim Lavamancer or Courser of Kruphix in Modern Jund, I can use them as tools to dictate the course of the game. When I draw a Goblin Rabblemaster, all I can do is try to race."
I like his approach and can understand it, but I feel what Rabblemaster can do in the current meta is important: Racing a big mana deck is often the only way to win the match, going wide against is the route to win in other matchups.
Interesting comment from Reid Duke in his latest article for CFB:
"When building midrange, I choose creatures that can either provide card advantage or neutralize opposing threats. When I draw Grim Lavamancer or Courser of Kruphix in Modern Jund, I can use them as tools to dictate the course of the game. When I draw a Goblin Rabblemaster, all I can do is try to race."
I like his approach and can understand it, but I feel what Rabblemaster can do in the current meta is important: Racing a big mana deck is often the only way to win the match, going wide against is the route to win in other matchups.
Fully agree with this statement. Since I've picked up Rabblemaster, I felt as though this is what the deck wants right now. I feel like with the decks out right now closing a game is more important than dictating it, which is contrary to what Reid says. When it comes to big mana decks, control decks, and combo decks; I don't care how much we "dictate" the game, we will just loose if it goes on too long.
Interesting comment from Reid Duke in his latest article for CFB:
"When building midrange, I choose creatures that can either provide card advantage or neutralize opposing threats. When I draw Grim Lavamancer or Courser of Kruphix in Modern Jund, I can use them as tools to dictate the course of the game. When I draw a Goblin Rabblemaster, all I can do is try to race."
I like his approach and can understand it, but I feel what Rabblemaster can do in the current meta is important: Racing a big mana deck is often the only way to win the match, going wide against is the route to win in other matchups.
Fully agree with this statement. Since I've picked up Rabblemaster, I felt as though this is what the deck wants right now. I feel like with the decks out right now closing a game is more important than dictating it, which is contrary to what Reid says. When it comes to big mana decks, control decks, and combo decks; I don't care how much we "dictate" the game, we will just loose if it goes on too long.
If this is true, then perhaps decks that are designed to close out games quickly might be better choices right than one that has three copies of something added in to speed it up.
Not really advising anyone to do anything; play what you like how you like. I still roll with the Rock every now and then and I may some day try out Jund again with or without Goblin Rabblemaster.
If this is true, then perhaps decks that are designed to close out games quickly might be better choices right than one that has three copies of something added in to speed it up.
Thats exactly what I was talking about, if Jund needs to be a semi-aggro deck to be effective, then something is still quite not right. I guess it is like it is, but not the optimal Jund experience and strategy.
He had Night of Souls' Betrayal in against abzan while running grimlavamancers and bobs. Locking himself out of thoes creatures only get overrun by recurring grimflayers.
Night of Souls' Betrayal isnt a card I would be running atm.
Yeah and even if you run it, you shouldnt bring it in in attrition based matchups. You want your bobs to stick and thats a nonbo.
He had Night of Souls' Betrayal in against abzan while running grimlavamancers and bobs. Locking himself out of thoes creatures only get overrun by recurring grimflayers.
Night of Souls' Betrayal isnt a card I would be running atm.
Yeah and even if you run it, you shouldnt bring it in in attrition based matchups. You want your bobs to stick and thats a nonbo.
Yeah... I really don't think Night of Souls Betrayal is for that MU. The card is quite niche, I reserve it for the tokens, affinity, and infect MU's exclusively.
If this were your meta what Jund list would you register? Being able to skimp on GY and Affinity hate frees up a lot of sideboard slots and a known meta allows for some mainboard hedging...
A friend of mine will be hosting a small modern "event" soon and afaik none of us have multiple modern decks.
Sideboard would consist of 1-2 Surgical/Spellbombs for Snapcaster interactions, 2 Collective Brutality and 2 Kitchen Finks for burn, 3 Fullminator Mage and 1 Thurn for control. 2-3 sweepers between Grim Lavamancer, Liliana, the Last Hope, Anger of the Gods, Damnation, and Olivia Voldaren. And then various other pet cards of yours. I always include at least one Ancient Grudge just to be safe.
Edit: Cage might be a good idea if elves is on the coco/chord plan. Also helps hose snapcaster
Interesting comment from Reid Duke in his latest article for CFB:
"When building midrange, I choose creatures that can either provide card advantage or neutralize opposing threats. When I draw Grim Lavamancer or Courser of Kruphix in Modern Jund, I can use them as tools to dictate the course of the game. When I draw a Goblin Rabblemaster, all I can do is try to race."
