i have stuff like jund charm, naturalize, and smother in the sb to make up for it. along with 4 bit blasts, 4 bolts, and 4 terminates across md and sb.
i beat my friends vampire deck fairly consistently.
im not about to go through card for card but vampire's life gain is kind of a pain to deal with. however whenever you tendrils a thrinax i just get three more guys. if you tendrils seige-gang i still have 3 tokens. etc.
see if theres room for 4 consume spirits. maybe 3. against vampires im typically at 12 or less life. two decent sized consume spirits would be really hard to deal with. jund cant gain life (unless theyre running nighthawks or collar which is unlikely) and jund cant counter spells. i know its not the same without cabal coffers or extraplanar lens but vamps typically has no problem dropping a land a turn.
i have stuff like jund charm, naturalize, and smother in the sb to make up for it. along with 4 bit blasts, 4 bolts, and 4 terminates across md and sb.
i beat my friends vampire deck fairly consistently.
im not about to go through card for card but vampire's life gain is kind of a pain to deal with. however whenever you tendrils a thrinax i just get three more guys. if you tendrils seige-gang i still have 3 tokens. etc.
see if theres room for 4 consume spirits. maybe 3. against vampires im typically at 12 or less life. two decent sized consume spirits would be really hard to deal with. jund cant gain life (unless theyre running nighthawks or collar which is unlikely) and jund cant counter spells. i know its not the same without cabal coffers or extraplanar lens but vamps typically has no problem dropping a land a turn.
life seems like a problem now for your deck but once you finish it all the way youll see its just anther small bump. Consume spirit is to slow i use to run it with Crypt when zen first came out but it just wasnt needed with out crypt. Turn 6 is just slow for a measly 4 life and tapping yourelf out which is now even worse with high borns in play.
Assuming they reprint Goyf, they could make it uncommon if they really wanted to. It's not like it would break limited or anything. I'm just not sure they'd want to drive its price into the ground for all of time. Shocks could be uncommon, too. It's not like dual lands are going to warp limited.
i have stuff like jund charm, naturalize, and smother in the sb to make up for it. along with 4 bit blasts, 4 bolts, and 4 terminates across md and sb.
i beat my friends vampire deck fairly consistently.
im not about to go through card for card but vampire's life gain is kind of a pain to deal with. however whenever you tendrils a thrinax i just get three more guys. if you tendrils seige-gang i still have 3 tokens. etc.
see if theres room for 4 consume spirits. maybe 3. against vampires im typically at 12 or less life. two decent sized consume spirits would be really hard to deal with. jund cant gain life (unless theyre running nighthawks or collar which is unlikely) and jund cant counter spells. i know its not the same without cabal coffers or extraplanar lens but vamps typically has no problem dropping a land a turn.
Oh yes. Let's just drop lands like we're the control deck and hope that we aren't dead by the time we can actually CAST Consume Spirit, shall we? I mean, it's not like Jund does any damage to us early, and it's not like Jund will kill anytime before the fifth turn. /sarcasm
Jund's cascade spells tend to create a lot of cases in which two cards will hit the 'yard, and will have different names as cascade spells can't hit another copy of themselves.
Examples: BBElf into Pulse (blocking the elf when it swings), Bit. Blast into Blightning, etc.
Vampires tends to run creatures with very high threat density and a strong and varied removal suite. This results in more cards in their GY, either from us removing their threats or them removing ours.
Haunting Echoes takes one of Jund's premier tools- the ability to play multiple removal spells at one to generate card advantage- and wrenches it around, stripping them of any spell they had already played and and any creature that has died during the game, in addition to any fetchlands and manlands. It also has neat synergy with Tectonic Edge if you choose go that route.
Haunting Echoes has one flaw, however- it doesn't hit the cards in their hands, and sometimes, that can hurt.
It costs five mana, but works much better on turn 6 and after- turn 5 Mind Sludge into Turn 6 Echoes is a recipe for disaster.
Haunting Echoes is not a MD card, by any means, being a SB card almost by nature. If you do choose to try it, 2 in the SB tends to be sufficient.
Any thoughts on this? Anyone tested with it and found it not to their liking?
Jund's cascade spells tend to create a lot of cases in which two cards will hit the 'yard, and will have different names as cascade spells can't hit another copy of themselves.
Examples: BBElf into Pulse (blocking the elf when it swings), Bit. Blast into Blightning, etc.
Vampires tends to run creatures with very high threat density and a strong and varied removal suite. This results in more cards in their GY, either from us removing their threats or them removing ours.
