I feel the opposite. Every time I play against nearly any Grindy matchup, specifically U/R/x decks, I feel I can't draw ENOUGH Raging Ravines. But to each their own.
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MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
I intend to play this list at my LGS this weekend and am looking for opinions. My meta consists of affinity, splinter twin, melira and kiki pods, small zoo, and lots of UW/UWR control. I often have a bad match up against living end so i'll have some sideboard options against it too.
I'm wondering about opinions on my land base, reading what was just posted I'm considering the 3/1 ravine/treetop split over the set of ravines. I used to run 3/2 treetop/ravine and was happy with that but that was before anger was printed. I also like the 5 manlands so ill consider a 3/2 ravine/treetop split. I also own 1 fire-lit thicket but not sure if it should be included. I do not own burnwillows or twilight mire. I also used to run 3 blackcleaves but I picked up the 4th so its in my list.
I'm questionable about the 1 anger that's in the side, I think 2 main might be enough. I like 2 against pod, affinity, and zoo along with the spot removal.
Please any opinions and suggestions are welcome...:)
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sig by DarkNightCavalier
CURRENTLY PLAYING Legacy: BWG Junk Modern: BGR Jund BUG BUG URW American Control BWG Junk BWR Dega midrange GWR Naya Zoo EDH: BWG Teneb, the Harvester Pauper EDH: WG Sigil Captain Standard:
Well I used to play standard...
But why people play Grove of the Burnwillows over Copperline when gives lifes to oponent is so relevant
Because giving your opponent life is not so relevant. Jund is not an aggro deck, and when it plays aggressively, it's not normally racing against other aggressive decks (e.g. against a control deck, you may go Turn 1 discard, Turn 2 Goyf, Turn 3 Liliana, but that's not the sort of start where your opponent gaining 1 or 2 life matters).
Grove is pretty close to Taiga in this deck. It's especially better than Copperline since you need some lands that come into play untapped on turn four, and you already should be playing 4 Blackcleave Cliffs (since you want to be able to Lightning Bolt or discard on turn one or two).
Shatterstorm is often game over vs. Affinity when it resolves, especially if they have the sort of start where they just roll out their whole hand on turn two. It also kills Etched Champion and shuts-off Ravager, both of which can be difficult cards for Jund to deal with. On the downside, it does not hit their man lands. Additionally, Affinity often boards in Thoughtseize in order to specifically get Shatterstorm and they can also play smart and recover from it by holding back a Cranial Plating or Ravager for post-Shatterstorm (and then kill you with the manlands that you didn't sweep).
Ancient Grudge is more Thoughtseize-proof and also hits the manlands, besides being the most efficient 2-for-1 in the format. It also has utility vs. non-Affinity decks, including Tron (especially the monoblue Tron decks) and Birthing Pod (I like to board in a 1-of artifact hate vs. Pod, though if I have Rakdos Charm in the board, that's obviously superior). The downside is it can't kill Etched Champion (which is often Jund's biggest problem in the matchup), and if they have an extremely fast start, it's not always enough to recover.
It may also be best to just not dedicate specific SB cards to Affinity. It's not the best matchup game one, but we do have a lot of spot removal and, post-SB, you get to bring in Anger of the Gods (if not already main decked), Rakdos Charm, Bow of Nylea (which I have liked out of the SB), Engineered Explosives, and Fulminaotr Mages (all depending on what you're playing). None of these are obviously as strong specific hate as Ancient Grudge or Shatterstorm, but with the format being so open (and Jund's biggest strength being versatility), generic aggro-hate might be best.
Thoughts? I am personally playing 2 Ancient Grudges right now, with the tipping point for me being their additionally utility vs. Tron (which is obviously an even tougher matchup for Jund and, admittedly, Ancient Grudge doesn't move the needle there that match).