I like his approach and can understand it, but I feel what Rabblemaster can do in the current meta is important: Racing a big mana deck is often the only way to win the match, going wide against is the route to win in other matchups.
Fully agree with this statement. Since I've picked up Rabblemaster, I felt as though this is what the deck wants right now. I feel like with the decks out right now closing a game is more important than dictating it, which is contrary to what Reid says. When it comes to big mana decks, control decks, and combo decks; I don't care how much we "dictate" the game, we will just loose if it goes on too long.
If this is true, then perhaps decks that are designed to close out games quickly might be better choices right than one that has three copies of something added in to speed it up.
Not really advising anyone to do anything; play what you like how you like. I still roll with the Rock every now and then and I may some day try out Jund again with or without Goblin Rabblemaster.
I would like to touch up on this again, I think it's the balance of what Jund does traditionally, and what Rabblemaster offers to add to that play style. The card by all means doesn't fit the traditional "grind you out" sytle, but maybe the deck right now needs a card that says "here's where I end this game."
I'm not saying it's ALL about racing. If it was, I would agree with your statement and pick up a new deck. But the balance of attrition and the newly adopted ability to put timely clock on decks right now could be extremely important. It's putting up results, so lets see where it takes us. I could be wrong.
If this were your meta what Jund list would you register? Being able to skimp on GY and Affinity hate frees up a lot of sideboard slots and a known meta allows for some mainboard hedging...
A friend of mine will be hosting a small modern "event" soon and afaik none of us have multiple modern decks.
Actually that is a pretty tough meta for Jund. UW Control is a really bad matchup, you want 4 LotV here and probably Thrun the last Troll and Chandra, Torch of Defiance. Jeskai is also bad, but better. Skred Red just destroys midrange, Thoughtseize and GOyf is your friend here.
Elves and Burn are ok to handle. All in all I would play a standard list, 24 lands, 4 LotV and 1 Chandra SB, and 2 Thruns in the SB. Then some sweepers for Elves and at least 3 CB for Burn and also Elves. Kitchen Finks is also decent here.
Play at least 2 Decay, bc of BM of Skred and Detention Sphere/Spreading Seas of Control. Fulminators seem really bad here, am not a fan of them against Control. You want a Grudge against Skred, they run a bunch of Artifacts. A second Pulse is mandatory for Skred and Control PWs. Spellbomb is nice to get Snapcaster but probably not needed. You could run something else here. I do not like KCommand here that much, against Control its awkward due to path, against elves and burn its to clunky and for Skred its not the best. I would only play 1 due to this.
Maindeckwise, I think 4 LotV and an extra Lili is mandatory, the Liliana, the Last Hope is also great vs. Control and Elves. Grim Lavamancer is decent here and way better than the third Ooze.
Fulminator is one of the best cards to side in against decks running Celestial Colonnade, I think they're way better in those matchups than vs big mana. I actually think that meta looks perfectly fine for Jund, I've found the Jeskai tempo lists to be a pretty good matchup because of how well our removal lines up against them. The Jeskai lists that have given me the most trouble are the ones with no creatures that are just straight draw-go with burn, but those aren't as viable these days.
I just recently hopped back on the Jund train (been a year and a half) from Abzan. I havent paid attention to the latest Jund tech, so I copied Jadin Klomparens list, swapped a mainboard card, and mashed a bunch of sideboard cards and played last night.
Round 1 vs Eldrazi and Taxes (2-0).
Game 1. I was behind on board vs a Wasteland Strangler and a TKS. A topdeck scooze gained me life and stabilized the board. Top deck goyf, ravine, and swung back hard. Game 2 I blood mooned my opponeny and won.
Round 2 vs Grixis Shadow (1-2)
All 3 games were grindfests. I had a winning line game 3 and punted by scooping prematurely (to sun, 1 red source with bolt+kcommand in hand)
Round 3 vs 4 Color Shadow (not green)
Lost g1 to 3 shadows. Won game 2 via grind. Game 3 I bloodmooned my opponent.
As for the deck, I swapped the 7th discard spell for a Huntmaster comparing to Klomparens list. 7 is too many IMO and I wanted a topend bomb. Ibjust picked Huntmaster since I had it lying around and it was great. Life gain, token, shocking, all relevent. 23 lands might seem like a shocker, but playing Abzan, we ran 23 lands with 2 Siege Rhinos and 2 Tireless Trackers. 23 lands is fine. I get it, Raging Ravine, but in matchups where Ravine matters, youll hit the 5th land. Especially with Bobs.
