The change of the legend rule merely makes Olivia a stupid card in the mirror. You cannot play a second Olivia until you remove your opponent's Olivia. The risk of them drawing a fifth land is too much. I may put a fourth in the sideboard come this summer depending on the meta.
So with regards to the new rules changes to sideboarding, is it worth boarding in more cards than you take out? I ask because if you side in 10 cards and only take out 5 you will have a 65 card main deck, and this will mess with land ratios increasing the chance of screw. On the other hand it would allow decks to board in more cards against problematic match ups without having to cut threats.
Jund is a deck that I might actually register a 63 card maindeck and 12 card sideboard for, with the sideboard rule change.
Basically, my thought process would be
1. Build a 60 card Jund deck (without Ground Seal)
2. Add 2 Ground Seals
3. Add Cavern of Souls (probably still only want 2 maindeck)
4. After game one, remove Ground Seal/Cavern against non-reanimator/control decks. Against control, cut a land (possibly Dragonskull Summit).
5. Continue boarding into a 60 card deck
I don't know if I'm a fan of these changes myself. I kind of liked the idea of counterplay.
I play my Garruk. They have to waste theirs just to get rid of mine.
Then again this change could be good for everybody. I will just have to test the new rules this weekend.
On another note.
Has anyone played against Big Naya with Jund since DGM? It seems if they can play Advent of the Wurm EOT, untap play Aurelia or Hellkite there isn't much we can do. Leads me to think with Thundermaws and advent increasing in play I wouldn't mind having a 3rd putrefy. Has anyone else found themselves wanting a 3rd putrefy?
So with regards to the new rules changes to sideboarding, is it worth boarding in more cards than you take out? I ask because if you side in 10 cards and only take out 5 you will have a 65 card main deck, and this will mess with land ratios increasing the chance of screw. On the other hand it would allow decks to board in more cards against problematic match ups without having to cut threats.
I haven't really thought of the numbers, but I imagine it might be worth siding in 1 extra card than you take out against control. The reason being that in longer games, you are less vulnerable to mana screw... and therefore upping your odds you will draw a spell over a land against control every turn might increase your odds of winning. You could keep a 2 land + farseek hand against control and not be in that much trouble. You might miss Thragtusk on turn 4-5, but that's not the difference between a win and a loss in that matchup.
"If fetch lands are reprinted I really believe they will be in allied colors (aka Onslaught fetches). If the fetch lands are reprinted you better believe that we'll all be fetching up basics. This would lead me to believe that the set after THS may have a reprint as the temples can't be fetched but it's pure speculation." - posted 03/22/2014 proved correct during Khans spoiler season.
"The set releases for fall 2015 (Blood, Sweat and Tears) and fall 2016 (Lock, Stock and Barrel). One or both of those 2 blocks (I'm betting) are going to contain either Fetch reprints or (more likely) Filter reprints. Filter lands still need a reprint. They are getting pretty high up there and it's been longer than ZEN so it makes a little more sense that Filter lands would see print earlier that fetches." - posted 03/22/2014 proved incorrect about filters coming earlier than fetches, still pending on filters in Origins block.
Disclaimer: I've never personally piloted a Jund deck, but it is the deck of choice for my brother and so I have quite a bit of experience playing against it and most of my understanding of the deck comes from that perspective.
Sideboarding is largely about identifying your deck's role in this specific matchup and what your general strategy is compared to their general strategy. At an abstract level, Jund prefers to play a resource denial game and typically focuses on attacking a player's hand (Duress, Liliana +1s, Sire, Rakdos' Return) while also generating resource advantages for itself (Farseek, Garruk -3s, 2-for-1 creatures like Huntmaster and Thragtusk, etc.) and eventually winning from that advantage. It is easily capable of playing as either the beatdown or the control deck. Once we understand this we can understand how to sideboard in specific matchups because it becomes easier to recognize which areas we need to emphasize in order to break our opponent. In addition, the better you understand your opponent's deck and strategy, the better you will be able to sideboard against them.