I play 2 ancient grudge, 1 shatterstorm, rakdos charm, 1 anger of the gods, 1 jund charm, 2 fulminator mage in my sideboard. I feel extremely confident in the post-board affinity matchup. It helps that we mainboard 2 board wipes vs them now too. Main problem is their evasive creatures which ancient grudge and the charms kill.
Ancient grudge should always be in your sideboard if you play RG in modern
For me, that feels like overkill -- that's three specific cards for one deck. I assume you have 1-2 Anger of the Gods maindeck, but it still feels like a bit much for one deck. I do agree with a SB like that (again, assuming some maindeck Anger of the Gods) that you should be heavily favored Games 2 and 3 vs. Affinity, but it seems like it would be at the cost of other matchups.
The SB numbers are difficult to balance, but it feels like 3 cards dedicated to beating one deck would only make sense if a) that deck is a major player in the meta, b) we feel very confident of beating that deck with those 3 cards, and c) we feel like we can't beat that deck without this much dedicated hate (and I feel Affinity is definitely beatable Game 1 -- it's probably like 45/55 in their favor, but it's not monored or Tron where we are hugely disfavored in Game 1). Unfortunately, I do not know the exact numbers behind when a SB should be that loaded with hate, but I'm not sure Affinity is that prevalent that 1/5th of the SB should be dedicated to it.
He hasn't played in a long time since he didn't realize twin plays cryptic command and boards into a more controlling deck in the sideboard games.
Cheon was looking for cards to cut to bring in more sideboard cards. Edel cuts 4 dark confidants in this match up. Which makes a ton of sense since it'll do nothing the vast majority of the time, and the life loss does matter. As you can see in Match 3 game 2, all of cheon's dark confidants die before drawing a card. Cutting dark confidant also prevents you from getting blown out by electrolyze.
I understand it is only three-specific hate cards, but I believe having three specific cards for one deck requires what I listed (a deck that is a big part of the meta, a SB that consistently beats it games 2 and 3, and a matchup in which we have a tough Game 1). I think Affinity is popular, but three specific cards for it is a lot. Over the weekend (5/24 to 5/26) there was exactly 1 Affinity deck in the Top 16 of listed MODO Premiere Events (which I know is a small sample, but I have no proof that Affinity is popular enough to warrant that much hate).
Hypothetically, if you consider matchups in the SB in the mindset of three-ofs (such as playing 2 Ancient Grudges and 1 Shatterstorm), then you only can SB for 5 matchups. If you do it in 2-ofs, you go up to 7 matchups. Obviously no SB is made up entirely of specific-hate cards and often has the general hate cards, but the point is three cards specifically for Affinity seems like a lot. It only makes sense in particular circumstances which I am not sure is true. Why three hate cards for Affinity as opposed to say, three hate cards for Pod?
He hasn't played in a long time since he didn't realize twin plays cryptic command and boards into a more controlling deck in the sideboard games.
Cheon was looking for cards to cut to bring in more sideboard cards. Edel cuts 4 dark confidants in this match up. Which makes a ton of sense since it'll do nothing the vast majority of the time, and the life loss does matter. As you can see in Match 3 game 2, all of cheon's dark confidants die before drawing a card. Cutting dark confidant also prevents you from getting blown out by electrolyze.
Interesting, I'll try cutting the Confidants next time I face UR Twin. It run against what I figured made the most sense, namely that you want to try to stick some sort of turn two threat against them since pressure is important, but the blowout vs. Electrolyze is definitely an issue. This SB plan basically means you want to sit there forever with a ton of different answers for the combo and eventually hit them with Raging Ravine on like Turn 15.
I dislike 4 ravines as i find i draw them too often, i cut one to make space for a grove and have no looked back.
I feel you often dont want to see 2 unless the game goes long and never 3. Having 3 ravines has worked great for me and reduced those double opening ravine hands that hurt so much. It was diffrent when we had treetops because they could be useful early and double activations were often possible as well as rarely treetop+ravine.