Ill probably jam this list online but just wanted general input. Of note Im conaidering a 2nd Blood Moon (maybe over the 3rd Fulmonator) and do a 2/2 split. Seems great vs tron, scapeshift, and 4 color greedy decks. Thoughts? Thanks and it honestly feels great to be back on Jund. KCommand is ubsurd..
Edit: I also noticed people debating Goblin Rabblemaster a couple pages back. Small sample size, but it was the real last night. For example, vs grixis shadow, my opponent was at 6 life and had a Tasigur and an Angler. My board was a goyf, a wolf token, and a rabblemaster. He couldnt attack because rabblemaster stonewalled him in the sense that a rabblemaster was a harsh crackback and I think he was right. There was another spot where he opted to bolt my rabblemaster instead of bob. Any creature that bites the bullet for bob, im all for.
Ravine matters in all matchups and its not only about hitting 5 lands. Its about playing bob and still hold up terminate, its about playing a discard and still have kcommand up. Playing goyf and have decay up. I guess you get it, we want to hit our landdrops and also ideally untapped. I think you cant compare this to abzan bc abzan is often fine just casting souls and thats it. Jund is more reactive and thus tapped lands and missing lands hurts more. We want to do multiple stuff a turn. Unused mana is often occuring in jund due to it being more reactive. I cant tell how often i would have liked to play a threat in 23 land jund but couldn bc I needed to hold up kcommand against affinity. Missing landdrops hurts here quite a bit since threats could have come down earlier otherwise. In abzan you just jam souls on 3 and thats it.
No, really, in my experience, I was too frustrated in 23 land builds since I basically had all the answers, but was too slow to cast all them, because my hand was too clunky and not efficient enough. I was often stuck on 3 untapped lands on turn 4 or 5 even. Thats not how I want to play my deck.
Ravine matters in all matchups and its not only about hitting 5 lands. Its about playing bob and still hold up terminate, its about playing a discard and still have kcommand up. Playing goyf and have decay up. I guess you get it, we want to hit our landdrops and also ideally untapped. I think you cant compare this to abzan bc abzan is often fine just casting souls and thats it. Jund is more reactive and thus tapped lands and missing lands hurts more. We want to do multiple stuff a turn. Unused mana is often occuring in jund due to it being more reactive. I cant tell how often i would have liked to play a threat in 23 land jund but couldn bc I needed to hold up kcommand against affinity. Missing landdrops hurts here quite a bit since threats could have come down earlier otherwise. In abzan you just jam souls on 3 and thats it.
No, really, in my experience, I was too frustrated in 23 land builds since I basically had all the answers, but was too slow to cast all them, because my hand was too clunky and not efficient enough. I was often stuck on 3 untapped lands on turn 4 or 5 even. Thats not how I want to play my deck.
Agreed I'm on the "24-lands or bust" train.
I'm a numbers guy, and over 4 4-round FNM like tournaments, the recorded number of mulligans were significantly higher when playing 23 lands. Also, reasons that I lost were very often "not able to keep up" with the other deck because of sitting on 3 or 4 lands. That was enough to turn me off of the 23 land package, even though it created the "ideal" list for me. Statistically this should not create that drastic of a change, but you know what they say, something on paper may not exactly what you experience.
Ravine matters in all matchups and its not only about hitting 5 lands. Its about playing bob and still hold up terminate, its about playing a discard and still have kcommand up. Playing goyf and have decay up. I guess you get it, we want to hit our landdrops and also ideally untapped. I think you cant compare this to abzan bc abzan is often fine just casting souls and thats it. Jund is more reactive and thus tapped lands and missing lands hurts more. We want to do multiple stuff a turn. Unused mana is often occuring in jund due to it being more reactive. I cant tell how often i would have liked to play a threat in 23 land jund but couldn bc I needed to hold up kcommand against affinity. Missing landdrops hurts here quite a bit since threats could have come down earlier otherwise. In abzan you just jam souls on 3 and thats it.
No, really, in my experience, I was too frustrated in 23 land builds since I basically had all the answers, but was too slow to cast all them, because my hand was too clunky and not efficient enough. I was often stuck on 3 untapped lands on turn 4 or 5 even. Thats not how I want to play my deck.
I don’t normally say anything but this, this is perfect. Imo this is jund.