Let's begin:
UWR Control
This deck has multiple forms, ranging from more creature heavy (closer to a control-midrange deck) and versions with very few "real" creatures. Your goal in this MU should be to deny whatever resources you can from them; your Liliana's, Rakdos' Returns, Sires, and Duress are your most valuable cards here, as well as anything that can force them to 2-for-1 themselves. You want to be more on the beatdown plan here to prevent their (arguably superior) lategame from oppressing you.
+2 Liliana
+1 Rakdos's Return
+1 Duress
Exactly what you sideboard out will depend on what type of deck they are running, but it should be safe to remove the tragic slips and abrupt decay regardless since they will have a minimum number of creatures that they can meaningfully deal with. You can also consider bringing in the third Ground Seal if they have a lot of snapcaster mages just to turn that aspect of their gameplan off. The cantrip effect from Ground Seal will also help you to dig through your deck for all of your hand disruption spells, like Sire and Liliana. If you include Slaughter Games in your sideboard, you should bring it in as well to shut off their primary win conditions (Likely Sphinx's Revelation and possibly AEtherling)
-2 Tragic Slip
-1 Abrupt Decay
-1 Dreadbore
Final note: If they are on the Restoration Angel + Value creatures plan you should keep the Abrupt Decay so your have better instant speed removal, which can interupt their Resto->Augur or Resto->Snapcaster value plays and set them back. In this case, I would probably side out Mizzium Mortars instead, preferring to keep Funfire for the additional reach.
RG/x Aggro
You are the control deck here. You have an infinitely superior mid and lategame than their deck so you just need to survive long enough to resolve a couple big creatures and the game is over. If it's cheap and kills creatures you should be bringing it in.
+2 Pillar of Flame
+2 Tragic Slip (if and only if they have a reasonable amount of X/1s)
+2 Vampire Nighthawk
+1 Mizzium Mortars
Your plan post board is to just try and 1-for-1 him until you can untap with a Huntmaster, Thragtusk, Olivia, or a Garruk that you can protect.
-1 Liliana of the Veil
-2 Ground Seal
-2 Sire of Insanity (Keep some number of these in if you aren't boarding in the Tragic Slips)
-1 Rakdos' Return
Bant Hexproof
This matchup is all about keeping their enchantments under control. You also want to keep any mana-elves they drop dead before they can untap with them because a T2 Geist is difficult to stop. Edict effects will be quite powerful here since they generally have very few creatures on the board at once. That means Liliana is one of your best cards here since it can kill a Geist or Invisible Stalker no matter how enchanted it is.
+2 Liliana of the Veil
+1 Duress
+2 Tragic Slip
+1 Mizzium Mortars
+2 Vampire Nighthawk
Duress can rip out their deadliest enchantment as well as provide you with some very valuable information about what you need to play around over the next couple of turns. Tragic Slips will keep them off of their mana dorks while also making them wary of swinging a non-hexproof dude into a wolf token. Mizzium Mortar will be very effective against their hexproof threats once you get to 6 mana as long as they can't enchant it past 4 toughness. It can also kill their Loxodon Smiters (speaking of which, be careful about +1ing those Lilianas!) before they beat the snot out of you.
-2 Garruk, Primal Hunter
-2 Sire of Insanity
-2 Ground Seal
-1 Rakdos' Return
-1 Rakdos Keyrune
They have little graveyard play and we don't really need to be blowing their hand out because if we've reached the point in the game where we have the mana to do that we have probably won the game already. Rakdos Keyrune is also way too slow (so is Garruk) in this MU.
---
Sorry I didn't get to the other MUs you listed, I've run out of time for now, when I get some more time later on I'll try to finish!
Primarily she is there for the mirror, but is also solid against other midrange strategies and even some control builds (the ones who lean on creatures and planeswalkers etc).
