Inspired by Brad Nelson's List, I want to develop a version that only splashes blue for Snapcaster Mage without modifying the original infrastructure of Jund Midrange or adding stuff like Grisly Salvage.
The value inside Snapcaster Mage in this deck is nearly uncomparable than the card in blue-based decks:
1. Flashbacking point removals: Currently, RG-aggro decks are designed to beat decks with Supreme Verdict; they need inside synergy between creatures (either Battalion, soulbond or Hellrider) so breaking the synergy is the key of beating them.
2. Flashbacking Rakdos's Return and Slaughter Games: Against midrange and control decks, you should know these cards are invaluable when cripples your opponents hand/deck. And we even have the choice to flashback!
3. When you want to setup a big Kessig Wolf Run or Rakdos's Return, flashbacking Farseek could help too!
And even more..
4. Negate from sideboard, as well as Duress protects you from annoying spells like Staff of Nin or Planar Cleansing, clearing the path to victory.
I am trying something like this but i was also trying 2 nicol bolas, and essense scatter in my sb ive only played a few gamesi know it needs to be tweaked but its fun i went 3-1 at fnm last week, another card i was thinking about is forbidden alchemy its a great pitch to liliana, has synergy with snapcaster and jund usually takes games long anyways idk though
Edit: also alchemy could allow us to flip huntmaster with out losing to tempo just some food for thought
You quickly realize that you are basically Grixis but splashing green for Thragtusk and Wolfrun.
Lol, or its just Jund splashing blue for Snapcaster...
That brings me to the main problem i think this deck has: You are messing the manabase for one card, which is a 3-of in the deck. Just like holynorth mentioned above. Too much effort for one card. Try adding in other stuff, like Rapid Hybridization, Simic Charm, and other good stuff that you can make the most out of U.
Lol, or its just Jund splashing blue for Snapcaster...
That brings me to the main problem i think this deck has: You are messing the manabase for one card, which is a 3-of in the deck. Just like holynorth mentioned above. Too much effort for one card. Try adding in other stuff, like Rapid Hybridization, Simic Charm, and other good stuff that you can make the most out of U.
Well, what I mean by that "its Grixis splashing Green". Is that the deck plays a lot of the same cards that Grixis does... I suppose Farseek is another reason to splash green as well.
I think the one good thing to say about Snapcaster being in the deck is it opens you up to plays where you go T1 Slip something (like Champion of the Parish), and then T3 come back and play Snapcaster targetting Slip... use Snapcaster to block and trigger morbid then play Slip on something. But otherwise, other than Duress, Negate and stuff like that out of the sideboard, I'd almost just rather the Snap be another removal spell.
I think if you are going to go blue, it might be better to go the Prime Speaker Zegana route than the Snapcaster route. But then you are walking a very thin line between this and Bant. Perhaps another way to do it would be to go BUG, and this would give you the kill cards Jund offers and the card advantage that blue and green offer between Snapcaster and Zegana. You could still splash red for Wolfrun and Rakdos Return.
That being said, we're almost at a point where you say "if it ain't broke, don't fix it". Jund is already a pretty damn good deck, so you think taking out key cogs to the deck and tweaking it at this point is kind of not worth it. If anything, add small bits of tech that you think might be good against the metagame (which, ironically, just adding blue for Snapcaster probably falls into).
I think if you are going to go blue, it might be better to go the Prime Speaker Zegana route than the Snapcaster route. But then you are walking a very thin line between this and Bant. Perhaps another way to do it would be to go BUG, and this would give you the kill cards Jund offers and the card advantage that blue and green offer between Snapcaster and Zegana. You could still splash red for Wolfrun and Rakdos Return.
That being said, we're almost at a point where you say "if it ain't broke, don't fix it". Jund is already a pretty damn good deck, so you think taking out key cogs to the deck and tweaking it at this point is kind of not worth it. If anything, add small bits of tech that you think might be good against the metagame (which, ironically, just adding blue for Snapcaster probably falls into).
Going BUG forces the deck to overload point removals - BUG don't really have a sweeper other than Mutilate, which requires very deep in black. Other options like Devastation Tide are subpar especially because of hasty creatures running rampant in the meta. I do like Zegana and Alchemist's Refuge, though.
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Magic Level 2 Judge Currently Playing:
Standard: Bant Tokens / Jeskai Tutelage
Modern: Temur Twin / GR Tron
Legacy: Miracles / Grixis Delver
- Snappy is the main reason to splash blue.
- Alchemy digs twice (I flashbacked it plenty of times, especially against slower decks). IMO it's better than Grisly since your crucial T2 play is always Farseek
- Both Turn//Burn and Far//Away are versatile cards that gives Jund unexpected removal from a typical Jund deck. Ovinize+ and Unsummon+ improves your array of removals, dealing with stuff more profitably.
Negate (or maybe Dispel) SB to catch control decks off-guard.
^Decklist? id like to see where you made cuts and what your mana looks like
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looking to play magic in the Albany, NY area? come on down to New York Sports @ Yankee Dugout. We do events almost every night of the week including our Sunday night standard. Check us out for a fun place to play.
I've been running RUG flash for the last month, I ran the original list with Yeva, and Wolfir Avenger, but I added Scavenging Ooze.
In my games Wolfir Avenger has been an all-star, if you leave mana up to regenerate him he is very difficult to eliminate.
I've struggled to deal with token strategies and some aggressive decks, control and midrange are free wins.
Moving forward I want to adjust the deck to deal with the current meta, so I was looking at the list you are currently running, but want to find a place for at least 3x Wolfir Avenger in the main.
What do you think? I prefer Avenger to Thragtusk, what do you think?
Haven't played Deathrite Shaman with Snapcaster Mage or Scavenging Ooze, I figured with the Grisly Salvage that I'd have plenty of targets, but he might be better served as a sideboard card, coming in main deck for Snappy in certain match ups (like ones with very little removal where he can take the game over)
I just felt like I needed an early play, and that playing Trackers and Salvages was overkill. You have 25 lands, no need for 6 dig spells...
I've had very good luck with essence scatter in this format, I run into a plethora of creature decks at every store I visit, and essence scatter acts as a hard counter and excellent snapcaster target. I had the removal set very similar to your list for my first attempt at this deck to prevent from screwing up the counts too much, since you mentioned you had tested the deck and had some success I wanted to give it a fair shot before I included counter spells and more doom blades. I agree that 17 creatures in the sweet spot, thats what I run in RUG flash, however there are no farseek or grisly salvages in RUG.
I want to run a version of your list tomorrow, can you provide advice on sideboarding, replacing the Lich (since I don't have one and friends are at gencon), and your experience or lack of experience with think twice in this list to help flip huntmaster back and forth.
Thanks in advance.
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Here's the list:
4 Blood Crypt
1 Breeding Pool
1 Dragonskull Summit
1 Drowned Catacomb
1 Hinterland Harbor
2 Kessig Wolf Run
4 Overgrown Tomb
3 Rootbound Crag
1 Steam Vents
3 Stomping Ground
1 Watery Grave
3 Woodland Cemetery
Creatures (13)
4 Huntmaster of the Fells
2 Olivia Voldaren
3 Snapcaster Mage
4 Thragtusk
2 Garruk, Primal Hunter
2 Liliana of the Veil
Spells aka Snapfodder (18)
2 Abrupt Decay
3 Bonfire of the Damned
2 Dreadbore
4 Farseek
2 Pillar of Flame
2 Rakdos's Return
2 Tragic Slip
1 Ultimate Price
1 Abrupt Decay
2 Acidic Slime
2 Duress
2 Negate
1 Pillar of Flame
1 Rakdos Charm
1 Rakdos's Return
1 Staff of Nin
3 Slaughter Games
1 Tragic Slip
The value inside Snapcaster Mage in this deck is nearly uncomparable than the card in blue-based decks:
1. Flashbacking point removals: Currently, RG-aggro decks are designed to beat decks with Supreme Verdict; they need inside synergy between creatures (either Battalion, soulbond or Hellrider) so breaking the synergy is the key of beating them.
2. Flashbacking Rakdos's Return and Slaughter Games: Against midrange and control decks, you should know these cards are invaluable when cripples your opponents hand/deck. And we even have the choice to flashback!
3. When you want to setup a big Kessig Wolf Run or Rakdos's Return, flashbacking Farseek could help too!
And even more..