You can (almost) never double activate ravine which means multiples are only useful for if the first gets answered.
That said i dont think playing 4 is wrong.
This is exactly how I feel as well. It's one of the worst cards in our deck in multiples, and because of that it's just a Shivan Oasis a good majority of the time. I've only attacked with two Ravines once in all the games I've played with this deck. I have also cut down to 3, going to a Copperline Gorge in place of one, may even replace it with a Stomping Ground just because of how taxing the CIP is sometimes around turn 4-5 when I really need to play two spells at once.
As for affinity hate, I'm at 1 Rakdos Charm 2 Ancient Grudge now. I've moved off Shatterstorm just because it's too expensive and doesn't hit things like inkmoth when you need it to. I've had several games where I barely stabilize with a shatterstorm T4, and then T5-6 they pump inkmoth a bit and suddenly I'm dead. Once the affinity player knows its coming, they'll preemptively put the +1/+1 counters on it. Though since I added Slaughter Pact this hasn't been as bad.
How many anger of the gods are people running nowadays, just started playing again after like a year away from magic. seems like its really good except it kills our bobs.
thanks
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I have the 2 rakdos charms coming in agains living end which I hope might be enough along side 3 scoozes. I can't think of anything else besides maybe cutting a mainboard anger for a singleton Jund charm...?
I have the 2 grafdigger's cage coming in against melira pod along with 1 torpor orb and 1-2 rakdos charm. Against Kiki pod I like 1 grafdigger's cage 2 torpor orb and maybe 1-2 combust for resto/deceiver.
Oh yeah, I'll bump up my angers to 2 depending on if I swap out one for a Jund charm main board.
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sig by DarkNightCavalier
CURRENTLY PLAYING Legacy: BWG Junk Modern: BGR Jund BUG BUG URW American Control BWG Junk BWR Dega midrange GWR Naya Zoo EDH: BWG Teneb, the Harvester Pauper EDH: WG Sigil Captain Standard:
Well I used to play standard...
I'm currently maindecking 2 Angers, with 2 more in the board. I also have the 4th Ooze in the board. I don't run Grafdigger's Cage or Torpor Orb because I don't like how often they are a do-nothing. My setup is pretty heavily skewed toward beating Pod, Affinity, and random aggro, but those are the matchups I fear most. Anger is good against so many decks, that I'm fine with having the playset after board, even when it is overkill.
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MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
I would like to know our best chances against scapeshift? Is it just Fulmis and thoughtseize effects? They board in obstinate baloth for lili most of the time. Also, the r/g tron match up is so miserable, do we just lose to wurmcoil? How does everyone feel about the white splash against the match up? You get path, ajani, etc. given we don't have deathrite shaman anymore, is this color combination just not viable anymore?
The Ajundi manabase was terrible enough even with Deathrite Shaman. I can't imagine why anyone would want to go back to that build, especially when Ooze/Anger of the Gods incentivize a robust 3-color manabase.
I would like to know our best chances against scapeshift? Is it just Fulmis and thoughtseize effects? They board in obstinate baloth for lili most of the time. Also, the r/g tron match up is so miserable, do we just lose to wurmcoil? How does everyone feel about the white splash against the match up? You get path, ajani, etc. given we don't have deathrite shaman anymore, is this color combination just not viable anymore?
Pretty much agree with what was said above already; 4-colors is really greedy and just doesn't seem necessary unless these few fringe decks are the bulk of your meta.
If they are both giving you issues, I would recommend at least the following in your board:
3 Fulminator Mage
1 Sowing Salt
1 Thoughtsieze
...and perhaps the 4th Liliana. Sowing Salt can be another Mage, but I've been liking it lately against Colonnade decks as well, and it really shuts down Tron well if played on time. Salt against Scapeshift is obviously less great unless you get lucky and they expose an early Valakut, but it still acts as another Stone Rain with the ability to cut them off of double red or blue in the right situations. Thoughtsieze and Lili are still fine if you expect Baloth, just play them carefully and be ready with removal if you think they have Baloth. At most they run 2 these days, so it's not exactly a huge threat, but being unprepared for it certainly still spells disaster.