She is anti planeswalker. Bring her in to remove problematic permanents just like acidic slime would do; however, she can't be cloned (evil twin)
Primarily she is there for the mirror, but is also solid against other midrange strategies and even some control builds (the ones who lean on creatures and planeswalkers etc).
Vraska is supposed to be there against other enchantments and planeswalkers. Jund plays Deathbridge Chant in the sideboard, and some decks have been known to side in Assemble the Legion. Vraska is a way to deal with these decks in such a way that doesn't screw you if they don't happen to use those cards.
Thanks for the replies. I only recently starting playing this deck and I plan to play it today at Game Day. My local meta is mostly all aggro, would you recommend Nighthawk main? I see some lists online with 2 main.
Nighthawk is excellent in the main if your expecting lots of aggro. I ran 2 in the main deck pre-DGM and people were afraid to attack with them on the field regardless of what they were playing. They just couldn't profitably swing in with their creatures and win against the hawk.
On a side note. I made the decision to try out cutting Keyrune for a 3rd putrefy today. I imagine having the extra removal will help in a lot of matches. Especially against decks playing Thundermaws and/or Advent of the wurm.
I had an interesting revelation today, atleast for my local meta. I don't need tragic slip that much anymore. Nobody plays The Aristocrats anymore. Very few dorks running around too. So I have move 2 tragic slips to the sideboard and opted to replace the removal accordingly. I am on the fence of what I should replace them with, but I am leaning towards Abrupt Decay, dreadbore, or victim of night.
The 3rd putrefy paid off as well. It allowed me to destroy a Pike on a blocking snapcaster mage and then wolf run over him for the win.
Mainly the reason for moving away from slip are.....
- No aristocrats need killing.
- Tons of Advent of the wurm
- Some Thundermaws
- Reckoner
- Aurelia
- Angel of serenity
- Just big creatures in general.
Disclaimer: I've never personally piloted a Jund deck, but it is the deck of choice for my brother and so I have quite a bit of experience playing against it and most of my understanding of the deck comes from that perspective.
Sideboarding is largely about identifying your deck's role in this specific matchup and what your general strategy is compared to their general strategy. At an abstract level, Jund prefers to play a resource denial game and typically focuses on attacking a player's hand (Duress, Liliana +1s, Sire, Rakdos' Return) while also generating resource advantages for itself (Farseek, Garruk -3s, 2-for-1 creatures like Huntmaster and Thragtusk, etc.) and eventually winning from that advantage. It is easily capable of playing as either the beatdown or the control deck. Once we understand this we can understand how to sideboard in specific matchups because it becomes easier to recognize which areas we need to emphasize in order to break our opponent. In addition, the better you understand your opponent's deck and strategy, the better you will be able to sideboard against them.
Let's begin:
UWR Control
This deck has multiple forms, ranging from more creature heavy (closer to a control-midrange deck) and versions with very few "real" creatures. Your goal in this MU should be to deny whatever resources you can from them; your Liliana's, Rakdos' Returns, Sires, and Duress are your most valuable cards here, as well as anything that can force them to 2-for-1 themselves. You want to be more on the beatdown plan here to prevent their (arguably superior) lategame from oppressing you.
+2 Liliana
+1 Rakdos's Return
+1 Duress
Exactly what you sideboard out will depend on what type of deck they are running, but it should be safe to remove the tragic slips and abrupt decay regardless since they will have a minimum number of creatures that they can meaningfully deal with. You can also consider bringing in the third Ground Seal if they have a lot of snapcaster mages just to turn that aspect of their gameplan off. The cantrip effect from Ground Seal will also help you to dig through your deck for all of your hand disruption spells, like Sire and Liliana. If you include Slaughter Games in your sideboard, you should bring it in as well to shut off their primary win conditions (Likely Sphinx's Revelation and possibly AEtherling)
-2 Tragic Slip
-1 Abrupt Decay
-1 Dreadbore
Final note: If they are on the Restoration Angel + Value creatures plan you should keep the Abrupt Decay so your have better instant speed removal, which can interupt their Resto->Augur or Resto->Snapcaster value plays and set them back. In this case, I would probably side out Mizzium Mortars instead, preferring to keep Funfire for the additional reach.
