If Dredge manages to deal with RiP that's fine: it already exiled their graveyard and kept them from developing their board for a while. That's usually all Burn needs to be able to turn the corner.
But in that line of argument Ravenous Trap is better, because it lets you race them and have a 0 mana answer ready and beat their nuts. If you're playing Rest in Peace you lose 1 turn, where you can't cast Bolts and lose to their nuts (too slow).
So, in a deck that just needs time, I think that trap is better than RiP.
Personally I don't feel that Dredge bringing in enchantment hate is a valid reason not to play Rest in Peace because they still have to hit it and RiP completely turns off their game plan while it is in play. This potentially buys multiple rounds until they can start setting up again, as opposed to Ravenous Trap where they get to continue setting up the very next turn even in the best-case scenario.
Personally I think there's nothing better than Rakdos Charm against dredge. They pack tons of anti-hate for stuff like RIP and Cage but can't do anything against an instant speed grave whipe. It also has the added bonus of being a massive lava axe if they blow up quick and is a versitile answer for seveal other decks aswell. I know most people prefer Naya but I've never liked the Cat and I certainly don't fear dredge with 3 Charm in my board. Very impresed with Mardu overall given how good most decks are at blocking or killing creatures in the current meta. Going more spell heavy rather than focusing on creatures feels great.
By that reasoning, why pay 2 mana for an instant speed solution when you can pay 0 mana for it via Ravenous Trap or Tormod's Crypt? Your solution is really just "I'm already in black, so RCharm passes for Dredge hate", which is a reasonable thing to say but RCharm is far from "there's nothing better". Who cares if they remove Rest in Peace? At worst it's a 2 mana one-shot graveyard removal, no different than RCharm. At its best, it hoses their gameplan until they manage to draw removal for it.
Charm also works as additional burn if they get a chance to go off.
Charm also works against other decks that go wide like Elves, and has an additional mode that has value against Affinity.
RiP is only good if they don't draw removal for it. That's not something I enjoy banking on.
I prefer Grafdigger's Cage, personally. A 1-drop has the highest chance of catching them before they go off. There's some real merit to something like Ravenous Trap or Tormod's Crypt, because they don't cost mana. However, one thing we haven't discussed when referring to Rest in Peace is that it has value against BGX by turning those pesky Goyfs into 0/1s. I think the important thing is to have graveyard hate of some kind - which one you opt for after that depends on metagame context.
Charm also works as additional burn if they get a chance to go off.
Charm also works against other decks that go wide like Elves, and has an additional mode that has value against Affinity.
RiP is only good if they don't draw removal for it. That's not something I enjoy banking on.
That's fine and all that RCharm does some work against other decks, but I still don't see a good reason to play black over white or green. RCharm isn't bad, it's just that Bump and RCharm don't compel me to play black over DRev/AC or Path/BCharm. RCharm is simply different, not necessarily better.
Rakdos Charm is simply a 1 shot exile effect for 2 mana. Rest in Peace is a 1 shot exile effect in the case that they draw removal for it. RCharm is not an obviously superior choice to RiP against dredge, it's just a card you're already playing if you're in black that incidentally does some work against Dredge.
Arkaedrian here, the author of this beautiful Primer. I've been out of the game for several months now, and haven't been able to keep up with the meta changes due to other responsibilities.
That said I'm starting to get back into it now. If anyone would like me to update the primer with any new/relevant information, please let me know and I'll be happy to make the necessary changes.
Personally I think there's nothing better than Rakdos Charm against dredge. They pack tons of anti-hate for stuff like RIP and Cage but can't do anything against an instant speed grave whipe. It also has the added bonus of being a massive lava axe if they blow up quick and is a versitile answer for seveal other decks aswell. I know most people prefer Naya but I've never liked the Cat and I certainly don't fear dredge with 3 Charm in my board. Very impresed with Mardu overall given how good most decks are at blocking or killing creatures in the current meta. Going more spell heavy rather than focusing on creatures feels great.
By that reasoning, why pay 2 mana for an instant speed solution when you can pay 0 mana for it via Ravenous Trap or Tormod's Crypt? Your solution is really just "I'm already in black, so RCharm passes for Dredge hate", which is a reasonable thing to say but RCharm is far from "there's nothing better". Who cares if they remove Rest in Peace? At worst it's a 2 mana one-shot graveyard removal, no different than RCharm. At its best, it hoses their gameplan until they manage to draw removal for it.
At worst you draw it after they "combo" and its basically a dead draw. Rakdos charm still has useful effect that might still win the game. RIP is great, but it does have a lower floor then rakdos charm imo. That said you still have to be convinced black is the better splash which i'm not sold on personally.
Even if I draw it after they combo, as long as I'm still alive I'm happy to drop it and start using my burn to remove their creatures, permanently this time. This is also the reason that I'm putting 2 Anger of the Gods in my sideboard.
I board one blood crypt and Rcharm and just take out my one-of temple garden when the time comes.
I've been considering cutting the garden completely for crypt but I don't thinks so because it is more often useful than a problem.
Temple Garden doesn't cast Lightning Bolt, so it shouldn't be in the deck. It's also not necessary to sideboard into black and waste a spot on Blood Crypt. If you want black, play the Crypt main (drop that useless Temple Garden for it).
Round 1 - Grixis Control w/ Tasigur
Game one he keeps me off tempo and drops a decently timed Tasigur. By that point I can't get around his counters and he nails me. Game two I have a huge hand full of creatures and his Sun Droplets and removal just can't keep up. Game three some early creatures with continual burn backup close out the game.
Round 2 - Merfolk
First game his Aether Vials are a lot to match up against. I figure I get him by Atarka's Commanding my blocked Goblin Guide but he Vial's in the Merfolk that counters spells and gets in the trade, allowing him to overwhelm the board. Next game is the standard hasty dudes with burn backup. In game three I'm very glad I put in the 2nd Lavamancer in the side because he's what helped close out the game after my opponents slightly slow start.
Round 3 - 8 rack
Lost this match, but a mulligan to 5 and a horribly sketchy keep game three pretty much cemented this. Eidolon, however, nearly singlehandedly won me game two. Not much to say, just wasn't really able to do much
Round 4 - Eldrazi and Taxes
The burn pushes through the first game, with Eidolon actually doing a fair bit of work to eek out the last few points, alongside predicting his incoming disruption and playing around it. Game two my hand is ruined by his stuff and his oppression catches up to me, and I can't burn him out fast enough. Game three I stayed on one land for a decent while and continually played one spell a turn thanks to some solid top decks. When I drew the second land it was all I needed to win the game.
Round 5 - Grixis Delver
Both games weren't even close. Game one I had 4 1-drop creatures and just kept top decking Lightning Bolt clones. Game two was basically the same thing but with Boros Charms and both of us stuck on two lands.
If I were to play the finals I would have played the same Eldrazi and Taxes guy I played, but we both wanted to go home.
Round 1 - Grixis Control w/ Tasigur
Game one he keeps me off tempo and drops a decently timed Tasigur. By that point I can't get around his counters and he nails me. Game two I have a huge hand full of creatures and his Sun Droplets and removal just can't keep up. Game three some early creatures with continual burn backup close out the game.
Round 2 - Merfolk
First game his Aether Vials are a lot to match up against. I figure I get him by Atarka's Commanding my blocked Goblin Guide but he Vial's in the Merfolk that counters spells and gets in the trade, allowing him to overwhelm the board. Next game is the standard hasty dudes with burn backup. In game three I'm very glad I put in the 2nd Lavamancer in the side because he's what helped close out the game after my opponents slightly slow start.
Round 3 - 8 rack
Lost this match, but a mulligan to 5 and a horribly sketchy keep game three pretty much cemented this. Eidolon, however, nearly singlehandedly won me game two. Not much to say, just wasn't really able to do much
Round 4 - Eldrazi and Taxes
The burn pushes through the first game, with Eidolon actually doing a fair bit of work to eek out the last few points, alongside predicting his incoming disruption and playing around it. Game two my hand is ruined by his stuff and his oppression catches up to me, and I can't burn him out fast enough. Game three I stayed on one land for a decent while and continually played one spell a turn thanks to some solid top decks. When I drew the second land it was all I needed to win the game.
Round 5 - Grixis Delver
Both games weren't even close. Game one I had 4 1-drop creatures and just kept top decking Lightning Bolt clones. Game two was basically the same thing but with Boros Charms and both of us stuck on two lands.
If I were to play the finals I would have played the same Eldrazi and Taxes guy I played, but we both wanted to go home.