Against Tron, you also bring in all Ancient Grudges, usually Thrun and Batterskull for your less resilient threats (like Courser/Chandra and an Ooze or two), and then you just try to get a hand that can disrupt them early or answer a good portion of their threats while applying pressure. Goyf is stellar, as is Bob, don't run too many creatures out into O-Stone at once, and try to force them to use their mana inefficiently. Neither matchup is great, but they are very winnable with the right tools. Combined they represent maybe 10% of the meta AT MOST in a given large tournament, so I really wouldn't sweat them too much. Again, if your local scene is packed with Big Mana decks, by all means throw in the 4th Mage and call it a day. Just remember to switch your board around a bit for a PTQ/GPT/GP.
Ajundi is still worth experimenting with if you want to go nuts with power and whatnot, but I'd consider trying out something spicy like Lotus Cobra and a few higher-power threats to really make it worthwhile. If control is all over your meta, give it a spin and see for yourself how the mana works out. For most of us though, we know what it feels like to have to fetch Godless Shrine into Stomping Ground into Blood Crypt just to curve out, and it's not pretty.
Speaking of Mana, Grove of the Burnwillows adds colorless mana for free, for those of you still comparing it to Copperline Gorge. In general, when you're tight on mana requirements, you care little or none about your opponent gaining a few life points, and when you are flooded and trying to finish them off, you can easily avoid giving them life with the colorless clause. Grove is vastly better than Copperline Gorge, I assure you. CIPT lands will come into play tapped more often than not, and you can't always curve out with Cliffs and Gorge when your hand requires other curve and color commitments.
Back when I dabbled in scapeshift, the biggest problem I had from jund was Liliana of the Veil. Scapeshift needs to make land drops, so they can't really afford to discard lands to her +1, but discarding spells is horrible, too. Combine that with a clock from goyf or whatever and you have a pretty good matchup vs scapeshift.
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Modern: UR storm
Legacy: dragon stompy
Pauper: UG madness
MTGO: big_hat
Hey guys. Was hoping to get some feedback on my current sideboard. My meta has a mix of things, but we get an influx of outside guys for outside tournaments anyways. So far as I know, I can expect a few affinity decks, Pod (kiki and melira I think), a couple UWR control, maybe bogles, Jund, TarmoTwin, and maybe Zoo.
2x Thrun, the last troll
3x Fulminator Mage
2x Ancient Grudge
2x Torpor Orb
1x Rakdos Charm
1x Liliana of the Veil
1x Thoughtseize
1x Abrupt Decay
2x Blightning
I think one of the Torpor Orbs, the Decay, and the blightnings are what I would be willing to take out. I really like blightning though, it does work against a bunch of matchups. Getting an opponent into topdeck mode early is just awful for many of them.
Lets see your full list, Klattnazty. It's important to look at the deck as a whole when evaluating sideboards.
Off the bat though I'd say cut the decay and orbs for an Anger, a Jund Charm, and a Slaughter Pact. The Blightnings could become another Scavenging Ooze and a Batterskull. I also wouldn't mind seeing an Engineered Explosives or a Golgari Charm in that mix.
I'm not a fan of Torpor Orb or Grafdigger's Cage. They often are worth less than a card, and they can be played around or removed from play just when you need them most. Anger/ooze are better vs Pod and Pact is better vs Twin in my opinion. But again, let's see your full list first.
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MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
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RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
4 raging ravine
4 blackcleave cliffs
2 swamp
1 forest
1 mountain
1 marsh flats
3 arid mesa
4 verdant catacombs
1 overgrown tomb
1 blood crypt
2 stomping ground
Creatures
4 dark confidant
4 tarmogoyf
3 scavenging ooze
1 kitchen finks
2 courser of kruphix
1 slaughter pact
4 lightning bolt
2 thoughseize
4 inquisition of kozilek
2 terminate
3 abrupt decay
1 maelstrom pulse
2 anger of the gods
3 liliana of the veil
2 gragdiffer's cage
2 torpor orb
2 combust
2 ancient grudge
2 rakdos charm
1 anger of the gods
2 fulminator mage
1 shatterstorm
1 thrun, the last troll
I'm wondering about opinions on my land base, reading what was just posted I'm considering the 3/1 ravine/treetop split over the set of ravines. I used to run 3/2 treetop/ravine and was happy with that but that was before anger was printed. I also like the 5 manlands so ill consider a 3/2 ravine/treetop split. I also own 1 fire-lit thicket but not sure if it should be included. I do not own burnwillows or twilight mire. I also used to run 3 blackcleaves but I picked up the 4th so its in my list.
I'm questionable about the 1 anger that's in the side, I think 2 main might be enough. I like 2 against pod, affinity, and zoo along with the spot removal.
Please any opinions and suggestions are welcome...:)
CURRENTLY PLAYING
Legacy:
BWG Junk
Modern:
BGR Jund
BUG BUG
URW American Control
BWG Junk
BWR Dega midrange
GWR Naya Zoo
EDH:
BWG Teneb, the Harvester
Pauper EDH:
WG Sigil Captain
Standard:
Well I used to play standard...
El_snoope's haves and wants list
Because giving your opponent life is not so relevant. Jund is not an aggro deck, and when it plays aggressively, it's not normally racing against other aggressive decks (e.g. against a control deck, you may go Turn 1 discard, Turn 2 Goyf, Turn 3 Liliana, but that's not the sort of start where your opponent gaining 1 or 2 life matters).
Grove is pretty close to Taiga in this deck. It's especially better than Copperline since you need some lands that come into play untapped on turn four, and you already should be playing 4 Blackcleave Cliffs (since you want to be able to Lightning Bolt or discard on turn one or two).
Shatterstorm is often game over vs. Affinity when it resolves, especially if they have the sort of start where they just roll out their whole hand on turn two. It also kills Etched Champion and shuts-off Ravager, both of which can be difficult cards for Jund to deal with. On the downside, it does not hit their man lands. Additionally, Affinity often boards in Thoughtseize in order to specifically get Shatterstorm and they can also play smart and recover from it by holding back a Cranial Plating or Ravager for post-Shatterstorm (and then kill you with the manlands that you didn't sweep).
Ancient Grudge is more Thoughtseize-proof and also hits the manlands, besides being the most efficient 2-for-1 in the format. It also has utility vs. non-Affinity decks, including Tron (especially the monoblue Tron decks) and Birthing Pod (I like to board in a 1-of artifact hate vs. Pod, though if I have Rakdos Charm in the board, that's obviously superior). The downside is it can't kill Etched Champion (which is often Jund's biggest problem in the matchup), and if they have an extremely fast start, it's not always enough to recover.
It may also be best to just not dedicate specific SB cards to Affinity. It's not the best matchup game one, but we do have a lot of spot removal and, post-SB, you get to bring in Anger of the Gods (if not already main decked), Rakdos Charm, Bow of Nylea (which I have liked out of the SB), Engineered Explosives, and Fulminaotr Mages (all depending on what you're playing). None of these are obviously as strong specific hate as Ancient Grudge or Shatterstorm, but with the format being so open (and Jund's biggest strength being versatility), generic aggro-hate might be best.
Thoughts? I am personally playing 2 Ancient Grudges right now, with the tipping point for me being their additionally utility vs. Tron (which is obviously an even tougher matchup for Jund and, admittedly, Ancient Grudge doesn't move the needle there that match).
For me, that feels like overkill -- that's three specific cards for one deck. I assume you have 1-2 Anger of the Gods maindeck, but it still feels like a bit much for one deck. I do agree with a SB like that (again, assuming some maindeck Anger of the Gods) that you should be heavily favored Games 2 and 3 vs. Affinity, but it seems like it would be at the cost of other matchups.
The SB numbers are difficult to balance, but it feels like 3 cards dedicated to beating one deck would only make sense if a) that deck is a major player in the meta, b) we feel very confident of beating that deck with those 3 cards, and c) we feel like we can't beat that deck without this much dedicated hate (and I feel Affinity is definitely beatable Game 1 -- it's probably like 45/55 in their favor, but it's not monored or Tron where we are hugely disfavored in Game 1). Unfortunately, I do not know the exact numbers behind when a SB should be that loaded with hate, but I'm not sure Affinity is that prevalent that 1/5th of the SB should be dedicated to it.
Cheon has some jund videos up.
http://www.channelfireball.com/videos/channel-cheon-modern-jund/
He hasn't played in a long time since he didn't realize twin plays cryptic command and boards into a more controlling deck in the sideboard games.
Cheon was looking for cards to cut to bring in more sideboard cards. Edel cuts 4 dark confidants in this match up. Which makes a ton of sense since it'll do nothing the vast majority of the time, and the life loss does matter. As you can see in Match 3 game 2, all of cheon's dark confidants die before drawing a card. Cutting dark confidant also prevents you from getting blown out by electrolyze.
Hypothetically, if you consider matchups in the SB in the mindset of three-ofs (such as playing 2 Ancient Grudges and 1 Shatterstorm), then you only can SB for 5 matchups. If you do it in 2-ofs, you go up to 7 matchups. Obviously no SB is made up entirely of specific-hate cards and often has the general hate cards, but the point is three cards specifically for Affinity seems like a lot. It only makes sense in particular circumstances which I am not sure is true. Why three hate cards for Affinity as opposed to say, three hate cards for Pod?
Interesting, I'll try cutting the Confidants next time I face UR Twin. It run against what I figured made the most sense, namely that you want to try to stick some sort of turn two threat against them since pressure is important, but the blowout vs. Electrolyze is definitely an issue. This SB plan basically means you want to sit there forever with a ton of different answers for the combo and eventually hit them with Raging Ravine on like Turn 15.
This is exactly how I feel as well. It's one of the worst cards in our deck in multiples, and because of that it's just a Shivan Oasis a good majority of the time. I've only attacked with two Ravines once in all the games I've played with this deck. I have also cut down to 3, going to a Copperline Gorge in place of one, may even replace it with a Stomping Ground just because of how taxing the CIP is sometimes around turn 4-5 when I really need to play two spells at once.
As for affinity hate, I'm at 1 Rakdos Charm 2 Ancient Grudge now. I've moved off Shatterstorm just because it's too expensive and doesn't hit things like inkmoth when you need it to. I've had several games where I barely stabilize with a shatterstorm T4, and then T5-6 they pump inkmoth a bit and suddenly I'm dead. Once the affinity player knows its coming, they'll preemptively put the +1/+1 counters on it. Though since I added Slaughter Pact this hasn't been as bad.
thanks
Big Thanks to DNC and all the guys at Heroes of the Plane Studios for the sig and avvie.
Currently Playing:
Legacy:
BUGBUG DelverGUB
UWRUWR MiraclesRWU
RUGRUG DelverGUR
UUHigh TideUU
Modern:
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UBUB FaeriesBU
BGRJundRGB
URUR StormRU
Standard:
UWUW ControlWU
I have the 2 grafdigger's cage coming in against melira pod along with 1 torpor orb and 1-2 rakdos charm. Against Kiki pod I like 1 grafdigger's cage 2 torpor orb and maybe 1-2 combust for resto/deceiver.
Oh yeah, I'll bump up my angers to 2 depending on if I swap out one for a Jund charm main board.