RG/x Aggro
You are the control deck here. You have an infinitely superior mid and lategame than their deck so you just need to survive long enough to resolve a couple big creatures and the game is over. If it's cheap and kills creatures you should be bringing it in.
+2 Pillar of Flame
+2 Tragic Slip (if and only if they have a reasonable amount of X/1s)
+2 Vampire Nighthawk
+1 Mizzium Mortars
Your plan post board is to just try and 1-for-1 him until you can untap with a Huntmaster, Thragtusk, Olivia, or a Garruk that you can protect.
-1 Liliana of the Veil
-2 Ground Seal
-2 Sire of Insanity (Keep some number of these in if you aren't boarding in the Tragic Slips)
-1 Rakdos' Return
Bant Hexproof
This matchup is all about keeping their enchantments under control. You also want to keep any mana-elves they drop dead before they can untap with them because a T2 Geist is difficult to stop. Edict effects will be quite powerful here since they generally have very few creatures on the board at once. That means Liliana is one of your best cards here since it can kill a Geist or Invisible Stalker no matter how enchanted it is.
+2 Liliana of the Veil
+1 Duress
+2 Tragic Slip
+1 Mizzium Mortars
+2 Vampire Nighthawk
Duress can rip out their deadliest enchantment as well as provide you with some very valuable information about what you need to play around over the next couple of turns. Tragic Slips will keep them off of their mana dorks while also making them wary of swinging a non-hexproof dude into a wolf token. Mizzium Mortar will be very effective against their hexproof threats once you get to 6 mana as long as they can't enchant it past 4 toughness. It can also kill their Loxodon Smiters (speaking of which, be careful about +1ing those Lilianas!) before they beat the snot out of you.
-2 Garruk, Primal Hunter
-2 Sire of Insanity
-2 Ground Seal
-1 Rakdos' Return
-1 Rakdos Keyrune
They have little graveyard play and we don't really need to be blowing their hand out because if we've reached the point in the game where we have the mana to do that we have probably won the game already. Rakdos Keyrune is also way too slow (so is Garruk) in this MU.
---
Sorry I didn't get to the other MUs you listed, I've run out of time for now, when I get some more time later on I'll try to finish!
You're my hero, if you can get to any other matchup's I'm sure everyone would appreciate it. I'm going to send you something nice in the mail. Let me have your address in a PM.
"If fetch lands are reprinted I really believe they will be in allied colors (aka Onslaught fetches). If the fetch lands are reprinted you better believe that we'll all be fetching up basics. This would lead me to believe that the set after THS may have a reprint as the temples can't be fetched but it's pure speculation." - posted 03/22/2014 proved correct during Khans spoiler season.
"The set releases for fall 2015 (Blood, Sweat and Tears) and fall 2016 (Lock, Stock and Barrel). One or both of those 2 blocks (I'm betting) are going to contain either Fetch reprints or (more likely) Filter reprints. Filter lands still need a reprint. They are getting pretty high up there and it's been longer than ZEN so it makes a little more sense that Filter lands would see print earlier that fetches." - posted 03/22/2014 proved incorrect about filters coming earlier than fetches, still pending on filters in Origins block.
Got 31st today at SCG Dallas after losing to Aristocrats, Junk Aristocrats, and drawing against Bant Hexproof.
The four bonfires were absolutely amazing today. The highest placed Jund, 9th, also ran four.
That's awesome. Congradulations. I wish I could've gone to that tournament (I'm in the Houston area). What was the environment like? I've been to one GP but no SCG tournaments.
How is everyone liking keyrunes and what MUs would they shine in? I find that once on the board they are good against aggro but I rarely have the breathing space to cast it, let alone cast and have mana to activate it. And in the midrange MUs they really do nothing and I've sided them out so much I'm probably not going to continue using them although I have heard many great things about them...
That's awesome. Congradulations. I wish I could've gone to that tournament (I'm in the Houston area). What was the environment like? I've been to one GP but no SCG tournaments.
Aggro was everywhere, both day 1 and day 2. Looking at the day 1 results, 4 aggro top 9 and 2 junk rites, 0 Jund. A lot of Jund decks appeared on day two with four bonfires to combat this and apparently it worked to put two in the top 8.
I ended up losing my feature match on day two to the guy/kid who ended up winning it all with his naya aggro list. The loxodon smiters were not expected and ended up tearing me apart.
Also, to the person who asked, I did play two sires main. I did; however, drop the Rakdos Return because I was worried about the aggro match-up. I didn't seem to have a problem with that change. The extra bonfire would be just as useful in the Jund vs Jund mirror.
Sphinx decks are pretty sparse right now. With how good Jund is against UWR without Slaughter Games, it really isn't needed. Until there is a card that Jund has problems dealing with, there's no reason to run it. You could maybe run it for Aetherling, but I think Jund can outrace them being able to draw it, cast it, and kill you with it.
Sphinx decks are pretty sparse right now. With how good Jund is against UWR without Slaughter Games, it really isn't needed. Until there is a card that Jund has problems dealing with, there's no reason to run it. You could maybe run it for Aetherling, but I think Jund can outrace them being able to draw it, cast it, and kill you with it.
Sometimes a 1of doesn't hurt in the reanimator MUs, naming AoS.
Sphinx decks are pretty sparse right now. With how good Jund is against UWR without Slaughter Games, it really isn't needed. Until there is a card that Jund has problems dealing with, there's no reason to run it. You could maybe run it for Aetherling, but I think Jund can outrace them being able to draw it, cast it, and kill you with it.
I actually got my butt kicked by a UWR flash deck running Turn//Burn and Aetherling.
I never found an opening to drop my Sire (He was running both Turn//Burn and Renounce the Guilds, so just a cavern wasn't enough)
and his counterspells and verdicts kept me from getting any real board position. When Aetherling came down I just picked up my cards.
I'm new to Jund so maybe I was going about it wrong, what about our deck makes this a good matchup?
I actually got my butt kicked by a UWR flash deck running Turn//Burn and Aetherling.
I never found an opening to drop my Sire (He was running both Turn//Burn and Renounce the Guilds, so just a cavern wasn't enough)
and his counterspells and verdicts kept me from getting any real board position. When Aetherling came down I just picked up my cards.
I'm new to Jund so maybe I was going about it wrong, what about our deck makes this a good matchup?
You still do stuff like drop Thragtusk and usually force them to either waste a Turn/Burn (which is a 6 mana removal spell against Thragtusk) or try to walk you into a Verdict by overcommitting. Usually I'll just throw down Sire/RR/Olivia/Garruk with no fear of getting countered or killed. It's not a good idea to play around removal (other than Verdict, obviously don't throw 4 guys on the field) because the longer you wait, the better their odds that they actually have the answer.
Against flash decks, the games are always tactical as flash isn't overpowering, but is a deck with lots of play that lets the wielder attempt to outplay there opponent by tricking you into playing around stuff they don't have, ergo putting the burden on you take make the tough play.
As the jund player, all of your cards are more powerful then there cards so you need to properly evaluate what each spell is worth. Huntmaster is a spell in your deck that they have to answer or lose to for example. They can't let it just flip back and forth so you should value it highly. Thragtusk is a guy that is resilient to everything accept turn and burn which is an even trade that nets you 5 life. Rakdos's return and Sire beat them if left unanswered. Same goes for lily and garruk really.
What you want to do is pressure them with a huntmaster of planeswalker and bait there counters/removal till you can cast a big RR or resolve sire, at least game one. There one trump is Assemble the legion which WILL kill you if it sits in play for several turns.
Postboard, you have deadbridge chant, RR, Vraska, and more lilys which you can bring in exchanging out dead removal spells. Another potentially useful card is ground seal depending on if they're snap heavy though most of the time, I doubt you'd want to bring it in as they aren't that reliant on there graveyard and seal doesn't interact with think twice for instance.
LP, I'm checking your article out as well. Behind all of your swag is the brain of one of the most intelligent Magic players I've ever known. I guess that's one more thing for you to add to the wall of ego that is your Sally sig.
I can go with that. LK, you are the Mace Windu of red mages...cool, tempered logic in deliberation, but capable of just flat kicking tail when the situation warrants it.
interesting idea.
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
Epic Sig by: Myself
Mindsplicer of [House Dimir]
Basically, my thought process would be
1. Build a 60 card Jund deck (without Ground Seal)
2. Add 2 Ground Seals
3. Add Cavern of Souls (probably still only want 2 maindeck)
4. After game one, remove Ground Seal/Cavern against non-reanimator/control decks. Against control, cut a land (possibly Dragonskull Summit).
5. Continue boarding into a 60 card deck
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
I play my Garruk. They have to waste theirs just to get rid of mine.
Then again this change could be good for everybody. I will just have to test the new rules this weekend.
On another note.
Has anyone played against Big Naya with Jund since DGM? It seems if they can play Advent of the Wurm EOT, untap play Aurelia or Hellkite there isn't much we can do. Leads me to think with Thundermaws and advent increasing in play I wouldn't mind having a 3rd putrefy. Has anyone else found themselves wanting a 3rd putrefy?
I haven't really thought of the numbers, but I imagine it might be worth siding in 1 extra card than you take out against control. The reason being that in longer games, you are less vulnerable to mana screw... and therefore upping your odds you will draw a spell over a land against control every turn might increase your odds of winning. You could keep a 2 land + farseek hand against control and not be in that much trouble. You might miss Thragtusk on turn 4-5, but that's not the difference between a win and a loss in that matchup.
Other than that, I wouldn't bother.
P.S. nobody wants to take me up on my offer? Would a shockland help grease the wheels?
"The set releases for fall 2015 (Blood, Sweat and Tears) and fall 2016 (Lock, Stock and Barrel). One or both of those 2 blocks (I'm betting) are going to contain either Fetch reprints or (more likely) Filter reprints. Filter lands still need a reprint. They are getting pretty high up there and it's been longer than ZEN so it makes a little more sense that Filter lands would see print earlier that fetches." - posted 03/22/2014 proved incorrect about filters coming earlier than fetches, still pending on filters in Origins block.
Sideboarding is largely about identifying your deck's role in this specific matchup and what your general strategy is compared to their general strategy. At an abstract level, Jund prefers to play a resource denial game and typically focuses on attacking a player's hand (Duress, Liliana +1s, Sire, Rakdos' Return) while also generating resource advantages for itself (Farseek, Garruk -3s, 2-for-1 creatures like Huntmaster and Thragtusk, etc.) and eventually winning from that advantage. It is easily capable of playing as either the beatdown or the control deck. Once we understand this we can understand how to sideboard in specific matchups because it becomes easier to recognize which areas we need to emphasize in order to break our opponent. In addition, the better you understand your opponent's deck and strategy, the better you will be able to sideboard against them.
Let's begin:
UWR Control
This deck has multiple forms, ranging from more creature heavy (closer to a control-midrange deck) and versions with very few "real" creatures. Your goal in this MU should be to deny whatever resources you can from them; your Liliana's, Rakdos' Returns, Sires, and Duress are your most valuable cards here, as well as anything that can force them to 2-for-1 themselves. You want to be more on the beatdown plan here to prevent their (arguably superior) lategame from oppressing you.
+2 Liliana
+1 Rakdos's Return
+1 Duress
Exactly what you sideboard out will depend on what type of deck they are running, but it should be safe to remove the tragic slips and abrupt decay regardless since they will have a minimum number of creatures that they can meaningfully deal with. You can also consider bringing in the third Ground Seal if they have a lot of snapcaster mages just to turn that aspect of their gameplan off. The cantrip effect from Ground Seal will also help you to dig through your deck for all of your hand disruption spells, like Sire and Liliana. If you include Slaughter Games in your sideboard, you should bring it in as well to shut off their primary win conditions (Likely Sphinx's Revelation and possibly AEtherling)
-2 Tragic Slip
-1 Abrupt Decay
-1 Dreadbore
Final note: If they are on the Restoration Angel + Value creatures plan you should keep the Abrupt Decay so your have better instant speed removal, which can interupt their Resto->Augur or Resto->Snapcaster value plays and set them back. In this case, I would probably side out Mizzium Mortars instead, preferring to keep Funfire for the additional reach.
RG/x Aggro
You are the control deck here. You have an infinitely superior mid and lategame than their deck so you just need to survive long enough to resolve a couple big creatures and the game is over. If it's cheap and kills creatures you should be bringing it in.
+2 Pillar of Flame
+2 Tragic Slip (if and only if they have a reasonable amount of X/1s)
+2 Vampire Nighthawk
+1 Mizzium Mortars
Your plan post board is to just try and 1-for-1 him until you can untap with a Huntmaster, Thragtusk, Olivia, or a Garruk that you can protect.
-1 Liliana of the Veil
-2 Ground Seal
-2 Sire of Insanity (Keep some number of these in if you aren't boarding in the Tragic Slips)
-1 Rakdos' Return
Bant Hexproof
This matchup is all about keeping their enchantments under control. You also want to keep any mana-elves they drop dead before they can untap with them because a T2 Geist is difficult to stop. Edict effects will be quite powerful here since they generally have very few creatures on the board at once. That means Liliana is one of your best cards here since it can kill a Geist or Invisible Stalker no matter how enchanted it is.
+2 Liliana of the Veil
+1 Duress
+2 Tragic Slip
+1 Mizzium Mortars
+2 Vampire Nighthawk
Duress can rip out their deadliest enchantment as well as provide you with some very valuable information about what you need to play around over the next couple of turns. Tragic Slips will keep them off of their mana dorks while also making them wary of swinging a non-hexproof dude into a wolf token. Mizzium Mortar will be very effective against their hexproof threats once you get to 6 mana as long as they can't enchant it past 4 toughness. It can also kill their Loxodon Smiters (speaking of which, be careful about +1ing those Lilianas!) before they beat the snot out of you.
-2 Garruk, Primal Hunter
-2 Sire of Insanity
-2 Ground Seal
-1 Rakdos' Return
-1 Rakdos Keyrune
They have little graveyard play and we don't really need to be blowing their hand out because if we've reached the point in the game where we have the mana to do that we have probably won the game already. Rakdos Keyrune is also way too slow (so is Garruk) in this MU.
---
Sorry I didn't get to the other MUs you listed, I've run out of time for now, when I get some more time later on I'll try to finish!
She is anti planeswalker. Bring her in to remove problematic permanents just like acidic slime would do; however, she can't be cloned (evil twin)
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
Vraska is supposed to be there against other enchantments and planeswalkers. Jund plays Deathbridge Chant in the sideboard, and some decks have been known to side in Assemble the Legion. Vraska is a way to deal with these decks in such a way that doesn't screw you if they don't happen to use those cards.
On a side note. I made the decision to try out cutting Keyrune for a 3rd putrefy today. I imagine having the extra removal will help in a lot of matches. Especially against decks playing Thundermaws and/or Advent of the wurm.
The four bonfires were absolutely amazing today. The highest placed Jund, 9th, also ran four.
I had an interesting revelation today, atleast for my local meta. I don't need tragic slip that much anymore. Nobody plays The Aristocrats anymore. Very few dorks running around too. So I have move 2 tragic slips to the sideboard and opted to replace the removal accordingly. I am on the fence of what I should replace them with, but I am leaning towards Abrupt Decay, dreadbore, or victim of night.
The 3rd putrefy paid off as well. It allowed me to destroy a Pike on a blocking snapcaster mage and then wolf run over him for the win.
Mainly the reason for moving away from slip are.....
- No aristocrats need killing.
- Tons of Advent of the wurm
- Some Thundermaws
- Reckoner
- Aurelia
- Angel of serenity
- Just big creatures in general.
You're my hero, if you can get to any other matchup's I'm sure everyone would appreciate it. I'm going to send you something nice in the mail. Let me have your address in a PM.
"The set releases for fall 2015 (Blood, Sweat and Tears) and fall 2016 (Lock, Stock and Barrel). One or both of those 2 blocks (I'm betting) are going to contain either Fetch reprints or (more likely) Filter reprints. Filter lands still need a reprint. They are getting pretty high up there and it's been longer than ZEN so it makes a little more sense that Filter lands would see print earlier that fetches." - posted 03/22/2014 proved incorrect about filters coming earlier than fetches, still pending on filters in Origins block.
That's awesome. Congradulations. I wish I could've gone to that tournament (I'm in the Houston area). What was the environment like? I've been to one GP but no SCG tournaments.
Aggro was everywhere, both day 1 and day 2. Looking at the day 1 results, 4 aggro top 9 and 2 junk rites, 0 Jund. A lot of Jund decks appeared on day two with four bonfires to combat this and apparently it worked to put two in the top 8.
I ended up losing my feature match on day two to the guy/kid who ended up winning it all with his naya aggro list. The loxodon smiters were not expected and ended up tearing me apart.
Also, to the person who asked, I did play two sires main. I did; however, drop the Rakdos Return because I was worried about the aggro match-up. I didn't seem to have a problem with that change. The extra bonfire would be just as useful in the Jund vs Jund mirror.
Sphinx decks are pretty sparse right now. With how good Jund is against UWR without Slaughter Games, it really isn't needed. Until there is a card that Jund has problems dealing with, there's no reason to run it. You could maybe run it for Aetherling, but I think Jund can outrace them being able to draw it, cast it, and kill you with it.
Sometimes a 1of doesn't hurt in the reanimator MUs, naming AoS.
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 actually got my butt kicked by a UWR flash deck running Turn//Burn and Aetherling.
I never found an opening to drop my Sire (He was running both Turn//Burn and Renounce the Guilds, so just a cavern wasn't enough)
and his counterspells and verdicts kept me from getting any real board position. When Aetherling came down I just picked up my cards.
I'm new to Jund so maybe I was going about it wrong, what about our deck makes this a good matchup?
You still do stuff like drop Thragtusk and usually force them to either waste a Turn/Burn (which is a 6 mana removal spell against Thragtusk) or try to walk you into a Verdict by overcommitting. Usually I'll just throw down Sire/RR/Olivia/Garruk with no fear of getting countered or killed. It's not a good idea to play around removal (other than Verdict, obviously don't throw 4 guys on the field) because the longer you wait, the better their odds that they actually have the answer.
As the jund player, all of your cards are more powerful then there cards so you need to properly evaluate what each spell is worth. Huntmaster is a spell in your deck that they have to answer or lose to for example. They can't let it just flip back and forth so you should value it highly. Thragtusk is a guy that is resilient to everything accept turn and burn which is an even trade that nets you 5 life. Rakdos's return and Sire beat them if left unanswered. Same goes for lily and garruk really.
What you want to do is pressure them with a huntmaster of planeswalker and bait there counters/removal till you can cast a big RR or resolve sire, at least game one. There one trump is Assemble the legion which WILL kill you if it sits in play for several turns.
Postboard, you have deadbridge chant, RR, Vraska, and more lilys which you can bring in exchanging out dead removal spells. Another potentially useful card is ground seal depending on if they're snap heavy though most of the time, I doubt you'd want to bring it in as they aren't that reliant on there graveyard and seal doesn't interact with think twice for instance.