How is the 1x inspiring vantage working out? I've been thinking about making the switch, has it ever been a negative?
Also I notice you basically went with 2x skullcrack 2x helix as your flex slots, do you feel like you get flooded with 2cc spells? One of my bigger concerns right now is I often feel like I have too many 2cc spells jamming up my hand. Currently in my flex spots I have 2x shard volley, 1x lavamancer, 1x mountain (since I'm playing volley). Do you feel like the helix/skullcrack abilities have won you a far amount of games?
Separate thought - I've been testing more and more with Jund burn for bump in the night instead of boros charm. So far it has been working well, I thought kor firewalker in the mirror would be a big deal but usually I'm able to fetch basics and my opponent is self destructing trying to drop a fast cat or kor firewalker neither of which have felt impossible to overcome.
How is the 1x inspiring vantage working out? I've been thinking about making the switch, has it ever been a negative?
Also I notice you basically went with 2x skullcrack 2x helix as your flex slots, do you feel like you get flooded with 2cc spells? One of my bigger concerns right now is I often feel like I have too many 2cc spells jamming up my hand. Currently in my flex spots I have 2x shard volley, 1x lavamancer, 1x mountain (since I'm playing volley). Do you feel like the helix/skullcrack abilities have won you a far amount of games?
Separate thought - I've been testing more and more with Jund burn for bump in the night instead of boros charm. So far it has been working well, I thought kor firewalker in the mirror would be a big deal but usually I'm able to fetch basics and my opponent is self destructing trying to drop a fast cat or kor firewalker neither of which have felt impossible to overcome.
I think the Vantage is a very good choice. It's relevence only came up once that night in my match against Merfolk. It was a topdeck'd third land which saved me from taking Shock/Fetch damage. Otherwise in my testing I've never regretted having it. The only time I can see it causing an issue is if it's your 4th land and it comes in tapped denying you from playing a 2nd 2-mana burn spell in the same turn, but those plays feel so rare and unneeded that it doesn't bother me. I run 19 lands as opposed to the normal 20 specifically because I feel this deck can easily function off two and potentially even one land at times.
I would say that Helix has pulled me out of a good amount of situations, and just on principle alone I refuse to run a burn list without the full Atarka's/Skullcrack suite because lifegain is the complete anti-thesis to our plan. I don't really tend to feel the 2-cmc weight, and the only times I've noticed it are on 2-cmc heavy opening hands. Even then those hands are perfectly fine if you also have two lands, and I'd only keep one landers if I had a bunch of 1-drop creatures as opposed to anything else. I just like the idea of Helix/Crack in the flex spots because even if they're not stellar they forward the game plan and can take the spot of weaker spells. For example, we don't have any completely straightforward sideboard cards for creatureless control decks but swapping the 4 Searing Blaze for the 2 Helix/2 Skullcrack is a no brainer that can payoff depending on the opponent's hate cards.
I'd say if you're running into an issue with mana efficiency, try mulliganing more aggressively, and change up your sideboarding to suite your cmc. I almost always swap out 2-cmc spells post board unless I really want to hang onto them or there are clearly deficient 1-cost spells (i.e. Rift Bolt against Eldrazi Processor decks, ect.). And also a small side note on that idea, I dislike 3-cmc cards in this list. I feel they're too costly in a deck that wants to apply pressure as quickly and efficiently as possible.
I'm thinking about building a version of the Naya Burn deck, but was wondering what the thinking was on Tribal Flames? Naya burn already borrows Wild Nacatl from zoo, and Tribal Flames seems like it could easily be a 5 damage spell with the fetches already being run (if you do single Steam Vents and Blood Crypt), or is too much of a strain on the manabase/efficiency?
I'm thinking about building a version of the Naya Burn deck, but was wondering what the thinking was on Tribal Flames? Naya burn already borrows Wild Nacatl from zoo, and Tribal Flames seems like it could easily be a 5 damage spell with the fetches already being run (if you do single Steam Vents and Blood Crypt), or is too much of a strain on the manabase/efficiency?
It's just not worth the potential cost. You can already run Boros Charm, which is 4 damage for 2 mana, and if you're running a typical Naya list swapping two lands for two lands that essentially act as shock damage mountains just isn't worth the potential color screw or life issues. The games where you'd live the dream and do 5 damage for 2 mana are probably games you're already winning or would be just as fine running other cards in.