Ravine matters in all matchups and its not only about hitting 5 lands. Its about playing bob and still hold up terminate, its about playing a discard and still have kcommand up. Playing goyf and have decay up. I guess you get it, we want to hit our landdrops and also ideally untapped. I think you cant compare this to abzan bc abzan is often fine just casting souls and thats it. Jund is more reactive and thus tapped lands and missing lands hurts more. We want to do multiple stuff a turn. Unused mana is often occuring in jund due to it being more reactive. I cant tell how often i would have liked to play a threat in 23 land jund but couldn bc I needed to hold up kcommand against affinity. Missing landdrops hurts here quite a bit since threats could have come down earlier otherwise. In abzan you just jam souls on 3 and thats it.
No, really, in my experience, I was too frustrated in 23 land builds since I basically had all the answers, but was too slow to cast all them, because my hand was too clunky and not efficient enough. I was often stuck on 3 untapped lands on turn 4 or 5 even. Thats not how I want to play my deck.
Agreed I'm on the "24-lands or bust" train.
I'm a numbers guy, and over 4 4-round FNM like tournaments, the recorded number of mulligans were significantly higher when playing 23 lands. Also, reasons that I lost were very often "not able to keep up" with the other deck because of sitting on 3 or 4 lands. That was enough to turn me off of the 23 land package, even though it created the "ideal" list for me. Statistically this should not create that drastic of a change, but you know what they say, something on paper may not exactly what you experience.
I've found the opposite to be true. On 24 lands, I felt like I couldn't keep up because I didn't draw enough action spells. Playing a larger sample size of games online, 23 lands seems appropriate. But to each their own
Here is my solution to the 23/24 Land problem:
I think right in between is right, and that 23 colored sources is enough. So i play 1 Ghost Quater.
It is good in some of our problematic matchups (Big Mana, Control, Aggro with Manlands) and can be used as a spell there
Might be a good idea, totally forgot that was a card we used to run in the past. Might try it actually.
I personally thought about the problem as well, and am thinking, sometimes it might be a good idea to side one land out based on being on the draw or play. Of course not against every matchups, but against matchups where you need more spells probably. However, not if you are siding in many expensive cards. And therefore I am not quite sure about this yet.
I do think though, that people often times forget sideboarding when it comes down to the land coutn issue. Often, we cut cheap cards like discard to bring in more expensive cards. Good luck then if you have only 23 manasources. I am always on the "flood beats screw" train actually, based on my experience at least.
What was his plan and how does the list look like?
Don't like 23 lands only, but other than that the list looks reasonable to me.
"When building midrange, I choose creatures that can either provide card advantage or neutralize opposing threats. When I draw Grim Lavamancer or Courser of Kruphix in Modern Jund, I can use them as tools to dictate the course of the game. When I draw a Goblin Rabblemaster, all I can do is try to race."
Source: https://www.channelfireball.com/articles/planning-for-the-worst-and-an-answer-to-a-temur-keepmull-from-last-week/
I like his approach and can understand it, but I feel what Rabblemaster can do in the current meta is important: Racing a big mana deck is often the only way to win the match, going wide against is the route to win in other matchups.
Fully agree with this statement. Since I've picked up Rabblemaster, I felt as though this is what the deck wants right now. I feel like with the decks out right now closing a game is more important than dictating it, which is contrary to what Reid says. When it comes to big mana decks, control decks, and combo decks; I don't care how much we "dictate" the game, we will just loose if it goes on too long.
If this is true, then perhaps decks that are designed to close out games quickly might be better choices right than one that has three copies of something added in to speed it up.
Not really advising anyone to do anything; play what you like how you like. I still roll with the Rock every now and then and I may some day try out Jund again with or without Goblin Rabblemaster.
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
Thats exactly what I was talking about, if Jund needs to be a semi-aggro deck to be effective, then something is still quite not right. I guess it is like it is, but not the optimal Jund experience and strategy.
Yeah and even if you run it, you shouldnt bring it in in attrition based matchups. You want your bobs to stick and thats a nonbo.
Yeah... I really don't think Night of Souls Betrayal is for that MU. The card is quite niche, I reserve it for the tokens, affinity, and infect MU's exclusively.
Burn(maybe 2 representatives)
U/W draw-go control
Elves
Jeskai Tempo
If this were your meta what Jund list would you register? Being able to skimp on GY and Affinity hate frees up a lot of sideboard slots and a known meta allows for some mainboard hedging...
A friend of mine will be hosting a small modern "event" soon and afaik none of us have multiple modern decks.
4 Dark Confidant
3 Scavenging Ooze
2 Huntmaster of the Fells
4 Liliana of the Veil
4 Inquisition of Kozilek
4 Fatal Push
2 Lightning Bolt
2 Thoughtseize
1 Abrupt Decay
3 Terminate
2 Kolaghan's Command
1 Melstrom Pulse
4 Bloodstained Mire
1 Wooded Foothills
4 Blackcleave Cliffs
3 Raging Ravine
2 Overgrown Tomb
1 Blood Crypt
1 Stomping Ground
2 Forest
2 Swamp
Sideboard would consist of 1-2 Surgical/Spellbombs for Snapcaster interactions, 2 Collective Brutality and 2 Kitchen Finks for burn, 3 Fullminator Mage and 1 Thurn for control. 2-3 sweepers between Grim Lavamancer, Liliana, the Last Hope, Anger of the Gods, Damnation, and Olivia Voldaren. And then various other pet cards of yours. I always include at least one Ancient Grudge just to be safe.
Edit: Cage might be a good idea if elves is on the coco/chord plan. Also helps hose snapcaster
I would like to touch up on this again, I think it's the balance of what Jund does traditionally, and what Rabblemaster offers to add to that play style. The card by all means doesn't fit the traditional "grind you out" sytle, but maybe the deck right now needs a card that says "here's where I end this game."
I'm not saying it's ALL about racing. If it was, I would agree with your statement and pick up a new deck. But the balance of attrition and the newly adopted ability to put timely clock on decks right now could be extremely important. It's putting up results, so lets see where it takes us. I could be wrong.
Actually that is a pretty tough meta for Jund. UW Control is a really bad matchup, you want 4 LotV here and probably Thrun the last Troll and Chandra, Torch of Defiance. Jeskai is also bad, but better. Skred Red just destroys midrange, Thoughtseize and GOyf is your friend here.
Elves and Burn are ok to handle. All in all I would play a standard list, 24 lands, 4 LotV and 1 Chandra SB, and 2 Thruns in the SB. Then some sweepers for Elves and at least 3 CB for Burn and also Elves. Kitchen Finks is also decent here.
SO it would look like this:
4 Verdant Catacombs
4 Bloodstained Mire
1 Wooded Foothills
4 Blackcleave Cliffs
3 Raging Ravine
2 Overgrown Tomb
1 Blood Crypt
1 Stomping Ground
3 Swamp
1 Forest
Creatures [13]
4 Tarmogoyf
4 Dark Confidant
2 Scavenging Ooze
1 Grim Lavamancer
2 Huntmaster of the Fells
3 Fatal Push
2 Lightning Bolt
3 Terminate
3 Inquisition of Kozilek
3 Thoughtseize
1 Maelstrom Pulse
2 Abrupt Decay
4 Liliana of the Veil
1 Kolaghan's Command
1 Liliana, the Last Hope
2 Thrun, the last Troll
3 Collective Brutality
1 Ancient Grudge
1 Engineered Explosives
2 Anger of the Gods
1 Maelstrom Pulse
2 Kitchen Finks
1 Chandra, Torch of Defiance
2 Nihil Spellbomb
Play at least 2 Decay, bc of BM of Skred and Detention Sphere/Spreading Seas of Control. Fulminators seem really bad here, am not a fan of them against Control. You want a Grudge against Skred, they run a bunch of Artifacts. A second Pulse is mandatory for Skred and Control PWs. Spellbomb is nice to get Snapcaster but probably not needed. You could run something else here. I do not like KCommand here that much, against Control its awkward due to path, against elves and burn its to clunky and for Skred its not the best. I would only play 1 due to this.
Maindeckwise, I think 4 LotV and an extra Lili is mandatory, the Liliana, the Last Hope is also great vs. Control and Elves. Grim Lavamancer is decent here and way better than the third Ooze.
I just recently hopped back on the Jund train (been a year and a half) from Abzan. I havent paid attention to the latest Jund tech, so I copied Jadin Klomparens list, swapped a mainboard card, and mashed a bunch of sideboard cards and played last night.
