I think KCommand is worthy of being a reason to play Jund over GB. That card is pretty good.
Really? If you're messing up your mana base for one card, that card needs to be really good. Kolaghan's Command is just value at best. Not necessarily game-ending or earth-shattering.
I agree: Kolaghan's Command is good, but not enough to add a third color. The reasons for Jund over GB Rock are Lightning Bolt and Bloodbraid Elf, K-Command always was a fringe benefit.
Now, I'm thinking Assassin's Trophy may be good enough to cut red entirely, since the PtE text plays well with the 4 Field of Ruin GB Rock often plays. It's an easy 4-of in that deck.
I'm not saying that KCommand alone is what makes Jund great, it's just another card among Lightning Bolt and BBE to play Jund over GBx decks. That's all.
On another note, what are people's mainboards going to look like when testing this new card? I'm quite curious to what you guys are going with!
Well JUND gives you what thanks to BR K-Command, Dreadbore, Terminate, and Lightning Bolt?
And this straight up replaces Dreadbore and Terminate so K-Command and Lightning Bolts? BBE? Doesn't seem worth it to me at this point. Sultai not going to work its a pile of good cards that don't all swim in the same direction, discard and counters are a tricky mix even if it is arguably three strongest colors but the options aren't quite powerful enough in Modern to make it work. I think pure Golgari could be interesting or Abzan since White Sideboard cards are useful.
Still you got to beat Humans, UW Control, Storm, Faithless Looting Decks, Tron and KCI Decks....Spirits?
This certainly helps against Control and Tron. I am dubious about it doing much against the other culprits. Though this might be were JUND has the edge after all you don't want to get walled by Meddling Mages so options are good and Anger of the Gods could be useful.
Other cards red brings us, not already mentioned:
-Ancient Grudge
-Anger of the Gods
-Grim Lavamancer
-Hazoret
-Chandra's
-Huntmaster of the Fells
-Olivia Voldaren
Other cards red brings us, not already mentioned:
-Ancient Grudge
-Anger of the Gods
-Grim Lavamancer
-Hazoret
-Chandra's
-Huntmaster of the Fells
-Olivia Voldaren
The biggest cards in red are:
KCommand
Bolt
Grudge (although less important now than before due to Trophy).
Ravine is not an argument since you can treetop in GB, which is overall better manland.
Anger is close, but I think you'll be fine without it.
Lavamancer is closer, and since its really strong vs Humans, I can see being important.
The rest is not really important.
Overall, when Bolt and KCommand are still worth it, then Jund will absolutely stay.
I respectfully disagree regarding Treetop Village being better than Raging Ravine. Ravine is a much better closer if left unchecked. This is not an uncommon scenario with both players in or near topdeck mode. The same cannot quite be said for Treetop Village. If anything I have found Treetop a better early game defensive card against small creature decks as often you don't attack with it early in the game when the opponent has cards in hand since you don't want to risk losing a land to a kill spell.
That said, my first thought when I saw this card spoiled was a BG Rock style deck with Ghost Quarters in it.
If Treetop would make red mana also, there would be no ravine in the deck. The cheaper activation for it is far more flexible than the faster clock. It means you can cast other spells on the same turn as well, wheras Ravine almost always costs the whole turn.
Re: Jund vs. other BGx flavors
I encourage BGx players to think of these decks as options on a spectrum, not distinct decks. Jund will be better for certain metagame contexts. Abzan will be better for others. BG Rock too (Sultai, probably not so much, unless there are major changes). Both Jund and Abzan pick up significant and distinct edges from their unique third-color cards. BG Rock gets a separate set of edges for Field/Quarter and the manabase. As Reid Duke tends to do, the trick is to shift along the spectrum depending on what metagame forces you are encountering. Unfortunately, this isn't exactly cheap or economical due to the unique card/manabase requirements. But it is almost definitely the most competitive way to play and view the macro-BGx archetype. At least, that's been my experience as a former BGx player now returning to the scene, and a metagame/Modern analyst for years.
Re: Jund vs. other BGx flavors
I encourage BGx players to think of these decks as options on a spectrum, not distinct decks. Jund will be better for certain metagame contexts. Abzan will be better for others. BG Rock too (Sultai, probably not so much, unless there are major changes). Both Jund and Abzan pick up significant and distinct edges from their unique third-color cards. BG Rock gets a separate set of edges for Field/Quarter and the manabase. As Reid Duke tends to do, the trick is to shift along the spectrum depending on what metagame forces you are encountering. Unfortunately, this isn't exactly cheap or economical due to the unique card/manabase requirements. But it is almost definitely the most competitive way to play and view the macro-BGx archetype. At least, that's been my experience as a former BGx player now returning to the scene, and a metagame/Modern analyst for years.
Definitely, its what I am have been always advocating for. When playing GBx, you need to metagame in order to keep up, especially since the format is so diverse now.
There's a distinct lack of Assassin's Trophy in here. Could this be the card to finally put Jund back into a solid place? I think we'd want to run at least 3, swapping out Terminates and Abrupt Decays. It's amazing card to Cascade into and hurts Tron really well.