What are you naming that wouldn't be better off being hit with a Deflecting Palm? Also are you running Boros Burn? Double white is tough in three color and I don't know what decks you would want Ruined Halo against that wouldn't be better dealt with with more diverse sideboard options.
Sorry for the late reply.
In my other deck, I run runed halo for naming Prized Amalgam, Valakut, Lightning Storm / Grapeshot / Infect Creatures / Deathshadow
I'm running a boros build. I agree that the naya build will have a hard time casting a WW spell.
So, I have been playing Nacatl burn for a while, and I just tried out making the switch over to Boros (with the green splash for SB). I really liked how the deck performed. Here's my list:
In the current meta with a lot of aggro decks, I thought it would be nice to play with fewer colors so I could more easily fetch for my basics and save a number of life points. With Naya, I found that every game I was effectively starting at 14, since I would fetch and shock turn 1 and 2 so I could cast the Nacatl and have it be a 3/3, and also so I could cast both Atarka's Command and Boros Charm. I replaced the Atarka's Command with Skullcrack and the Wild Nacatl with some Lightning Helix and pushed myself to the full set of Searing Blaze.
I have noticed that this version seems to be just a little less explosive without the Commands and Nacatls, but I have felt it to be more consistent so far. Drawing a Nacatl on turn 6 when they are at 3 life and have a board is the worst. I have also run up against a decent number of opposing burn decks, and the Kor Firewalker is just killer in the mirror. Running Naya made it really hard to get those deployed due to the WW cost, and I know how back-breaking they can be when they land, so now that I feel I can cast them, I bumped them up to 3 in the SB.
I took this out the other day and went 4-0 beating Naya Coco Spirits, Turbo Turns, and then Jund 2 rounds in a row.
Spirits and Turns went to 3. Spirits got a crazy hand of 2 Spellskite in their opener game 1.
Game 1 against turns I ended up drawing 4 lands in a row and he took me down while at 4 life.
Neither Jund player was able to keep around their Goyfs for long and both ended up bottle-necked on lands, and I was even able to fight through a Collective Brutality both matches. Luckily I dodged the Kitchen Finks in both the SB matches and came away with the
Overall, I have been very pleased with the switch so far. The Lightning Helix life gain has been a champ, and the extra burn spells have been nice in the late game when the board gets bogged up. I'll keep trying this one out for a bit I think.
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Personally I don't feel that Dredge bringing in enchantment hate is a valid reason not to play Rest in Peace because they still have to hit it and RiP completely turns off their game plan while it is in play. This potentially buys multiple rounds until they can start setting up again, as opposed to Ravenous Trap where they get to continue setting up the very next turn even in the best-case scenario.
By that reasoning, why pay 2 mana for an instant speed solution when you can pay 0 mana for it via Ravenous Trap or Tormod's Crypt? Your solution is really just "I'm already in black, so RCharm passes for Dredge hate", which is a reasonable thing to say but RCharm is far from "there's nothing better". Who cares if they remove Rest in Peace? At worst it's a 2 mana one-shot graveyard removal, no different than RCharm. At its best, it hoses their gameplan until they manage to draw removal for it.
Charm also works against other decks that go wide like Elves, and has an additional mode that has value against Affinity.
RiP is only good if they don't draw removal for it. That's not something I enjoy banking on.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
That's fine and all that RCharm does some work against other decks, but I still don't see a good reason to play black over white or green. RCharm isn't bad, it's just that Bump and RCharm don't compel me to play black over DRev/AC or Path/BCharm. RCharm is simply different, not necessarily better.
Rakdos Charm is simply a 1 shot exile effect for 2 mana. Rest in Peace is a 1 shot exile effect in the case that they draw removal for it. RCharm is not an obviously superior choice to RiP against dredge, it's just a card you're already playing if you're in black that incidentally does some work against Dredge.
Arkaedrian here, the author of this beautiful Primer. I've been out of the game for several months now, and haven't been able to keep up with the meta changes due to other responsibilities.
That said I'm starting to get back into it now. If anyone would like me to update the primer with any new/relevant information, please let me know and I'll be happy to make the necessary changes.
Burn on!
RWG Burn
GW Abzan Company
At worst you draw it after they "combo" and its basically a dead draw. Rakdos charm still has useful effect that might still win the game. RIP is great, but it does have a lower floor then rakdos charm imo. That said you still have to be convinced black is the better splash which i'm not sold on personally.
I've been considering cutting the garden completely for crypt but I don't thinks so because it is more often useful than a problem.
Temple Garden doesn't cast Lightning Bolt, so it shouldn't be in the deck. It's also not necessary to sideboard into black and waste a spot on Blood Crypt. If you want black, play the Crypt main (drop that useless Temple Garden for it).
4 Goblin Guide
4 Monastery Swiftspear
4 Eidolon of the Great Revel
1 Grim Lavamancer
Zappydoos
4 Lightning Bolt
4 Atarka's Command
4 Boros Charm
4 Searing Blaze
2 Skullcrack
2 Lightning Helix
4 Lava Spike
4 Rift Bolt
3 Arid Mesa
1 Inspiring Vantage
4 Bloodstained Mire
4 Wooded Foothills
3 Mountain
2 Sacred Foundry
2 Stomping Ground
The Rest
1 Grim Lavamancer
4 Path to Exile
4 Destructive Revelry
2 Deflecting Palm
2 Skullcrack
2 Lightning Helix
Round 1 - Grixis Control w/ Tasigur
Game one he keeps me off tempo and drops a decently timed Tasigur. By that point I can't get around his counters and he nails me. Game two I have a huge hand full of creatures and his Sun Droplets and removal just can't keep up. Game three some early creatures with continual burn backup close out the game.
Round 2 - Merfolk
First game his Aether Vials are a lot to match up against. I figure I get him by Atarka's Commanding my blocked Goblin Guide but he Vial's in the Merfolk that counters spells and gets in the trade, allowing him to overwhelm the board. Next game is the standard hasty dudes with burn backup. In game three I'm very glad I put in the 2nd Lavamancer in the side because he's what helped close out the game after my opponents slightly slow start.
Round 3 - 8 rack
Lost this match, but a mulligan to 5 and a horribly sketchy keep game three pretty much cemented this. Eidolon, however, nearly singlehandedly won me game two. Not much to say, just wasn't really able to do much
Round 4 - Eldrazi and Taxes
The burn pushes through the first game, with Eidolon actually doing a fair bit of work to eek out the last few points, alongside predicting his incoming disruption and playing around it. Game two my hand is ruined by his stuff and his oppression catches up to me, and I can't burn him out fast enough. Game three I stayed on one land for a decent while and continually played one spell a turn thanks to some solid top decks. When I drew the second land it was all I needed to win the game.
Round 5 - Grixis Delver
Both games weren't even close. Game one I had 4 1-drop creatures and just kept top decking Lightning Bolt clones. Game two was basically the same thing but with Boros Charms and both of us stuck on two lands.
If I were to play the finals I would have played the same Eldrazi and Taxes guy I played, but we both wanted to go home.
How is the 1x inspiring vantage working out? I've been thinking about making the switch, has it ever been a negative?
Also I notice you basically went with 2x skullcrack 2x helix as your flex slots, do you feel like you get flooded with 2cc spells? One of my bigger concerns right now is I often feel like I have too many 2cc spells jamming up my hand. Currently in my flex spots I have 2x shard volley, 1x lavamancer, 1x mountain (since I'm playing volley). Do you feel like the helix/skullcrack abilities have won you a far amount of games?
Separate thought - I've been testing more and more with Jund burn for bump in the night instead of boros charm. So far it has been working well, I thought kor firewalker in the mirror would be a big deal but usually I'm able to fetch basics and my opponent is self destructing trying to drop a fast cat or kor firewalker neither of which have felt impossible to overcome.
I think the Vantage is a very good choice. It's relevence only came up once that night in my match against Merfolk. It was a topdeck'd third land which saved me from taking Shock/Fetch damage. Otherwise in my testing I've never regretted having it. The only time I can see it causing an issue is if it's your 4th land and it comes in tapped denying you from playing a 2nd 2-mana burn spell in the same turn, but those plays feel so rare and unneeded that it doesn't bother me. I run 19 lands as opposed to the normal 20 specifically because I feel this deck can easily function off two and potentially even one land at times.
I would say that Helix has pulled me out of a good amount of situations, and just on principle alone I refuse to run a burn list without the full Atarka's/Skullcrack suite because lifegain is the complete anti-thesis to our plan. I don't really tend to feel the 2-cmc weight, and the only times I've noticed it are on 2-cmc heavy opening hands. Even then those hands are perfectly fine if you also have two lands, and I'd only keep one landers if I had a bunch of 1-drop creatures as opposed to anything else. I just like the idea of Helix/Crack in the flex spots because even if they're not stellar they forward the game plan and can take the spot of weaker spells. For example, we don't have any completely straightforward sideboard cards for creatureless control decks but swapping the 4 Searing Blaze for the 2 Helix/2 Skullcrack is a no brainer that can payoff depending on the opponent's hate cards.
I'd say if you're running into an issue with mana efficiency, try mulliganing more aggressively, and change up your sideboarding to suite your cmc. I almost always swap out 2-cmc spells post board unless I really want to hang onto them or there are clearly deficient 1-cost spells (i.e. Rift Bolt against Eldrazi Processor decks, ect.). And also a small side note on that idea, I dislike 3-cmc cards in this list. I feel they're too costly in a deck that wants to apply pressure as quickly and efficiently as possible.
I'm thinking about building a version of the Naya Burn deck, but was wondering what the thinking was on Tribal Flames? Naya burn already borrows Wild Nacatl from zoo, and Tribal Flames seems like it could easily be a 5 damage spell with the fetches already being run (if you do single Steam Vents and Blood Crypt), or is too much of a strain on the manabase/efficiency?
It's just not worth the potential cost. You can already run Boros Charm, which is 4 damage for 2 mana, and if you're running a typical Naya list swapping two lands for two lands that essentially act as shock damage mountains just isn't worth the potential color screw or life issues. The games where you'd live the dream and do 5 damage for 2 mana are probably games you're already winning or would be just as fine running other cards in.
Sorry for the late reply.
In my other deck, I run runed halo for naming Prized Amalgam, Valakut, Lightning Storm / Grapeshot / Infect Creatures / Deathshadow
I'm running a boros build. I agree that the naya build will have a hard time casting a WW spell.
2x Arid Mesa
4x Bloodstained Mire
2x Inspiring Vantage
2x Mountain
2x Sacred Foundry
2x Scalding Tarn
1x Stomping Ground
4x Wooded Foothills
Instant (19)
4x Boros Charm
4x Lightning Bolt
3x Lightning Helix
4x Searing Blaze
4x Skullcrack
4x Eidolon of the Great Revel
4x Goblin Guide
2x Grim Lavamancer
4x Monastery Swiftspear
Sorcery (8)
4x Lava Spike
4x Rift Bolt
2x Deflecting Palm
3x Destructive Revelry
3x Kor Firewalker
3x Path to Exile
2x Rest in Peace
2x Stony Silence
In the current meta with a lot of aggro decks, I thought it would be nice to play with fewer colors so I could more easily fetch for my basics and save a number of life points. With Naya, I found that every game I was effectively starting at 14, since I would fetch and shock turn 1 and 2 so I could cast the Nacatl and have it be a 3/3, and also so I could cast both Atarka's Command and Boros Charm. I replaced the Atarka's Command with Skullcrack and the Wild Nacatl with some Lightning Helix and pushed myself to the full set of Searing Blaze.
I have noticed that this version seems to be just a little less explosive without the Commands and Nacatls, but I have felt it to be more consistent so far. Drawing a Nacatl on turn 6 when they are at 3 life and have a board is the worst. I have also run up against a decent number of opposing burn decks, and the Kor Firewalker is just killer in the mirror. Running Naya made it really hard to get those deployed due to the WW cost, and I know how back-breaking they can be when they land, so now that I feel I can cast them, I bumped them up to 3 in the SB.
I took this out the other day and went 4-0 beating Naya Coco Spirits, Turbo Turns, and then Jund 2 rounds in a row.
Spirits and Turns went to 3. Spirits got a crazy hand of 2 Spellskite in their opener game 1.
Game 1 against turns I ended up drawing 4 lands in a row and he took me down while at 4 life.
Neither Jund player was able to keep around their Goyfs for long and both ended up bottle-necked on lands, and I was even able to fight through a Collective Brutality both matches. Luckily I dodged the Kitchen Finks in both the SB matches and came away with the
Overall, I have been very pleased with the switch so far. The Lightning Helix life gain has been a champ, and the extra burn spells have been nice in the late game when the board gets bogged up. I'll keep trying this one out for a bit I think.