CURRENTLY PLAYING
Legacy:
BWG Junk
Modern:
BGR Jund
BUG BUG
URW American Control
BWG Junk
BWR Dega midrange
GWR Naya Zoo
EDH:
BWG Teneb, the Harvester
Pauper EDH:
WG Sigil Captain
Standard:
Well I used to play standard...
El_snoope's haves and wants list
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
Pretty much agree with what was said above already; 4-colors is really greedy and just doesn't seem necessary unless these few fringe decks are the bulk of your meta.
If they are both giving you issues, I would recommend at least the following in your board:
3 Fulminator Mage
1 Sowing Salt
1 Thoughtsieze
...and perhaps the 4th Liliana. Sowing Salt can be another Mage, but I've been liking it lately against Colonnade decks as well, and it really shuts down Tron well if played on time. Salt against Scapeshift is obviously less great unless you get lucky and they expose an early Valakut, but it still acts as another Stone Rain with the ability to cut them off of double red or blue in the right situations. Thoughtsieze and Lili are still fine if you expect Baloth, just play them carefully and be ready with removal if you think they have Baloth. At most they run 2 these days, so it's not exactly a huge threat, but being unprepared for it certainly still spells disaster.
Against Tron, you also bring in all Ancient Grudges, usually Thrun and Batterskull for your less resilient threats (like Courser/Chandra and an Ooze or two), and then you just try to get a hand that can disrupt them early or answer a good portion of their threats while applying pressure. Goyf is stellar, as is Bob, don't run too many creatures out into O-Stone at once, and try to force them to use their mana inefficiently. Neither matchup is great, but they are very winnable with the right tools. Combined they represent maybe 10% of the meta AT MOST in a given large tournament, so I really wouldn't sweat them too much. Again, if your local scene is packed with Big Mana decks, by all means throw in the 4th Mage and call it a day. Just remember to switch your board around a bit for a PTQ/GPT/GP.
Ajundi is still worth experimenting with if you want to go nuts with power and whatnot, but I'd consider trying out something spicy like Lotus Cobra and a few higher-power threats to really make it worthwhile. If control is all over your meta, give it a spin and see for yourself how the mana works out. For most of us though, we know what it feels like to have to fetch Godless Shrine into Stomping Ground into Blood Crypt just to curve out, and it's not pretty.
Speaking of Mana, Grove of the Burnwillows adds colorless mana for free, for those of you still comparing it to Copperline Gorge. In general, when you're tight on mana requirements, you care little or none about your opponent gaining a few life points, and when you are flooded and trying to finish them off, you can easily avoid giving them life with the colorless clause. Grove is vastly better than Copperline Gorge, I assure you. CIPT lands will come into play tapped more often than not, and you can't always curve out with Cliffs and Gorge when your hand requires other curve and color commitments.
TL;DR: Grove of the Burnwillows really is Taiga a lot of the time in this deck.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
Legacy: dragon stompy
Pauper: UG madness
MTGO: big_hat
2x Thrun, the last troll
3x Fulminator Mage
2x Ancient Grudge
2x Torpor Orb
1x Rakdos Charm
1x Liliana of the Veil
1x Thoughtseize
1x Abrupt Decay
2x Blightning
I think one of the Torpor Orbs, the Decay, and the blightnings are what I would be willing to take out. I really like blightning though, it does work against a bunch of matchups. Getting an opponent into topdeck mode early is just awful for many of them.
Off the bat though I'd say cut the decay and orbs for an Anger, a Jund Charm, and a Slaughter Pact. The Blightnings could become another Scavenging Ooze and a Batterskull. I also wouldn't mind seeing an Engineered Explosives or a Golgari Charm in that mix.
I'm not a fan of Torpor Orb or Grafdigger's Cage. They often are worth less than a card, and they can be played around or removed from play just when you need them most. Anger/ooze are better vs Pod and Pact is better vs Twin in my opinion. But again, let's see your full list first.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB