Unlike a lot of builds in this thread, this deck is true tempo. It wants to hit dudes on turn 1 and 2, then use counters and bounce to slow down the opponents plan. Gut Shot is really good here, as it lets you interact from turn 0, and disrupt them without slowing down your development. Gitaxian Probe thins the deck, lets you know when to start leaving up mana leak, and lets you use Tiago as an instant speed Silvergill Adept. Mayor of Avabruck is a can take over the game for 2 mana, and otherwise works well with all the other (human) dorks in the deck. Delver of Secrets is the stones, and commonly gets in for 6-12 damage over the first few turns. It also is very good against 'walkers. Ponder is here as a 2 of, as it adds consistency, helps with Delver, and lets you Snapcaster later in the game to dig for your Swords.
This deck has lots of problems. First off, 22 land is too few. Way too few. Your curve is stupidly high, and 22 lands is barely enough to support 5 drops, let alone 7's. Secondly, your list is unfocused and you play quite a few cards that just don't make sense. Ajani belongs in a different deck, and clone and arbiter are bad. 4 Sunblasts is probably too many, also, especially since you also have Frosties. Tumble Magnet us decent, and synergizes well with Sunblast, but 4 is probably 1-2 too many. In its place I would suggest some Journey to Nowhere, as you really want a way to deal with Fauna Shaman. Your counter suite is also confused. Why main Board negates over the other 2 leaks?
Now, your sideboard is the worst part. You seem to just have thrown it together without any thought of matchups. When you make a sideboard, think of how you will actually board in games. If you have 4 cards that you don't like in matchup X, have 4 cards In your board for that matchup. Your sideboard should be purposeful, and you should have a plan for when each card comes in, and what cards come out to make room for them in each matchup. What it should not be is a pile of cards that you " like against aggro" or " want to have for slower decks".
Now, I didnt mean to be mean with this, but this isn't really a deck. You have some good synergies ( Sunblast with magnets, frost titans, and wall of frosts, for example), but you don't have any plan for properly deploying them. Please, try to remember that a good deck isn't just a pile of cards that seem to go together, it is a tuned machine, with specific, focused goals and plans.
JvL is at it again. This week's BoaB is a rehash of his original Sedraxis Jund deck, and apparently it's tier 1 material. There are some questionable choices though, like 4 Broodmate, no removal aside from Bolt, etc. Also, there isn't any mention of UW control or Vamp matchups.
Is this is the genuine article, or is he blowing smoke again?
I've been playing the deck recently (with a real manabase, that is), and it's been real good. The specters are just gravy against Jund and Control decks in general, whether hardcast of unearthed. I do agree that just bolt is not enough removal, so I switched out the rangers and a broodmate for 3x terminate. With fetches added in, the deck has very consistent mana anyway.
Game 1, it plays very similiar to Grixis/UWr, but with the ability to kill very fast with Coatls. The after boarding, against creature light conrol decks, if you think that they will board out removal, you bring in the Visionaries and Nulls (alongside forests to make the mana work) and play "Fish" style, playing big creatures backed up by counters. So far, it's been very good against Jund/ Naya, OK against UWr and Grxis, and kinda iffy against boros/very fast aggro. I think I might try to fit in some pyroclasms for those MU
I agree with JCricket, the curse seems too good now. It would scary in 'tog, and in multiples. i say make it legendary, and maybe make it cost a bit more, some thing like BBB1 or something
The cards look very polished though, like a real card
Wingscout Diver UUU
Flying, Haste
When~ comes into play, put a -1/-1 counter on 2 target creatures
At the beggining of your upkeep, put a -1/-1 counter on Wingscout diver
2/1
hmm....
Sliver Edict B2
All Slivers have "BTAp- Target opponent sacrafices a creature
4 Hinterland Harbor
3 Inkmoth Nexus
6 Forest
8 island
Creatures (15):
3 Skinshifter
4 Snapcaster Mage
4 Mayor of Avabruck
4 Delver of Secrets
3 Vapor Snag
4 Mana Leak
3 Gut Shot
3 Beast Within
2 Psychic Barrier
4 Gitaxian Probe
2 Negate
2 Ponder
1 Sword of Feast and Famine
1 Sword of War and Peace
Unlike a lot of builds in this thread, this deck is true tempo. It wants to hit dudes on turn 1 and 2, then use counters and bounce to slow down the opponents plan. Gut Shot is really good here, as it lets you interact from turn 0, and disrupt them without slowing down your development. Gitaxian Probe thins the deck, lets you know when to start leaving up mana leak, and lets you use Tiago as an instant speed Silvergill Adept. Mayor of Avabruck is a can take over the game for 2 mana, and otherwise works well with all the other (human) dorks in the deck. Delver of Secrets is the stones, and commonly gets in for 6-12 damage over the first few turns. It also is very good against 'walkers. Ponder is here as a 2 of, as it adds consistency, helps with Delver, and lets you Snapcaster later in the game to dig for your Swords.
Now, your sideboard is the worst part. You seem to just have thrown it together without any thought of matchups. When you make a sideboard, think of how you will actually board in games. If you have 4 cards that you don't like in matchup X, have 4 cards In your board for that matchup. Your sideboard should be purposeful, and you should have a plan for when each card comes in, and what cards come out to make room for them in each matchup. What it should not be is a pile of cards that you " like against aggro" or " want to have for slower decks".
Now, I didnt mean to be mean with this, but this isn't really a deck. You have some good synergies ( Sunblast with magnets, frost titans, and wall of frosts, for example), but you don't have any plan for properly deploying them. Please, try to remember that a good deck isn't just a pile of cards that seem to go together, it is a tuned machine, with specific, focused goals and plans.
I've been playing the deck recently (with a real manabase, that is), and it's been real good. The specters are just gravy against Jund and Control decks in general, whether hardcast of unearthed. I do agree that just bolt is not enough removal, so I switched out the rangers and a broodmate for 3x terminate. With fetches added in, the deck has very consistent mana anyway.
3 Lorescale Coatl
2 Sphinx of Jwar Isle
3 Sphinx of Lost Truths
Instants
4 Negate
4 Lightning Bolt
3 Harrow
3 Essence Scatter
2 Double Negative
4 Burst Lightning
3 Mind Spring
2 Fireball
1 Divination
Land
2 Terramorphic Expanse
1 Misty Rainforest
1 Kazandu Refuge
8 Mountain
8 Island
5 Forest
3 Flashfreeze
4 Elvish Visionary
4 Nulltread Gargantuan
4 Forest
Game 1, it plays very similiar to Grixis/UWr, but with the ability to kill very fast with Coatls. The after boarding, against creature light conrol decks, if you think that they will board out removal, you bring in the Visionaries and Nulls (alongside forests to make the mana work) and play "Fish" style, playing big creatures backed up by counters. So far, it's been very good against Jund/ Naya, OK against UWr and Grxis, and kinda iffy against boros/very fast aggro. I think I might try to fit in some pyroclasms for those MU
The cards look very polished though, like a real card
UUU
Flying, Haste
When~ comes into play, put a -1/-1 counter on 2 target creatures
At the beggining of your upkeep, put a -1/-1 counter on Wingscout diver
2/1
hmm....
Sliver Edict
B2
All Slivers have "BTAp- Target opponent sacrafices a creature