I'm considering a more haste centered build with Spark Elemental and Hellspark. Granted, they don't stay on the board, but they hit fast and Hellspark comes back to hit again. Both will trigger a E1 up to 3 and I wouldn't need forests for Kird apes if I replaced them and I'd have a higher chance of mountains for Boars which would make a more consistent mana base from what it seems. It also makes combat math a nightmare for my opponent when they don't know if I have more hastey beaters flying at their face the next turn. Any thoughts?
When I tried Pharika in Melira Pod against Zoo, she didn't swing games for me that often because my guys couldn't die fast enough and Zoo kept slamming in early fatties. I could generally only make one token per turn with her.
Against Pharika, exile their guys if possible (PtE, Pillar of Flame) and try to keep good opening hands (hope for 3+ creatures). If Pharika actually does help them stabilize, though, you're likely toast.
Well, boardwipes happen. One average, the lists should have them with in a few points of death by turn 3 and with all the haste in the deck, it shouldn't be hard to pull back if you don't over extend into one.
Current list and I'm unsure of the ravine. I don't seem to hit the mana for it ever. I might drop it to a kessig wolfrun for an "oh no, I'm flooding" sink. Other than that, the list has had great results. I played storm and won both games by turn 4, barely lost against GW hate bears after he stabilized with blade splicers and resto angels. Had him at 1 the first game I lost and then 3 the second. A top deck bolt or Ghor clan could have won me the game, but I didn't hit them in time. Then I beat mono blue tron 2 out of 3 games.
I don't have fetches in my list, which makes kird ape harder to turn on. I just went with an aggressive 1 drop and it plays well with hack blade. I would probably only do the Scooze in the board, but I don't think it's necessary for my meta and the deck usually kills by turn 3 or 4.
This deck has to be used a certain way and its specifically to take advantage of Haste. For example, against a deck that runs Supreme Verdict you dont need to drop all your creatures at once unless you know your gonna win before they get four mana or think/know they have a counter/bounce on your turn 3 if they went 1st or your turn 4 if you went 1st. Since there is so much Haste when they tape out for Supreme Verdict drop everything you got left and swing on your next turn.
Goblin Guide is the best freaking 1 drop. You get about 4 to 6 damage in, pumps up E1, helps you see what your opponents have and that Haste speeds up this deck crazy fast. Jund Hackblabe, since I have a bunch of Multi colors and he has Haste with being cast of the BTE. So turn 1 GG turn 2 BTE into JHB and thats 7 damage. Also with Lightning Mauler it can be 8 damage on turn 2 but Hackblade is better late game and LM gets chumped to easy. Ghor-Clan and that Bloodrush is vicious especially against anything deck runner some kind of counter. Cursecatcher cannot stop it. Searing Blaze has been a great 2 for one. Clearing a blocker and 3 to the face.
I didnt play a Modern tourney this week but had a bunch of casual matches this week.
5-2
Match 1
Jund 2-0
If they hit you with 2 Blightning ouch! Happened to me a few weeks ago.
- Game 1
T1 Me = Land + E1
Him = Shock Land tapped
T2 Me = Land + BTE into Lightning Mauler, E1 is 2/2, take 6
Him = Fetch into Shock Land + Dark Confidant, take 3
T3 Me = Fetch Land into Basic Land + Flinthoof and give it Haste take 10
Him = DC reveals Land, Basic Land + Lilianna, sac my Lightning Mauler,
T4 Me = E1 is blocked by Dark Confidant and he Slaughter Pact my Flinthoof Boar, Pillar of Flame for win.
Match 2
R/W Burn 1-2
Oh Crap! My buddy was using my deck.
