I came here for the experimental frenzy. It seems like we maiby could support 4xexperimental frenzy. Hear me out.
We would need to press the manacurve low to use Frenzy. Iquesition is good. Push and bolt are good. Thoughtsieze might be a nessaserry evil. Nihil spellbomb is a cantrip that is in the table.
Two drops are goyf, Grim flayers has synergy with Frenzy in the yeard and good for remowing lands. Oozes for lifegain. Bob is very bad with frenzy. Collective brutalaty is good with frenzy as we often will have dead cards in hand.
3 drops are plentyfull to choose from. Tierless tracker is good, and clues can remove land from the topp of the deck. (Although we can not use the card.) Lily last hope can self mill, but stoos there. Lily veil is good as we do not need thr hand. She and c brutalaty will be good for getting delerium.
Kologans commamd might be bad. Ravens crime could be supricingly good as a 'brick' will often strand us with land cards in hand.
Horizon canopy can help filter our draw. The same with field of ruin, or any spare fetchland. (Just like tod stevens valuetown.) Sugestions for better cards are welcome.
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I came here for the experimental frenzy. It seems like we maiby could support 4xexperimental frenzy. Hear me out.
We would need to press the manacurve low to use Frenzy. Iquesition is good. Push and bolt are good. Thoughtsieze might be a nessaserry evil. Nihil spellbomb is a cantrip that is in the table.
Two drops are goyf, Grim flayers has synergy with Frenzy in the yeard and good for remowing lands. Oozes for lifegain. Bob is very bad with frenzy. Collective brutalaty is good with frenzy as we often will have dead cards in hand.
3 drops are plentyfull to choose from. Tierless tracker is good, and clues can remove land from the topp of the deck. (Although we can not use the card.) Lily last hope can self mill, but stoos there. Lily veil is good as we do not need thr hand. She and c brutalaty will be good for getting delerium.
Kologans commamd might be bad. Ravens crime could be supricingly good as a 'brick' will often strand us with land cards in hand.
Horizon canopy can help filter our draw. The same with field of ruin, or any spare fetchland. (Just like tod stevens valuetown.) Sugestions for better cards are welcome.
seems like flashback cards like faithless looting and lingering souls are good in this build too. but it means we are straying away into a bloodbraid elf build.
seems like flashback cards like faithless looting and lingering souls are good in this build too. but it means we are straying away into a bloodbraid elf build.
It's a bad idea to try and include white for Lingering Souls. The flashback on Faithless Looting is too much to pay, if you pay 3 to clear the top card, you're likely to not have the mana to keep going afterwards, so you don't gain anything.
Edit, if you do want a 4th color, look at blue over white. Blue has a lot of tools that are very good with Frenzy: JVP, Serum Visions, JTMS, and others. Blue is so good actually, that my top 3 decks to include Frenzy in are Affinity, Jund, and Grixis Midrange. I think there's a lot of untapped potential there in a deck that's functionally similar to Jund.
Franks answers to my question about the fetchlands:
"Depending on your assumptions, the "simple" distribution I used no longer applies, and thus you'd need to run simulations to figure out exact numbers. But if nearly 100% of your lands are fetch lands, then I would estimate that you may be able to play an extra spell per turn on average."
So I guess, if we make a simply assumption that our landbase of 24 lands contains 8 fetchlands, which is a third, it means we have about a third of a card more per turn on average. This is rather simple though.
Franks answers to my question about the fetchlands:
"Depending on your assumptions, the "simple" distribution I used no longer applies, and thus you'd need to run simulations to figure out exact numbers. But if nearly 100% of your lands are fetch lands, then I would estimate that you may be able to play an extra spell per turn on average."
So I guess, if we make a simply assumption that our landbase of 24 lands contains 8 fetchlands, which is a third, it means we have about a third of a card more per turn on average. This is rather simple though.
Correct, but that's true of any fetch. You're looking at about a 2/3 chance of an additional card every time you crack a fetch, assuming your sequencing is correct and you have enough available mana. If you play 12 fetches, which I think is right in a Frenzy build, you're looking at around 3 extra cards per game in games where you play Frenzy.
My simulator isn't up to the task of doing this without some pretty significant rewrites. I'm currently in the process of evaluating 1, 2, and 3 mana cantrips comparing how good they need to be in relation to each other to be on the same power level. So until that project is done I can't take on another task. Also, with the way my simulator is written it would require a pretty significant rewrite to play Frenzy, so I probably won't get to it any time soon. But, if we were to narrow the question slightly to deck performance after a T4 Frenzy hits the field, and just count things like total numbers of cards cast with certain mana curves and mana bases, the functionality stays fairly limited and I can eventually answer that question.
If no one else does it, I can eventually take that up but you're probably looking at a month or more before I have anything.
I came here for the experimental frenzy. It seems like we maiby could support 4xexperimental frenzy. Hear me out.
We would need to press the manacurve low to use Frenzy. Iquesition is good. Push and bolt are good. Thoughtsieze might be a nessaserry evil. Nihil spellbomb is a cantrip that is in the table.
Two drops are goyf, Grim flayers has synergy with Frenzy in the yeard and good for remowing lands. Oozes for lifegain. Bob is very bad with frenzy. Collective brutalaty is good with frenzy as we often will have dead cards in hand.
3 drops are plentyfull to choose from. Tierless tracker is good, and clues can remove land from the topp of the deck. (Although we can not use the card.) Lily last hope can self mill, but stoos there. Lily veil is good as we do not need thr hand. She and c brutalaty will be good for getting delerium.
Kologans commamd might be bad. Ravens crime could be supricingly good as a 'brick' will often strand us with land cards in hand.
Horizon canopy can help filter our draw. The same with field of ruin, or any spare fetchland. (Just like tod stevens valuetown.) Sugestions for better cards are welcome.
Push is actually very bad, you stop your Frenzy for the turn if the opponent doesn't have anything for you to kill. I've been playing one, because a Frenzy list seems to be able to handle about 2 cards that are bad with Frenzy, but any more than that and you will cost yourself a few cards per game. Good Frenzy cards are proactive cards or cards with enough modes that they're never dead, something like Executioner's Capsule (not that I'm recommending this) is many times better than Fatal Push.
I bring Spellbomb in all the time. It's almost MB worthy actually.
As far as threats go, Goyf/Flayer are fine, Flayer is pretty ridiculous with Frenzy actually (you really need to see it to fully appreciate it, if there's interest I can put some mtgo replays on youtube to show the card off). I play two Oozes generally, but I'll likely be changing that soon. Grim Lavamancer is pretty good too. The problem with this threat loadout is that it's all very weak to GY hate. I haven't figured out a good way to deal with that yet. The good news though is that Frenzy is so ridiculously powerful that you can still win despite GY hate shutting you down, and cards like Assassin's Trophy are a good way to deal with any GY hate the opponent does play.
I would suggest playing very few 3 or 4 drops. I play 5 3 drops and 3 4 drops. My 3's are 3 Liliana of the Veil, 1 Liliana the Last Hope, 1 Kolaghans, and my 4's are 3 copies of Experimental Frenzy. You need to be very careful about how high your curve goes so that you can get the most draws possible each turn. Tireless Tracker could be ok, but I think it's more of a GY card to hedge away from GY based cards, and again 3's are really problematic in high numbers so you mess up a lot of your potential curve by removing 2's to add 3's. You also have to think about total mana available. If for example you have 6 mana, play a 3 drop, hit another land, and then have to burn 2 mana on a clue, now you only have 1 mana left, which leaves you with very few possible cards for the clue to draw you into for an additional card.
I would stay away from Horizon Canopy, fetchlands are enough on their own. Field of Ruin runs into the same problem as clue tokens, except getting basics out of your deck becomes a bigger deal as the game goes on. Worst case scenario this becomes a 3 mana shuffle. If you're interested in that type of effect I think Ghost Quarter is the better option here.
Franks answers to my question about the fetchlands:
"Depending on your assumptions, the "simple" distribution I used no longer applies, and thus you'd need to run simulations to figure out exact numbers. But if nearly 100% of your lands are fetch lands, then I would estimate that you may be able to play an extra spell per turn on average."
So I guess, if we make a simply assumption that our landbase of 24 lands contains 8 fetchlands, which is a third, it means we have about a third of a card more per turn on average. This is rather simple though.
Correct, but that's true of any fetch. You're looking at about a 2/3 chance of an additional card every time you crack a fetch, assuming your sequencing is correct and you have enough available mana. If you play 12 fetches, which I think is right in a Frenzy build, you're looking at around 3 extra cards per game in games where you play Frenzy.
My simulator isn't up to the task of doing this without some pretty significant rewrites. I'm currently in the process of evaluating 1, 2, and 3 mana cantrips comparing how good they need to be in relation to each other to be on the same power level. So until that project is done I can't take on another task. Also, with the way my simulator is written it would require a pretty significant rewrite to play Frenzy, so I probably won't get to it any time soon. But, if we were to narrow the question slightly to deck performance after a T4 Frenzy hits the field, and just count things like total numbers of cards cast with certain mana curves and mana bases, the functionality stays fairly limited and I can eventually answer that question.
If no one else does it, I can eventually take that up but you're probably looking at a month or more before I have anything.
I came here for the experimental frenzy. It seems like we maiby could support 4xexperimental frenzy. Hear me out.
We would need to press the manacurve low to use Frenzy. Iquesition is good. Push and bolt are good. Thoughtsieze might be a nessaserry evil. Nihil spellbomb is a cantrip that is in the table.
Two drops are goyf, Grim flayers has synergy with Frenzy in the yeard and good for remowing lands. Oozes for lifegain. Bob is very bad with frenzy. Collective brutalaty is good with frenzy as we often will have dead cards in hand.
3 drops are plentyfull to choose from. Tierless tracker is good, and clues can remove land from the topp of the deck. (Although we can not use the card.) Lily last hope can self mill, but stoos there. Lily veil is good as we do not need thr hand. She and c brutalaty will be good for getting delerium.
Kologans commamd might be bad. Ravens crime could be supricingly good as a 'brick' will often strand us with land cards in hand.
Horizon canopy can help filter our draw. The same with field of ruin, or any spare fetchland. (Just like tod stevens valuetown.) Sugestions for better cards are welcome.
Push is actually very bad, you stop your Frenzy for the turn if the opponent doesn't have anything for you to kill. I've been playing one, because a Frenzy list seems to be able to handle about 2 cards that are bad with Frenzy, but any more than that and you will cost yourself a few cards per game. Good Frenzy cards are proactive cards or cards with enough modes that they're never dead, something like Executioner's Capsule (not that I'm recommending this) is many times better than Fatal Push.
I bring Spellbomb in all the time. It's almost MB worthy actually.
As far as threats go, Goyf/Flayer are fine, Flayer is pretty ridiculous with Frenzy actually (you really need to see it to fully appreciate it, if there's interest I can put some mtgo replays on youtube to show the card off). I play two Oozes generally, but I'll likely be changing that soon. Grim Lavamancer is pretty good too. The problem with this threat loadout is that it's all very weak to GY hate. I haven't figured out a good way to deal with that yet. The good news though is that Frenzy is so ridiculously powerful that you can still win despite GY hate shutting you down, and cards like Assassin's Trophy are a good way to deal with any GY hate the opponent does play.
I would suggest playing very few 3 or 4 drops. I play 5 3 drops and 3 4 drops. My 3's are 3 Liliana of the Veil, 1 Liliana the Last Hope, 1 Kolaghans, and my 4's are 3 copies of Experimental Frenzy. You need to be very careful about how high your curve goes so that you can get the most draws possible each turn. Tireless Tracker could be ok, but I think it's more of a GY card to hedge away from GY based cards, and again 3's are really problematic in high numbers so you mess up a lot of your potential curve by removing 2's to add 3's. You also have to think about total mana available. If for example you have 6 mana, play a 3 drop, hit another land, and then have to burn 2 mana on a clue, now you only have 1 mana left, which leaves you with very few possible cards for the clue to draw you into for an additional card.
I would stay away from Horizon Canopy, fetchlands are enough on their own. Field of Ruin runs into the same problem as clue tokens, except getting basics out of your deck becomes a bigger deal as the game goes on. Worst case scenario this becomes a 3 mana shuffle. If you're interested in that type of effect I think Ghost Quarter is the better option here.
ive been playing with flayer instead of bob. it is actually really great with souls and looting. it feels like cheating when you can get the right spells in time. but ive change my early 1 mana removal to accommodate flayer.
4 bolt
1 push
change to
2 tarfire
3 push
its the same configuration that jund death shadow uses to enable delirium. but this im not all in on enabling deliruim but still get consistent 4/4 with grim flayer. looting is really a good card. right spell in the right time is the best right now.
ive learned now to avoid casting looting in hand if I can, to avoid card disadvantage. when you flashback looting, u don't get card disadvantage. also leaving a land in hand is key for looting. also I only cast early looting when I don't have a right spells, low/high land count, having souls in hand. u can also keep 1 land hands easily if you have a faithless looting so less mulligan.
The problem is playing Looting with Frenzy. The benefit is extremely marginal because you're paying 3 mana to clear a land from the top. There's much more efficient ways to go about it and with Frenzy efficiency matters a lot, because the more spells you cast the more free cards you generate.
80% win percentage doesn't mean much. Cockatrice and Xmage aren't exactly known for high quality opponents/decks.
The best players in the world manage a 65% win rate on MTGO, and 60% in tournaments. Anything scoring consistently above that is either a very broken deck, or an noncompetitive field.
you're right! but that's not only cockatrice, its also 6 fnm style tourney too as well. don't have mtgo thats why. if someone funds me i'll do a stream for it.
R1 won 2-1 vs Boggles
R2 won 2-0 vs Dredge
R3 won 2-0 vs Devoded Company
R4 drew 1-1-1 vs Grixis DS (I did not find removal G3, would have lost this, but managed to draw the game on extra rounds and I placed #1 because he was not 3-0 record)
Assassin's Trophy is such a good all around answer. It blew one Leyline and one Tasigur and lots of smaller creatures tonight. There was one occasion against Death's Shadow deck that I did not want to give him extra land because he was a bit mana screwed, otherwise the drawback did not matter at all.
Regarding the GDS sideboard plan.
I have a lot more cards that are good to board in but not enough to board out as the sideboard guideline would suguest. Ive only got 3 bolts that are a sure board out, then discard, but the primer suguest to only board out a few inquisitions and even if I did board out all discard, that would only come down to 9 cards to board out and ive got 11 cards I could board in. 2 finks, 2 spellbombs, E.E., Damnation,Pulse, lili last hope and 3 mages to board in potentially..how would you aproach such a situation? The weakest sideboard card is probably fulminator, especially paired with Trophy. But boarding out all the discard would play right into their plan to play a big threat and protect it with a stubborn denial and quickly win the game
“Board Out
Lightning Bolt
Abrupt Decay
Collective Brutality
Grim Lavamancer
Inquisition of Kozilek (1-2)
Board In
Kitchen Finks
Nihil Spellbomb
Assassin's Trophy
Damnation
Maelstrom Pulse
Engineered Explosives
Liliana, the Last Hope
Kolaghan's Command
Fulminator Mage”
The goal is to make your best 60 after sideboard. This doesn't have to be that you should side in all cards that you could potentially find useful for the matchup, the question is, is this card more useful than the card I bring out? If you have too many cards to bring in, it could also be an indicator that your sideboard is not fully balanced, as you potentially have more cards which do similar things.
In your case, I would cut the Bolts, all IOKs and bring in EE, Damnation, Pulse and 2 Finks and 2 Spellbombs. The weaker cards in the matchup are Fulminator and Last Hope.
The goal is to make your best 60 after sideboard. This doesn't have to be that you should side in all cards that you could potentially find useful for the matchup, the question is, is this card more useful than the card I bring out? If you have too many cards to bring in, it could also be an indicator that your sideboard is not fully balanced, as you potentially have more cards which do similar things.
In your case, I would cut the Bolts, all IOKs and bring in EE, Damnation, Pulse and 2 Finks and 2 Spellbombs. The weaker cards in the matchup are Fulminator and Last Hope.
I have this issue against a couple of decks because my small local meta im often over prepared, which makes my sideboard plan shaky the mainboard plan diluted. same goes against affinity and bant spirits, which are highly played here
What's your opinion on basic Mountain? I'm not a fan of it in general but I've lost several games post GRN because they FoRed me and I didn't find another read source with BBE or some other red card in the hand. This seems pretty odd regarding that there should be enough red sources in my decks. I feel I'm just unlucky which isn't anything new but whatever.
getting Field of Ruined by your red sources is a real thing. But I do agree that Mountain is really bad in Jund. Most Specially if you have starts like this
it cant cast Assassin's trophy or grim flayer if you play it. but if you go.
example: burn matchup. fetch for mountain turn 1 to save life and bolt. and on second turn realize made a mistake because I couldn't assassins trophy or grim flayer.
This can cast everything in we have. the only problem when getting Field of Ruin is not top decking an Untap Red sources. All of them are Blackcleave or Raging Ravine. Best way is to add another red shockland (2nd Blood Crypt) so when u get a fetch land you can cast it. Also proactively getting 2 red sources everytime can help. ofcourse if they have field of ruin in play, then get 3 red sources.
I've been struggling against Azorius and Jeskai Control
Azorius - I can't clock fast enough between counters and oust and they eventually takeover with Jace. I killed 2 Jaces and 1 Teferi today then the 3rd Jace buried me. Terminus annihilated me even with my playing around it, leaving 1 or 2 creatures in hand to rebuild.
Jeskai - helix and bolt eat bobs and early scoozes. I still find this slightly easier than Azorius, given I can attack the manabase with Fulminator. But overall I still feel like a dog.
Thrun is really unplayable now, Hazoret gets pathed, Huntmaster is middling..... do I really need to Choke em out?
I also hate how cleanly and efficiently Snap trades with BBE
Tips for the control matchups please.
*** I'm running 4 BBEs and single Mountain so I'm insulated against FoR
Haven't had the opportunity to play lately so I haven't made any recent changes.
We would need to press the manacurve low to use Frenzy. Iquesition is good. Push and bolt are good. Thoughtsieze might be a nessaserry evil. Nihil spellbomb is a cantrip that is in the table.
Two drops are goyf, Grim flayers has synergy with Frenzy in the yeard and good for remowing lands. Oozes for lifegain. Bob is very bad with frenzy. Collective brutalaty is good with frenzy as we often will have dead cards in hand.
3 drops are plentyfull to choose from. Tierless tracker is good, and clues can remove land from the topp of the deck. (Although we can not use the card.) Lily last hope can self mill, but stoos there. Lily veil is good as we do not need thr hand. She and c brutalaty will be good for getting delerium.
Kologans commamd might be bad. Ravens crime could be supricingly good as a 'brick' will often strand us with land cards in hand.
Horizon canopy can help filter our draw. The same with field of ruin, or any spare fetchland. (Just like tod stevens valuetown.) Sugestions for better cards are welcome.
seems like flashback cards like faithless looting and lingering souls are good in this build too. but it means we are straying away into a bloodbraid elf build.
It's a bad idea to try and include white for Lingering Souls. The flashback on Faithless Looting is too much to pay, if you pay 3 to clear the top card, you're likely to not have the mana to keep going afterwards, so you don't gain anything.
Edit, if you do want a 4th color, look at blue over white. Blue has a lot of tools that are very good with Frenzy: JVP, Serum Visions, JTMS, and others. Blue is so good actually, that my top 3 decks to include Frenzy in are Affinity, Jund, and Grixis Midrange. I think there's a lot of untapped potential there in a deck that's functionally similar to Jund.
"Depending on your assumptions, the "simple" distribution I used no longer applies, and thus you'd need to run simulations to figure out exact numbers. But if nearly 100% of your lands are fetch lands, then I would estimate that you may be able to play an extra spell per turn on average."
So I guess, if we make a simply assumption that our landbase of 24 lands contains 8 fetchlands, which is a third, it means we have about a third of a card more per turn on average. This is rather simple though.
Correct, but that's true of any fetch. You're looking at about a 2/3 chance of an additional card every time you crack a fetch, assuming your sequencing is correct and you have enough available mana. If you play 12 fetches, which I think is right in a Frenzy build, you're looking at around 3 extra cards per game in games where you play Frenzy.
My simulator isn't up to the task of doing this without some pretty significant rewrites. I'm currently in the process of evaluating 1, 2, and 3 mana cantrips comparing how good they need to be in relation to each other to be on the same power level. So until that project is done I can't take on another task. Also, with the way my simulator is written it would require a pretty significant rewrite to play Frenzy, so I probably won't get to it any time soon. But, if we were to narrow the question slightly to deck performance after a T4 Frenzy hits the field, and just count things like total numbers of cards cast with certain mana curves and mana bases, the functionality stays fairly limited and I can eventually answer that question.
If no one else does it, I can eventually take that up but you're probably looking at a month or more before I have anything.
Push is actually very bad, you stop your Frenzy for the turn if the opponent doesn't have anything for you to kill. I've been playing one, because a Frenzy list seems to be able to handle about 2 cards that are bad with Frenzy, but any more than that and you will cost yourself a few cards per game. Good Frenzy cards are proactive cards or cards with enough modes that they're never dead, something like Executioner's Capsule (not that I'm recommending this) is many times better than Fatal Push.
I bring Spellbomb in all the time. It's almost MB worthy actually.
As far as threats go, Goyf/Flayer are fine, Flayer is pretty ridiculous with Frenzy actually (you really need to see it to fully appreciate it, if there's interest I can put some mtgo replays on youtube to show the card off). I play two Oozes generally, but I'll likely be changing that soon. Grim Lavamancer is pretty good too. The problem with this threat loadout is that it's all very weak to GY hate. I haven't figured out a good way to deal with that yet. The good news though is that Frenzy is so ridiculously powerful that you can still win despite GY hate shutting you down, and cards like Assassin's Trophy are a good way to deal with any GY hate the opponent does play.
I would suggest playing very few 3 or 4 drops. I play 5 3 drops and 3 4 drops. My 3's are 3 Liliana of the Veil, 1 Liliana the Last Hope, 1 Kolaghans, and my 4's are 3 copies of Experimental Frenzy. You need to be very careful about how high your curve goes so that you can get the most draws possible each turn. Tireless Tracker could be ok, but I think it's more of a GY card to hedge away from GY based cards, and again 3's are really problematic in high numbers so you mess up a lot of your potential curve by removing 2's to add 3's. You also have to think about total mana available. If for example you have 6 mana, play a 3 drop, hit another land, and then have to burn 2 mana on a clue, now you only have 1 mana left, which leaves you with very few possible cards for the clue to draw you into for an additional card.
I would stay away from Horizon Canopy, fetchlands are enough on their own. Field of Ruin runs into the same problem as clue tokens, except getting basics out of your deck becomes a bigger deal as the game goes on. Worst case scenario this becomes a 3 mana shuffle. If you're interested in that type of effect I think Ghost Quarter is the better option here.
ive been playing with flayer instead of bob. it is actually really great with souls and looting. it feels like cheating when you can get the right spells in time. but ive change my early 1 mana removal to accommodate flayer.
4 bolt
1 push
change to
2 tarfire
3 push
its the same configuration that jund death shadow uses to enable delirium. but this im not all in on enabling deliruim but still get consistent 4/4 with grim flayer. looting is really a good card. right spell in the right time is the best right now.
ive learned now to avoid casting looting in hand if I can, to avoid card disadvantage. when you flashback looting, u don't get card disadvantage. also leaving a land in hand is key for looting. also I only cast early looting when I don't have a right spells, low/high land count, having souls in hand. u can also keep 1 land hands easily if you have a faithless looting so less mulligan.
The best players in the world manage a 65% win rate on MTGO, and 60% in tournaments. Anything scoring consistently above that is either a very broken deck, or an noncompetitive field.
4 Verdant Catacombs
3 Bloodstained Mire
2 Overgrown Tomb
1 Blood Crypt
1 Stomping Ground
2 Swamp
2 Forest
3 Raging Ravine
4 Blackcleave Cliffs
2 Wooded Foothills
Creatures 15
4 Bloodbraid Elf
4 Tarmogoyf
3 Dark Confidant
3 Scavenging Ooze
1 Grim Lavamancer
3 Liliana of the Veil
2 Liliana, the Last Hope
Instants 10
2 Fatal Push
4 Lightning Bolt
4 Assassin's Trophy
Sorceries 6
4 Inquisition of Kozilek
2 Thoughtseize
2 Nihil Spellbomb
2 Collective Brutality
2 Anger of the Gods
2 Choke
2 Surgical Extraction
1 Kalitas, Traitor of Ghet
2 Fulminator Mage
1 Maelstrom Pulse
1 Kolaghan's Command
3-0-1 record with above deck.
R1 won 2-1 vs Boggles
R2 won 2-0 vs Dredge
R3 won 2-0 vs Devoded Company
R4 drew 1-1-1 vs Grixis DS (I did not find removal G3, would have lost this, but managed to draw the game on extra rounds and I placed #1 because he was not 3-0 record)
Assassin's Trophy is such a good all around answer. It blew one Leyline and one Tasigur and lots of smaller creatures tonight. There was one occasion against Death's Shadow deck that I did not want to give him extra land because he was a bit mana screwed, otherwise the drawback did not matter at all.
I have a lot more cards that are good to board in but not enough to board out as the sideboard guideline would suguest. Ive only got 3 bolts that are a sure board out, then discard, but the primer suguest to only board out a few inquisitions and even if I did board out all discard, that would only come down to 9 cards to board out and ive got 11 cards I could board in. 2 finks, 2 spellbombs, E.E., Damnation,Pulse, lili last hope and 3 mages to board in potentially..how would you aproach such a situation? The weakest sideboard card is probably fulminator, especially paired with Trophy. But boarding out all the discard would play right into their plan to play a big threat and protect it with a stubborn denial and quickly win the game
“Board Out
Lightning Bolt
Abrupt Decay
Collective Brutality
Grim Lavamancer
Inquisition of Kozilek (1-2)
Board In
Kitchen Finks
Nihil Spellbomb
Assassin's Trophy
Damnation
Maelstrom Pulse
Engineered Explosives
Liliana, the Last Hope
Kolaghan's Command
Fulminator Mage”
Grim flayer sounds like a hoot. I love grim flayer and courser of khrupix. That is some sick synergy very good with frenzy also probably.
Discard spells could be good with frenzy to slow the game down to a holt. And then frenzy can speed things up.
I play the golgari rock quite a bit. And all the good cards are bad vs gravyeard hate. Frenzy reduces that weaknes. Assassins throphy as well.
In your case, I would cut the Bolts, all IOKs and bring in EE, Damnation, Pulse and 2 Finks and 2 Spellbombs. The weaker cards in the matchup are Fulminator and Last Hope.
I have this issue against a couple of decks because my small local meta im often over prepared, which makes my sideboard plan shaky the mainboard plan diluted. same goes against affinity and bant spirits, which are highly played here
getting Field of Ruined by your red sources is a real thing. But I do agree that Mountain is really bad in Jund. Most Specially if you have starts like this
Turn 1 - Blackcleave/Overgrown tomb/Blood Crypt
Turn 2 - Mountain
it cant cast Assassin's trophy or grim flayer if you play it. but if you go.
example: burn matchup. fetch for mountain turn 1 to save life and bolt. and on second turn realize made a mistake because I couldn't assassins trophy or grim flayer.
Turn 1 - Blackcleave/Blood Crypt
Turn 2 - Forest
Turn 3 - Blackcleave/Overgrown tomb/Blood Crypt
Turn 4 - Anything
This can cast everything in we have. the only problem when getting Field of Ruin is not top decking an Untap Red sources. All of them are Blackcleave or Raging Ravine. Best way is to add another red shockland (2nd Blood Crypt) so when u get a fetch land you can cast it. Also proactively getting 2 red sources everytime can help. ofcourse if they have field of ruin in play, then get 3 red sources.
Azorius - I can't clock fast enough between counters and oust and they eventually takeover with Jace. I killed 2 Jaces and 1 Teferi today then the 3rd Jace buried me. Terminus annihilated me even with my playing around it, leaving 1 or 2 creatures in hand to rebuild.
Jeskai - helix and bolt eat bobs and early scoozes. I still find this slightly easier than Azorius, given I can attack the manabase with Fulminator. But overall I still feel like a dog.
Thrun is really unplayable now, Hazoret gets pathed, Huntmaster is middling..... do I really need to Choke em out?
I also hate how cleanly and efficiently Snap trades with BBE
Tips for the control matchups please.
*** I'm running 4 BBEs and single Mountain so I'm insulated against FoR