I can’t decide if I want to run Jund because assassin’s trophy is great with BBE or if I want to run Junk because Lingering Souls is great against Jund decks running Assassin’s Trophy.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
She basically says that this is what Jund needed, since the removal suite of decay, pulse and terminate are too situaional for the diverse format. And I wholeheartly agree. Its the wrong half of the deck problem I always advocated.
She thinks Trophy is bad early but the best card in the late game, therefore she is on 3 copies. No Pulse, no terminate, no decay.
You need 5 one mana removals to keep up with the early game (since trophy is bad there).
Lastly the sideboard will change drastically. It overall makes sense, since due to trophy, we generally don't need to board in 7 cards against every matchup since we have a flexible answer maindeck already. This would open up more space for more matchups or more stronger and specific options rather than flexible ones.
Gurmag, Tasigur, Teferi, Jace, TKS, KCI, Tron lands, Manlands AND MORE.
I'm amazed.
BGUSultai Shadow
BURGrixis Shadow
BGUSultai midrange
BRWMardu Pyromancer
BGRJund
Mardu Pyromancer
Grixis Shadow
Traverse Shadow
Jund
Abzan
The Rock
Abzan Traverse / Traverse Shadow / UR Kiki
Really? If you're messing up your mana base for one card, that card needs to be really good. Kolaghan's Command is just value at best. Not necessarily game-ending or earth-shattering.
Now, I'm thinking Assassin's Trophy may be good enough to cut red entirely, since the PtE text plays well with the 4 Field of Ruin GB Rock often plays. It's an easy 4-of in that deck.
WBC Eldrazi & Taxes CBW
UR Keep on Cantripin' (UR Phoenix) RU
WU Surprise! It's not UW Control! (UW Midrange) UW
BG The Rock, Straight BG
U Mono-Blue Fish U
RBW Mardu Pyromancer BWR
RG Rabble! Rabble! (GR Blood Moon Aggro) GR
Legacy
W Death & Taxes W
On another note, what are people's mainboards going to look like when testing this new card? I'm quite curious to what you guys are going with!
And this straight up replaces Dreadbore and Terminate so K-Command and Lightning Bolts? BBE? Doesn't seem worth it to me at this point. Sultai not going to work its a pile of good cards that don't all swim in the same direction, discard and counters are a tricky mix even if it is arguably three strongest colors but the options aren't quite powerful enough in Modern to make it work. I think pure Golgari could be interesting or Abzan since White Sideboard cards are useful.
Still you got to beat Humans, UW Control, Storm, Faithless Looting Decks, Tron and KCI Decks....Spirits?
This certainly helps against Control and Tron. I am dubious about it doing much against the other culprits. Though this might be were JUND has the edge after all you don't want to get walled by Meddling Mages so options are good and Anger of the Gods could be useful.
Other cards red brings us, not already mentioned:
-Ancient Grudge
-Anger of the Gods
-Grim Lavamancer
-Hazoret
-Chandra's
-Huntmaster of the Fells
-Olivia Voldaren
But I know I will for sure be picking up 3 to 4 copies of the Trophy
BGGRock
Modern
BRGJund
BBGRock
The biggest cards in red are:
KCommand
Bolt
Grudge (although less important now than before due to Trophy).
Ravine is not an argument since you can treetop in GB, which is overall better manland.
Anger is close, but I think you'll be fine without it.
Lavamancer is closer, and since its really strong vs Humans, I can see being important.
The rest is not really important.
Overall, when Bolt and KCommand are still worth it, then Jund will absolutely stay.
That said, my first thought when I saw this card spoiled was a BG Rock style deck with Ghost Quarters in it.
I encourage BGx players to think of these decks as options on a spectrum, not distinct decks. Jund will be better for certain metagame contexts. Abzan will be better for others. BG Rock too (Sultai, probably not so much, unless there are major changes). Both Jund and Abzan pick up significant and distinct edges from their unique third-color cards. BG Rock gets a separate set of edges for Field/Quarter and the manabase. As Reid Duke tends to do, the trick is to shift along the spectrum depending on what metagame forces you are encountering. Unfortunately, this isn't exactly cheap or economical due to the unique card/manabase requirements. But it is almost definitely the most competitive way to play and view the macro-BGx archetype. At least, that's been my experience as a former BGx player now returning to the scene, and a metagame/Modern analyst for years.
Definitely, its what I am have been always advocating for. When playing GBx, you need to metagame in order to keep up, especially since the format is so diverse now.
JundBGR
RW Blood MoonRW
Pauper
Delver U
Elves G
Control B
Commander
Edgar Markov BRW
Captain Sisay GW
Niv-Mizzet, Parun UR
Tymna and Ravos WB
Mardu Pyromancer
Grixis Shadow
Traverse Shadow
Jund
Abzan
The Rock
She thinks Trophy is bad early but the best card in the late game, therefore she is on 3 copies. No Pulse, no terminate, no decay.
You need 5 one mana removals to keep up with the early game (since trophy is bad there).
Lastly the sideboard will change drastically. It overall makes sense, since due to trophy, we generally don't need to board in 7 cards against every matchup since we have a flexible answer maindeck already. This would open up more space for more matchups or more stronger and specific options rather than flexible ones.
3 Assassin's Trophy
4 Lightning Bolt
2 Fatal Push
1 Maelstrom Pulse