4. Negate from sideboard, as well as Duress protects you from annoying spells like Staff of Nin or Planar Cleansing, clearing the path to victory.
Urban Evolution: Maybe an competitor in the spot for Garruk, Primal Hunter. Could be flashed back with Snappy for more value and bumps Kessig Wolf Run.
Murder/Victim of Night/Sever the Bloodline: Choose appropriate removal package depending on your meta.
Underworld Connection: A decent choice, but a little subpar without Arbor Elf.
Currently Playing:
Standard: Bant Tokens / Jeskai Tutelage
Modern: Temur Twin / GR Tron
Legacy: Miracles / Grixis Delver
Edit: also alchemy could allow us to flip huntmaster with out losing to tempo just some food for thought
3 Blood Crypt
1 Dragonskull Summit
2 Drowned Catacomb
1 Hinterland Harbor
2 Kessig Wolf Run
4 Overgrown Tomb
3 Rootbound Crag
2 Steam Vents
3 Stomping Ground
1 Watery Grave
3 Woodland Cemetery
Creatures (13)
4 Huntmaster of the Fells
2 Olivia Voldaren
2 Snapcaster Mage
4 Thragtusk
2 Garruk, Primal Hunter
2 Liliana of the Veil
Spells aka Snapfodder (18)
2 Abrupt Decay
3 Bonfire of the Damned
2 Dreadbore
4 Farseek
2 Pillar of Flame
3 Rakdos's Return
2 Tragic Slip
1 Ultimate Price
1 Abrupt Decay
2 Acidic Slime
2 Duress
2 Negate
2 Pillar of Flame
1 Rakdos Charm
1 Staff of Nin
3 Slaughter Games
1 Tragic Slip
Slightly changed due to meta, I'm convincing my friend try this deck at GPT this weekend (It's a pity that I'm going to judge that event)..
Currently Playing:
Standard: Bant Tokens / Jeskai Tutelage
Modern: Temur Twin / GR Tron
Legacy: Miracles / Grixis Delver
Lol, or its just Jund splashing blue for Snapcaster...
That brings me to the main problem i think this deck has: You are messing the manabase for one card, which is a 3-of in the deck. Just like holynorth mentioned above. Too much effort for one card. Try adding in other stuff, like Rapid Hybridization, Simic Charm, and other good stuff that you can make the most out of U.
My deviantART; if you're interested in alters, PM me!
Well, what I mean by that "its Grixis splashing Green". Is that the deck plays a lot of the same cards that Grixis does... I suppose Farseek is another reason to splash green as well.
I think the one good thing to say about Snapcaster being in the deck is it opens you up to plays where you go T1 Slip something (like Champion of the Parish), and then T3 come back and play Snapcaster targetting Slip... use Snapcaster to block and trigger morbid then play Slip on something. But otherwise, other than Duress, Negate and stuff like that out of the sideboard, I'd almost just rather the Snap be another removal spell.
I do want to try other blue cards, such as Urban Revolution. I'm still not sure whether it's better than Garruk, Primal Hunter.
Currently Playing:
Standard: Bant Tokens / Jeskai Tutelage
Modern: Temur Twin / GR Tron
Legacy: Miracles / Grixis Delver
That being said, we're almost at a point where you say "if it ain't broke, don't fix it". Jund is already a pretty damn good deck, so you think taking out key cogs to the deck and tweaking it at this point is kind of not worth it. If anything, add small bits of tech that you think might be good against the metagame (which, ironically, just adding blue for Snapcaster probably falls into).
Going BUG forces the deck to overload point removals - BUG don't really have a sweeper other than Mutilate, which requires very deep in black. Other options like Devastation Tide are subpar especially because of hasty creatures running rampant in the meta. I do like Zegana and Alchemist's Refuge, though.
Currently Playing:
Standard: Bant Tokens / Jeskai Tutelage
Modern: Temur Twin / GR Tron
Legacy: Miracles / Grixis Delver
4 Huntmaster of the Fells
3 Snapcaster Mage
4 Thragtusk
3 Olivia Voldaren
Lands (26)
3 Blood Crypt
1 Dragonskull Summit
2 Drowned Catacomb
1 Hinterland Harbor
2 Kessig Wolf Run
4 Overgrown Tomb
4 Rootbound Crag
2 Steam Vents
3 Stomping Ground
1 Watery Grave
3 Woodland Cemetery
2 Abrupt Decay
3 Grisly Salvage
2 Tragic Slip
3 Bonfire of the Damned
2 Dreadbore
4 Farseek
2 Pillar of Flame
2 Rakdos's Return
2 Thundermaw Hellkite
2 Negate
1 Rakdos Charm
1 Ultimate Price
2 Duress
1 Pillar of Flame
1 Rakdos's Return
2 Rolling Temblor
3 Slaughter Games
I tested this out, and I felt that 26 lands were a bit high. Flooded left and right.
Also, I am going to test 2 Cyclonic Rifts sideboard in addition to the negates.
I buy HP and Damaged cards!
Only EDH:
Sigarda, Host of Herons: Enchantress' Enchantments
Jenara, Asura of War: ETB Value Town
Purphoros, God of the Forge: Global Punishment
Xenagos, God of Revels: Ramp, Sneak, & Heavy Hitters
Ghave, Guru of Spores: Dies_to_Doom_Blade's stax list
Edric, Spymaster of Trest: Donald's list
I buy HP and Damaged cards!
Only EDH:
Sigarda, Host of Herons: Enchantress' Enchantments
Jenara, Asura of War: ETB Value Town
Purphoros, God of the Forge: Global Punishment
Xenagos, God of Revels: Ramp, Sneak, & Heavy Hitters
Ghave, Guru of Spores: Dies_to_Doom_Blade's stax list
Edric, Spymaster of Trest: Donald's list
I need to RTFC, lol.
I buy HP and Damaged cards!
Only EDH:
Sigarda, Host of Herons: Enchantress' Enchantments
Jenara, Asura of War: ETB Value Town
Purphoros, God of the Forge: Global Punishment
Xenagos, God of Revels: Ramp, Sneak, & Heavy Hitters
Ghave, Guru of Spores: Dies_to_Doom_Blade's stax list
Edric, Spymaster of Trest: Donald's list
Currently Playing:
Standard: Bant Tokens / Jeskai Tutelage
Modern: Temur Twin / GR Tron
Legacy: Miracles / Grixis Delver
wait, remove Grisly Salvage? Dig for the blue land if need be, and dig for creatures. Put spell targets for snap. it is a 3 in 1 card.
Yes deathrite is a must answer.
I buy HP and Damaged cards!
Only EDH:
Sigarda, Host of Herons: Enchantress' Enchantments
Jenara, Asura of War: ETB Value Town
Purphoros, God of the Forge: Global Punishment
Xenagos, God of Revels: Ramp, Sneak, & Heavy Hitters
Ghave, Guru of Spores: Dies_to_Doom_Blade's stax list
Edric, Spymaster of Trest: Donald's list
I'm splashing blue for:
2 Snapcaster Mage
3 Forbidden Alchemy
2 Turn // Burn
2 Far // Away
2 Negate SB
- Snappy is the main reason to splash blue.
- Alchemy digs twice (I flashbacked it plenty of times, especially against slower decks). IMO it's better than Grisly since your crucial T2 play is always Farseek
- Both Turn//Burn and Far//Away are versatile cards that gives Jund unexpected removal from a typical Jund deck. Ovinize+ and Unsummon+ improves your array of removals, dealing with stuff more profitably.
Negate (or maybe Dispel) SB to catch control decks off-guard.
My old nickname was lockheart87.
NYSPORTSMAGIC
TBD...
In my games Wolfir Avenger has been an all-star, if you leave mana up to regenerate him he is very difficult to eliminate.
I've struggled to deal with token strategies and some aggressive decks, control and midrange are free wins.
Moving forward I want to adjust the deck to deal with the current meta, so I was looking at the list you are currently running, but want to find a place for at least 3x Wolfir Avenger in the main.
What do you think? I prefer Avenger to Thragtusk, what do you think?
I think I'm going to run this at the next fnm
I just felt like I needed an early play, and that playing Trackers and Salvages was overkill. You have 25 lands, no need for 6 dig spells...
Thanks in advance.