- Game 1
T1 Him = M + Lava Spike, Im at 17
Me = Stomping Ground + Kird Ape, Im at 1
T2 Him = Fetch
Me = M + Junk Hackblade, he cracks Fetch into M + Searing Blaze my JHB, Im at 12, he takes 2 from Ape + 1 from Fetch (17)
T3 Him = Sacred Foundry takes 2 (15)
Me = Stomping Ground + Flinthoof w/Haste, him Bolt me and Lightning Helix Boar. Ape gets 2 (16) but Im at 7
T4 Him = Boros Charm + Lava Spike, lose
- Game 2
T1 Me = M + GG take 2 (18)
Him = Sacred Foundry + GG, we both take 2, Im at 18 him at (16)
T2 Me = Stomping Ground + Flinthoof Boar, we both take 2, Im at 16 him at (14)
Him = M
T3 Me = Copperline Gorge + GG, attack he blocks 1 GG but I Ghor-Clan Rampager, he takes 9 (5), Boros Charm hits me Im at 12
Him = M + Flamebreak, board clear, we both take 3, Im at 9 he's at (2)
T4 Me = E1 Soulbond with Lightning Mauler take 4, win
- Game 3
T1 Him = M + Vexing Devil, Im at 16
Me = Stomping Ground + Kird Ape, Im at 14
T2 Him = Clifftop Retreat
Me = Fetch Land into M, BTE into Madcap Skills, swing for 5 he drops Lightning Helix puts me at 11, him (18)
T3 Him = M + Rift Bolt, Rift Bolt, Lava Spike, Im at 8
Me = GG, swing for 9, Ghor-Clam Rampager for 4 more, he's at (5)
T4 Him = Both the Rift Bolts hit face and out comes a Volcanic Fallout, lose
Match 3
Twin 2-1 Krosan Grip is a must and Torpor Orb at the end of the BTE chain. Combust and Sudden Shock would also have been nice if I had more room in the 75.
What does everyone thing about including one or two Bow of Nylea?
too slow imo. It doesn't come down until turn 3 and we want to be putting them near bolt range by then.
Yep to slow and eats up too much mana (5) before its gets really useful and if your playing speed then your gonna want to use that mana for more aggressive stuff. This card seems as if it would be really good in a more midrange type deck.
I've noticed that you don't include vexing devil in your lists, do you not like it? I love that it triggers E1 and is either 4 to the dome or a 4/3 beat stick for 1.
I've noticed that you don't include vexing devil in your lists, do you not like it? I love that it triggers E1 and is either 4 to the dome or a 4/3 beat stick for 1.
Hes just a lot better in the RDW deck. Either way hes good. In our deck we get the worst choice at the time, so he's not the same catch 22. Good, but only ever really 4 damage or a dude about to be wiped. Thats win more, not winning.
Also, the list I was using there needed multicolor, which devil is not.
I've noticed that you don't include vexing devil in your lists, do you not like it? I love that it triggers E1 and is either 4 to the dome or a 4/3 beat stick for 1.
I've noticed that you don't include vexing devil in your lists, do you not like it? I love that it triggers E1 and is either 4 to the dome or a 4/3 beat stick for 1.
Hes just a lot better suited for the RDW deck. Either way hes good. In our deck we get the worst choice at the time, so he's not the same catch 22. Good, but only ever really 4 damage or a dude about to be wiped. Thats win more, not winning.
Also, the list I was using there needed multicolor, which devil is not.
He is much better in Burn and RDW. I used him in Standard Gruul Aggro but in Modern Zoo you need more constant threats. I have him in Legacy and Modern Burn but thats because in those formats he is more useful as a 1 mana 4 damage Burn.
I've noticed that you don't include vexing devil in your lists, do you not like it? I love that it triggers E1 and is either 4 to the dome or a 4/3 beat stick for 1.
Hes just a lot better in the RDW deck. Either way hes good. In our deck we get the worst choice at the time, so he's not the same catch 22. Good, but only ever really 4 damage or a dude about to be wiped. Thats win more, not winning.
Also, the list I was using there needed multicolor, which devil is not.
good points. In my list that I posted above, what would you suggest I drop him for?
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
Hehe, "Zookeepers." I like that title.
Good thing I mainboard 4 Scavenging Ooze.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
Its hard. On the play you can get around it with boros charm (Naya) Green has some regen options Wrap in Vigor being the best.
If I were going to take a straight r/g out for a stroll Id do something like this:
4 Stomping Ground
4 Verdant Catacombs
1 Mountain
2 Forest
3 Fire-Lit Thicket
4 Experiment One
4 Kird Ape
4 Flinthoof Boar
4 Burning-Tree Emissary
4 Goblin Guide
2 Strangleroot Geist
4 Scavenging Ooze
4 Ghor-Clan Rampager
3 Mutagenic Growth
3 Blood Moon
2 Dismember
2 Ancient Grudge
2 Combust
2 Pillar of Flame
3 Tormod's Crypt
2 Wrap in Vigor
1 Dismember
1 Destructive Revelry
2 Domri Rade
If I was going to do a haste version it would be like:
4 Goblin Guide
1 Dryad Militant
4 Rakdos Cackler
4 Jund Hackblade
4 Burning-Tree Emissary
4 Ghor-Clan Rampager
4 Flinthoof Boar
4 Strangleroot Geist
4 Lightning Bolt
3 Rancor
4 Copperline Gorge
4 Stomping Ground
4 Verdant Catacombs
3 Fire-Lit Thicket
1 Mountain
2 Forest
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
4 Experiment One
4 Goblin Guide
4 Rakdos Cackler
4 Jund Hackblade
4 Burning-Tree Emissary
4 Ghor-Clan Rampager
4 Flinthoof Boar
4 vexing devil
3 goblin bushwhacker
4 Lightning Bolt
3 Rancor
land
4 Copperline Gorge
4 Stomping Ground
3 rootbound crag
6 Mountain
1 Raging ravine
Current list and I'm unsure of the ravine. I don't seem to hit the mana for it ever. I might drop it to a kessig wolfrun for an "oh no, I'm flooding" sink. Other than that, the list has had great results. I played storm and won both games by turn 4, barely lost against GW hate bears after he stabilized with blade splicers and resto angels. Had him at 1 the first game I lost and then 3 the second. A top deck bolt or Ghor clan could have won me the game, but I didn't hit them in time. Then I beat mono blue tron 2 out of 3 games.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
I don't have fetches in my list, which makes kird ape harder to turn on. I just went with an aggressive 1 drop and it plays well with hack blade. I would probably only do the Scooze in the board, but I don't think it's necessary for my meta and the deck usually kills by turn 3 or 4.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
Goblin Guide, Jund Hackblade, Ghor-Clan Rampager and Searing Blaze have been my MVPs.
Goblin Guide is the best freaking 1 drop. You get about 4 to 6 damage in, pumps up E1, helps you see what your opponents have and that Haste speeds up this deck crazy fast. Jund Hackblabe, since I have a bunch of Multi colors and he has Haste with being cast of the BTE. So turn 1 GG turn 2 BTE into JHB and thats 7 damage. Also with Lightning Mauler it can be 8 damage on turn 2 but Hackblade is better late game and LM gets chumped to easy. Ghor-Clan and that Bloodrush is vicious especially against anything deck runner some kind of counter. Cursecatcher cannot stop it. Searing Blaze has been a great 2 for one. Clearing a blocker and 3 to the face.
4 Experiment One
4 Kird Ape
4 Burning-Tree Emissary
3 Flinthoof Boar
4 Jund Hackblade
2 Lightning Mauler
4 Ghor-Clan Rampager
Spells
4 Lightning Bolt
2 Pillar of Flame
4 Searing Blaze
2 Madcap Skills
Lands
4 Arid Mesa
4 Copperline Gorge
3 Mountain
1 Forest
4 Scalding Tarn
4 Stomping Ground
2 Volcanic Fallout
4 Krosan Grip
3 Mindbreak Trap
2 Shattering Spree
4 Torpor Orb
5-2
Match 1
Jund 2-0
If they hit you with 2 Blightning ouch! Happened to me a few weeks ago.
- Game 1
T1 Me = Land + E1
Him = Shock Land tapped
T2 Me = Land + BTE into Lightning Mauler, E1 is 2/2, take 6
Him = Fetch into Shock Land + Dark Confidant, take 3
T3 Me = Fetch Land into Basic Land + Flinthoof and give it Haste take 10
Him = DC reveals Land, Basic Land + Lilianna, sac my Lightning Mauler,
T4 Me = E1 is blocked by Dark Confidant and he Slaughter Pact my Flinthoof Boar, Pillar of Flame for win.
- Game 2
T1 Him = Fetch into Shock Land tapped take 1
Me = Mountain + Goblin Guide take 2
T2 Him = Fetch into Shock Land + Dark Confidant take 3
Me = Copperline Gorge + BTE, BTE, Jund Hackblade take 5
T3 Him = DC reveals Thrun, The Last Troll, Basic Land take 4
Me = Mountain, my Jund Hackblade gets killed by Abrupt Decay, Searing Blaze the DC, GG, BTE, BTE take 9, win
Match 2
R/W Burn 1-2
Oh Crap! My buddy was using my deck.
- Game 1
T1 Him = M + Lava Spike, Im at 17
Me = Stomping Ground + Kird Ape, Im at 1
T2 Him = Fetch
Me = M + Junk Hackblade, he cracks Fetch into M + Searing Blaze my JHB, Im at 12, he takes 2 from Ape + 1 from Fetch (17)
T3 Him = Sacred Foundry takes 2 (15)
Me = Stomping Ground + Flinthoof w/Haste, him Bolt me and Lightning Helix Boar. Ape gets 2 (16) but Im at 7
T4 Him = Boros Charm + Lava Spike, lose
- Game 2
T1 Me = M + GG take 2 (18)
Him = Sacred Foundry + GG, we both take 2, Im at 18 him at (16)
T2 Me = Stomping Ground + Flinthoof Boar, we both take 2, Im at 16 him at (14)
Him = M
T3 Me = Copperline Gorge + GG, attack he blocks 1 GG but I Ghor-Clan Rampager, he takes 9 (5), Boros Charm hits me Im at 12
Him = M + Flamebreak, board clear, we both take 3, Im at 9 he's at (2)
T4 Me = E1 Soulbond with Lightning Mauler take 4, win
- Game 3
T1 Him = M + Vexing Devil, Im at 16
Me = Stomping Ground + Kird Ape, Im at 14
T2 Him = Clifftop Retreat
Me = Fetch Land into M, BTE into Madcap Skills, swing for 5 he drops Lightning Helix puts me at 11, him (18)
T3 Him = M + Rift Bolt, Rift Bolt, Lava Spike, Im at 8
Me = GG, swing for 9, Ghor-Clam Rampager for 4 more, he's at (5)
T4 Him = Both the Rift Bolts hit face and out comes a Volcanic Fallout, lose
Match 3
Twin 2-1
Krosan Grip is a must and Torpor Orb at the end of the BTE chain. Combust and Sudden Shock would also have been nice if I had more room in the 75.
Match 4
BW Tokens 2-0
Ghor-Clan Rampager, the trample and the Searing Blaze 2 for 1 really helped vs the chump blockers even with Honor of the Pure out.
Match 5
Storm 1-2
Got a Mindbreak Trap in game 2 which saved me.
Match 6
Jund 2-0
Go as fast as you can and just gotta make sure they dont pull you into the midrange game. After turn 5 it can get ugly.
Match 7
Zombies 2-0
Pillar of Flame saved me from a Geralf's Messenger and they didnt have enough removal for all my creatures.
too slow imo. It doesn't come down until turn 3 and we want to be putting them near bolt range by then.
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Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
Yep to slow and eats up too much mana (5) before its gets really useful and if your playing speed then your gonna want to use that mana for more aggressive stuff. This card seems as if it would be really good in a more midrange type deck.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
Hes just a lot better in the RDW deck. Either way hes good. In our deck we get the worst choice at the time, so he's not the same catch 22. Good, but only ever really 4 damage or a dude about to be wiped. Thats win more, not winning.
Also, the list I was using there needed multicolor, which devil is not.
He is much better in Burn and RDW. I used him in Standard Gruul Aggro but in Modern Zoo you need more constant threats. I have him in Legacy and Modern Burn but thats because in those formats he is more useful as a 1 mana 4 damage Burn.
good points. In my list that I posted above, what would you suggest I drop him for?
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn