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  • posted a message on Jund
    Quote from FlyingDelver »

    Hand#1: Against Affinity, on the draw:
    2x Scavenging Ooze, Lightning Bolt, Liliana of the Veil, Raging Ravine, Verdant Catacombs, Dark Confidant

    Prior to reading the other replies I wanted to keep this because you have a good mix of lands and spells but in hind sight I wasn't taking the matchup that you gave us notice of into enough consideration. Just one bolt is not close to enough interaction to blunt their early game and I agree that ooze is not the blocker we need to keep a hand similar to this one. Against a random opponent I would definitely keep this on the draw but I'm not sure that's right. To be clear I don't value ooze in opening hands and having two is really bad but there are scenarios where the creatures could be fine (e.g. turn 1 ravine turn 2 ooze see if opponent kills it follow up with a confidant later). It's not a great outcome but that's how I'm thinking about it.
    Quote from FlyingDelver »

    Hand #2: Against Random Opponent, G1, on the play:
    2x Liliana of the Veil, Swamp, Forest, Overgrown Tomb, Thoughtseize, Kolaghan’s Command

    My thought process is that thoughtseize is a good turn one play against almost everything, I've got three lands which I value pretty highly and LOTV is similarly good against the field so I feel drawn to keep even though it's not perfect with no castable removal spells. I'm reluctant to go to six cards when I have the potential to make two good plays in the first three turns of the game.
    Quote from FlyingDelver »

    Hand #3: Against Tron, G2, on play (so you lost g1):
    2x Inquisition of Kozilek, 2x Liliana of the Veil, Verdant Catacombs, Stomping Ground, Lightning Bolt

    Honestly I want to keep this one too even though it's not applying the right kind of pressure to our nemesis. I'm hoping to nab a stirrings or a map early with the two IOKs (or a rest in peace if they're on GW Tron) and then draw the third land for LOTV - maybe it's good enough. I think that DeFish's argument to mull because there's no two drop creature is very reasonable and I want to agree with him but on my own I would keep it and probably be wrong to do so.
    Quote from FlyingDelver »

    Hand #4: Against Random opponent, G1, on draw:
    Swamp, Bloodstained Mire, Tarmogoyf, 2x Scavenging Ooze, Liliana of the Veil, Maelstrom Pulse

    I don't like this hand because I dislike fetching so early when I want the third land ASAP with the oozes the LOTV and the pulse all in the opener. I think that I value deck thining more than I should and this impacts my decision to mull this. I would like the hand much more if the basic swamp was any other land. This being said I think it's defensible to keep as we are likely one draw step away from doing things so long as we draw a land or an interactive spell. Once again I think the other responses have convinced me that it's right to keep even if I might not have kept it myself.
    Quote from FlyingDelver »

    Hand #5: Against Grixis Shadow, on the draw:
    Verdant Catacombs, Bloodstained Mire, 2x Inquisition of Kozilek, Scavenging Ooze, Fatal Push, Kolaghan's Command

    I would keep this hand. It has most of the elements that I want against shadow in the early game and is somewhat resilient to their turn one discard spell they almost always have even after sideboarding (is it just me?). I don't love IOKs against them and I probably would have boarded them out for some card advantage/better answers but they are situationally great against snapcasters/kcommands/shadows so maybe I'm wrong to cut them (for reference I usually good all IOKs and keep my thoughtseizes).

    Thanks FlyingDelver for posing these scenerios. I'm curious what others would do.
    Posted in: Midrange
  • posted a message on Jund
    Quote from Jeff2302 »

    Do you always mull for turn one discard on play and turn one kill spell when on the draw? How low do you mull down to?

    Do you keep hands with 3 lands with 2 two drops but without a turn one play?

    I'm running 23 lands and I ran 2x Blooming Marsh and 8 Fetches, would 9 fetches be better? because I seem to draw into A LOT of tapped lands

    Thank you for asking these questions. Can anyone who is more experienced advise?

    I also wonder about how many threats is too few/too many to keep. I think keeping hands with lots of disruption and good mana but no threats are easy to keep but hands with good mana and lots (2+) threats but no disruption are pretty sketchy but not sure if you must mulligan them hoping for the disruption you need in certain matchups. I think that hands with a couple 2 drop creatures, lands and a LOTV can be ok but not ideal with my logic being that LOTV is both a threat and relevant disruption vs most of the field.

    Thoughts?
    Posted in: Midrange
  • posted a message on Jund
    Hi, I'm an MTGO player new to modern and new to classic jund midrange. I really struggle against D&T in the tournament practice room. Does anyone have any tips for the matchup or thoughts about my list? I'm trying a "balanced" sideboard plan right now as I'm not preparing to attack a specific meta, I just play because I love the cards and the strategy. The way games against D&T play out for me is that they lock me down with Leonin Arbiter + Ghost Quarter, kill all my lands and kill me in the late game with an overwhelming board of small to medium sized creatures after I fail to draw enough spot removal to stabilize, then after sideboarding I can't cast my wraths and they kill me with Miran Crusaders. I'm sure there are lots of changes I could make to my gameplan and to my in-game decision making to improve my match win percentage against them but I don't know where to start. I can appreciate that in theory the matchup shouldn't be terrible because they're trying to kill with creatures but in practice the mana denial really hurts.


    Edit: Formatting
    Posted in: Midrange
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