4 Blackcleave Cliffs
1 Blood Crypt
2 Bloodstained Mire
1 Blooming Marsh
1 Forest
2 Overgrown Tomb
3 Raging Ravine
1 Stomping Ground
2 Swamp
4 Verdant Catacombs
2 Wooded Foothills
Creatures (14)
1 Grim Lavamancer
4 Dark Confidant
2 Scavenging Ooze
4 Tarmogoyf
2 Goblin Rabblemaster
1 Huntmaster of the Fells
3 Inquisition of Kozilek
3 Thoughtseize
1 Maelstrom Pulse
Instants (12)
3 Fatal Push
2 Lightning Bolt
2 Abrupt Decay
3 Terminate
2 Kolaghan's Command
Planeswalkers (4)
4 Liliana of the Veil
1 Ancient Grudge
1 Anger of the Gods
1 Blood Moon
2 Collective Brutality
1 Engineered Explosives
3 Fulminator Mage
1 Grafdigger's Cage
1 Kitchen Finks
1 Liliana, the Last Hope
2 Nihil Spellbomb
1 Pia and Kiran Nalaar
Round 1 vs Eldrazi and Taxes (2-0).
Game 1. I was behind on board vs a Wasteland Strangler and a TKS. A topdeck scooze gained me life and stabilized the board. Top deck goyf, ravine, and swung back hard. Game 2 I blood mooned my opponeny and won.
Round 2 vs Grixis Shadow (1-2)
All 3 games were grindfests. I had a winning line game 3 and punted by scooping prematurely (to sun, 1 red source with bolt+kcommand in hand)
Round 3 vs 4 Color Shadow (not green)
Lost g1 to 3 shadows. Won game 2 via grind. Game 3 I bloodmooned my opponent.
As for the deck, I swapped the 7th discard spell for a Huntmaster comparing to Klomparens list. 7 is too many IMO and I wanted a topend bomb. Ibjust picked Huntmaster since I had it lying around and it was great. Life gain, token, shocking, all relevent. 23 lands might seem like a shocker, but playing Abzan, we ran 23 lands with 2 Siege Rhinos and 2 Tireless Trackers. 23 lands is fine. I get it, Raging Ravine, but in matchups where Ravine matters, youll hit the 5th land. Especially with Bobs.
Ill probably jam this list online but just wanted general input. Of note Im conaidering a 2nd Blood Moon (maybe over the 3rd Fulmonator) and do a 2/2 split. Seems great vs tron, scapeshift, and 4 color greedy decks. Thoughts? Thanks and it honestly feels great to be back on Jund. KCommand is ubsurd..
Edit: I also noticed people debating Goblin Rabblemaster a couple pages back. Small sample size, but it was the real last night. For example, vs grixis shadow, my opponent was at 6 life and had a Tasigur and an Angler. My board was a goyf, a wolf token, and a rabblemaster. He couldnt attack because rabblemaster stonewalled him in the sense that a rabblemaster was a harsh crackback and I think he was right. There was another spot where he opted to bolt my rabblemaster instead of bob. Any creature that bites the bullet for bob, im all for.
No, really, in my experience, I was too frustrated in 23 land builds since I basically had all the answers, but was too slow to cast all them, because my hand was too clunky and not efficient enough. I was often stuck on 3 untapped lands on turn 4 or 5 even. Thats not how I want to play my deck.
Agreed I'm on the "24-lands or bust" train.
I'm a numbers guy, and over 4 4-round FNM like tournaments, the recorded number of mulligans were significantly higher when playing 23 lands. Also, reasons that I lost were very often "not able to keep up" with the other deck because of sitting on 3 or 4 lands. That was enough to turn me off of the 23 land package, even though it created the "ideal" list for me. Statistically this should not create that drastic of a change, but you know what they say, something on paper may not exactly what you experience.
I don’t normally say anything but this, this is perfect. Imo this is jund.
I've found the opposite to be true. On 24 lands, I felt like I couldn't keep up because I didn't draw enough action spells. Playing a larger sample size of games online, 23 lands seems appropriate. But to each their own
Might be a good idea, totally forgot that was a card we used to run in the past. Might try it actually.
I personally thought about the problem as well, and am thinking, sometimes it might be a good idea to side one land out based on being on the draw or play. Of course not against every matchups, but against matchups where you need more spells probably. However, not if you are siding in many expensive cards. And therefore I am not quite sure about this yet.
I do think though, that people often times forget sideboarding when it comes down to the land coutn issue. Often, we cut cheap cards like discard to bring in more expensive cards. Good luck then if you have only 23 manasources. I am always on the "flood beats screw" train actually, based on my experience at least.