Haunting Echoes takes one of Jund's premier tools- the ability to play multiple removal spells at one to generate card advantage- and wrenches it around, stripping them of any spell they had already played and and any creature that has died during the game, in addition to any fetchlands and manlands. It also has neat synergy with Tectonic Edge if you choose go that route.
Haunting Echoes has one flaw, however- it doesn't hit the cards in their hands, and sometimes, that can hurt.
It costs five mana, but works much better on turn 6 and after- turn 5 Mind Sludge into Turn 6 Echoes is a recipe for disaster.
Haunting Echoes is not a MD card, by any means, being a SB card almost by nature. If you do choose to try it, 2 in the SB tends to be sufficient.
Any thoughts on this? Anyone tested with it and found it not to their liking?
I've found Haunting Echoes too slow to make much of a difference against Jund. I'd much prefer dropping five mana on Mind Sludge, which is sure to help me immediately. Haunting Echoes can and does hurt the Jund deck, but Jund can steamroll other decks even crippled. It has no problem running on half-empty.
I've found Haunting Echoes too slow to make much of a difference against Jund. I'd much prefer dropping five mana on Mind Sludge, which is sure to help me immediately. Haunting Echoes can and does hurt the Jund deck, but Jund can steamroll other decks even crippled. It has no problem running on half-empty.
It does have a hard time recovering from a resolved Mind Sludge. But then again, what deck doesn't?
I'm still wondering if Tectonic Edge is useful against Jund. Obviously I'd need to test. But in my head I can't find enough good or bad reasons to support either argument, which is worse than saying the card won't work, because of how up in the air it is.
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It does have a hard time recovering from a resolved Mind Sludge. But then again, what deck doesn't?
I'm still wondering if Tectonic Edge is useful against Jund. Obviously I'd need to test. But in my head I can't find enough good or bad reasons to support either argument, which is worse than saying the card won't work, because of how up in the air it is.
Personally, I don't believe so. I may be wrong, so read before you flame.
The key part of Tectonic Edge (and hence why it is bad IMHO) is that it requires them to have 4 lands. You also can't wasteland them as they play the fourth land without them getting some benefit from it. Sure, with all the 18 or so Tap lands they are playing, having 4x Edges to consistently keep them off their mana is great, but Jund does (GASP!) Play Basics. In addition, they are able to tap lands and get mana before you wasteland, and when you wasteland, you set yourself back a turn as well.
pulse is good but when will it ever hit a good vampires player for more than one of their permanents?
I don't know. We're running 4x of every good vampire in standard. Perhaps that makes a difference? We actually HAVE other things that we play for them to hit?
That's a general rule when playing against Jund: Always know what to discard to a potential Blightning. Diversify your threats - Don't play two things at once, unless it's a second Nocturnus for the win. Always have fetchland backup for Nocturuns, because you really don't want Lightning Bolt to ruin the day.
I, myself, have been fighting a friend of mine who plays a rather proficient Jund deck that runs Maelstrom, Bloodbraid, Leech, Thrinax, Sable Stag, Broodmate, Bit Blast, Bolt, etc.
What I've been toying around with is trying to figure out if SB 2-3 Sadistic Sacrament just against Jund or Walletslayers is worth the space. Jund is a more curious matchup because I'm not entirely sure what all I'd pull out. Most likely pull out the Maelstrom or Stags, things that would really mess my world up. It's a BBB that exiles choice cards. The kicker isn't necessary, but at the very least pulling out Maelstroms so that I can multi-drop is kinda nice.
Thoughts? Comments?
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Well, I typically lose to Jund before they side in the Stags, so I don't see removing that as solving the issue. Maelstrom pulse honestly doesn't seem to hurt vamps anymore than terminate. There are just too many things in Jund to where any 6 cards pulled out still won't be enough to make a dent.
Very true. I guess I'm just n00btastic enough that I like multi-dropping my Nocturnus to cause massive dmg. Maelstrom at that point is the only thing that really scares me...that and having land on top *sigh*. I just see Sacrament as a decent SB option against many decks, not just Jund alone. Tried messing around with Sorin and found it to be massively disappointing.
My other thought was splashing white to my SB (I've already got Marsh Flats, so it's not so devastating to but like 3-4 plains and some Paths) but then I realize that it's better served not to do that, b/c I need those spaces for Doom Blades and Casualties. So it's become a challenge for me to figure out what my best choices against Jund are.
Slowly realizing that Duress is probably best served in the SB.
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So this last FNM i had a friend play with a MBC deck i built and it beat jund 2-1 in two different match ups. He said the biggest kill against them was a turn 4 Abyssal Persecutor and turn 5 dropping one of there lands with Tectonic edge. I lost both my match ups against Jund running 1-2 in both (both won games was a t5 or t6 sludge). My deck list follows this, but i've been playing Abyssal Persecutor SB and its useful against most decks (Eats Eldrazi Elves) and haven't had problems killing it, but i was wondering about Edge SB because i fully agree running it MD is to questionable with Tendrils and Sludge, but i think having it as a SB for Jund/Naya/(and 3+ colour deck) would be solid, but idk if its a big enough deal to make room for. thoughts?
Ok, I have been playing Vamps for close to 4 months now and I keep seeing over and over again "Vampires just loses to Jund", "Jund > Vampires", ect. Now I realize the FNM is not a PTQ or a 5k.... but I beat Jund consistanly (probably 75% of the time).
Can someone please explain why this matchup is so hard? Here is my decklist if it helps?
Can someone please explain why this matchup is so hard? Here is my decklist if it helps?
It's not your decklist that matters, it's the Jund decklist you're playing against. A well built Jund deck with a good pilot is really tough for us. 75% wins against poorly built decks or players that aren't really good can be done, otherwise we have problems.
Ok, I have been playing Vamps for close to 4 months now and I keep seeing over and over again "Vampires just loses to Jund", "Jund > Vampires", ect. Now I realize the FNM is not a PTQ or a 5k.... but I beat Jund consistanly (probably 75% of the time).
Can someone please explain why this matchup is so hard? Here is my decklist if it helps?
You must be playing against bad players. There are several good Jund players in my area (a close friend being one of them, which means I get Jund practice all the time). It's always an uphill battle for me.
What I've been toying around with is trying to figure out if SB 2-3 [CARD] It's a BBB that exiles choice cards. The kicker isn't necessary, but at the very least pulling out Maelstroms so that I can multi-drop is kinda nice.
Thoughts? Comments?
I would advise not to do it because i thought i of the same thing...if you play if on the 3rd turn then you pretty much lose your third...and all the damage you did is well nothing because he still has a million ways to kill you.
I'd rather play a mind rot over SS
oh yeah...always kill thranix on the opponent's turn...during or before attack phase so his spawns can't attack you in at least 1 more turn.
You must be playing against bad players. There are several good Jund players in my area (a close friend being one of them, which means I get Jund practice all the time). It's always an uphill battle for me.
OK I understand that in your area there are good Jund players.... but not everyone playing Jund is a good player. I asked WHY is Jund a bad match and the only answers I have gotten are basically "because". Someone please explain in depth why Jund is so amazing over us?
Someone please explain in depth why Jund is so amazing over us?
1) Card Advantage - Cascade is crazy (Bloodbraid and Bit Blast)
2) Lots of Cheap, Instant removal that kills anything we can throw at them.
3) VERY efficient creatures (Thrinax, Leech, Broodmate)
4) Blightning (although ghast gives us a way to turn it to our advantage)
5) Our lack of anything that hoses Jund specifically.
Efficiency of creatures, effectiveness/versatility of removal, and card advantage is what makes Jund so good period, not just against us. We have effective answers for everything else in the format.
White decks - We've got Bloodwitch, but she's not so hot against Jund.
RDW - First striker, lots of lifegain, disfigure. None of which is a big threat to Jund.
Elves - They can't remove our threats. Jund can.
Jund - We've got nothing they fear. Even if we sludge out their hand on t5, they have the best top-deck game in the format thanks to cascade.
Now I am in no way a pro player, I have only been playing this deck for a month now, and the only deck I consistantly lose to is JUND. Yes the two jund players I play against the most are pretty good, and have been running JUND since it first came out. One of the main decks the GSS, which is a pain in the ass.
Yes I realise my sideboard is kinda backwards, and thats the point I need your help. What changes do I need to make to the main deck, and the sideboard to battle more effectively against the only deck that really hurts me? (jund) And then what cards do you take out of the maindeck to put cards in from the sideboard game 2? I am only worried about beating jund, ill beat the other decks after that.
Running 4 Tectonic Edge+2-3 Grim Discovery maindeck helps somewhat vs Jund, after testing it does sometimes lead to lack of turn 3 gatekeeper though, but it makes the jund matchup a tiny bit better.
i beat two jund decks at the last fnm. my main strategy is to side in cards that will help with card advantage (grim discovery, sign in blood, bloodghast) and of course the amazing highborn. Grim discovery is the absolute MVP in our matchup against jund since we actually gain card advantage against their removal. Bringing back a threat like nighthawk or nocturnus AND a discard/sacked land is simply awesome.
also, from turn 3, i always assume that they will drop a blightning, so i play around it by holding back lands after i reach 4, and not playing other cards to preserve my real threats.
After getting even more tourney experience versus Jund and losing a very close match-up to Jund in the Top 8 this Sunday, I'd have to say these are the three most common ways to lose to Jund when playing Vamps:
1. They draw into quite a bit of removal and cascade into it as well so you can't seem to keep anything on the board.
2. They drop Broodmate Dragon and you don't have a Tendrils, Urge or Nocturnus.
3. They drop a Seige-gang Commander and you don't have any removal.
So taking that into consideration this is the build I'm taking to TCGPlayer 5K Los Angeles:
Landing a T1 Duress is a great way to start. Removing that Lightning Bolt keeps them from killing an early creature while they're mana fixing T1-T2 so that you can curve out and keep control of the board. Then I add 2 Urge to replace the Disfigures so that brings my removal package to 4 Urge to Feed and 4 Tendrils. Urge is the only card in our deck that allows us to 2 for 1 their Broodmate Dragons. They'll typically swing into us, then you declare you're blocking with Nocturnus and another creature (like Kalastria) and then you'll just Urge the Dragon being blocked by Kalastria and tap both to pump Nocturnus to 6/5 and Kalastria to 5/4. Works every time because they're almost positive they're going to get through damage or 2 for 1 you.
Also I'm not skimping on the removal this time around as an unanswered Seige-gang Commander can literally end the game for you because if they kill your Nocturnus you'll run out of options pretty quickly.
i have stuff like jund charm, naturalize, and smother in the sb to make up for it. along with 4 bit blasts, 4 bolts, and 4 terminates across md and sb.
i beat my friends vampire deck fairly consistently.
im not about to go through card for card but vampire's life gain is kind of a pain to deal with. however whenever you tendrils a thrinax i just get three more guys. if you tendrils seige-gang i still have 3 tokens. etc.
see if theres room for 4 consume spirits. maybe 3. against vampires im typically at 12 or less life. two decent sized consume spirits would be really hard to deal with. jund cant gain life (unless theyre running nighthawks or collar which is unlikely) and jund cant counter spells. i know its not the same without cabal coffers or extraplanar lens but vamps typically has no problem dropping a land a turn.
life seems like a problem now for your deck but once you finish it all the way youll see its just anther small bump. Consume spirit is to slow i use to run it with Crypt when zen first came out but it just wasnt needed with out crypt. Turn 6 is just slow for a measly 4 life and tapping yourelf out which is now even worse with high borns in play.
That's not jund LoL.
Consume Spirit is BAD. Tendrils of Curruption is much better.
Oh yes. Let's just drop lands like we're the control deck and hope that we aren't dead by the time we can actually CAST Consume Spirit, shall we? I mean, it's not like Jund does any damage to us early, and it's not like Jund will kill anytime before the fifth turn. /sarcasm
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UBWZur the Random Enchanter
RWGisela (Book of Revelations Theme)
Haunting Echoes.
Jund's cascade spells tend to create a lot of cases in which two cards will hit the 'yard, and will have different names as cascade spells can't hit another copy of themselves.
Examples: BBElf into Pulse (blocking the elf when it swings), Bit. Blast into Blightning, etc.
Vampires tends to run creatures with very high threat density and a strong and varied removal suite. This results in more cards in their GY, either from us removing their threats or them removing ours.
Haunting Echoes takes one of Jund's premier tools- the ability to play multiple removal spells at one to generate card advantage- and wrenches it around, stripping them of any spell they had already played and and any creature that has died during the game, in addition to any fetchlands and manlands. It also has neat synergy with Tectonic Edge if you choose go that route.
Haunting Echoes has one flaw, however- it doesn't hit the cards in their hands, and sometimes, that can hurt.
It costs five mana, but works much better on turn 6 and after- turn 5 Mind Sludge into Turn 6 Echoes is a recipe for disaster.
Haunting Echoes is not a MD card, by any means, being a SB card almost by nature. If you do choose to try it, 2 in the SB tends to be sufficient.
Any thoughts on this? Anyone tested with it and found it not to their liking?
I've found Haunting Echoes too slow to make much of a difference against Jund. I'd much prefer dropping five mana on Mind Sludge, which is sure to help me immediately. Haunting Echoes can and does hurt the Jund deck, but Jund can steamroll other decks even crippled. It has no problem running on half-empty.
Standard:
:symu::symb::symw:Solar Flare:symw::symb::symu:
Commander:
:symb::symw:Ghost Council of Orzhova:symw::symb:
Linger on death's door and risk being invited in.
It does have a hard time recovering from a resolved Mind Sludge. But then again, what deck doesn't?
I'm still wondering if Tectonic Edge is useful against Jund. Obviously I'd need to test. But in my head I can't find enough good or bad reasons to support either argument, which is worse than saying the card won't work, because of how up in the air it is.
Standard
RWBDark Vengeant ControlBWR
Legacy
UBFaeries in My SoupBU
EDH
UBOona's Dance PartyBU
i fail to see the difference against vampires.
pulse is good but when will it ever hit a good vampires player for more than one of their permanents?
pulse beats stuff like weenies, eldrazi, etc. all of the other removal i use is much better against vampires.
when i suggested consume spirit i forgot i typically win by turn 5-6. consume spirit for 3 isnt very useful.
Personally, I don't believe so. I may be wrong, so read before you flame.
The key part of Tectonic Edge (and hence why it is bad IMHO) is that it requires them to have 4 lands. You also can't wasteland them as they play the fourth land without them getting some benefit from it. Sure, with all the 18 or so Tap lands they are playing, having 4x Edges to consistently keep them off their mana is great, but Jund does (GASP!) Play Basics. In addition, they are able to tap lands and get mana before you wasteland, and when you wasteland, you set yourself back a turn as well.
I don't know. We're running 4x of every good vampire in standard. Perhaps that makes a difference? We actually HAVE other things that we play for them to hit?
That's a general rule when playing against Jund: Always know what to discard to a potential Blightning. Diversify your threats - Don't play two things at once, unless it's a second Nocturnus for the win. Always have fetchland backup for Nocturuns, because you really don't want Lightning Bolt to ruin the day.
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What I've been toying around with is trying to figure out if SB 2-3 Sadistic Sacrament just against Jund or Walletslayers is worth the space. Jund is a more curious matchup because I'm not entirely sure what all I'd pull out. Most likely pull out the Maelstrom or Stags, things that would really mess my world up. It's a BBB that exiles choice cards. The kicker isn't necessary, but at the very least pulling out Maelstroms so that I can multi-drop is kinda nice.
Thoughts? Comments?
Thanks to SGT_Chubbz @ Damnation Studios for the awesome avvy!
VampiresBSpirtdancer Spreads 'em
My other thought was splashing white to my SB (I've already got Marsh Flats, so it's not so devastating to but like 3-4 plains and some Paths) but then I realize that it's better served not to do that, b/c I need those spaces for Doom Blades and Casualties. So it's become a challenge for me to figure out what my best choices against Jund are.
Slowly realizing that Duress is probably best served in the SB.
Thanks to SGT_Chubbz @ Damnation Studios for the awesome avvy!
VampiresBModern:
UWThe End ForetoldUW
Can someone please explain why this matchup is so hard? Here is my decklist if it helps?
4 Bloodghast
4 Kalestria Highborn
4 Gatekeep of Malakir
4 Vampire Nighthawk
2 Bloodhusk Ritualist
4 Vampire Nocturous
2 Malakir Bloodwitch
4 Urge to Feed
4 Tendrils of Corruption
Sorcery:
4 Sign in Blood
2 Grim Discovery
Land:
8 Fetch Land
15 Swamp
4 Smother
3 Doomblade
4 Duress
2 Mind Sludge
2 Malakir Bloodwitch
It's not your decklist that matters, it's the Jund decklist you're playing against. A well built Jund deck with a good pilot is really tough for us. 75% wins against poorly built decks or players that aren't really good can be done, otherwise we have problems.
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EDH Math
EDH Decks:
Ghost Council: The Magic Mafia of Orzhova
BB Drana: Down with the Sickness
Rasputin: Reality is Broken
Vish Kal Bleeder: Bloody Kisses
Teysa, Orzhov Dominatrix
Stonebrow: Breaking Things
BWR Kaalia Punisher: Heaven's on Fire
Grimgrin: Dead Reckoning
You must be playing against bad players. There are several good Jund players in my area (a close friend being one of them, which means I get Jund practice all the time). It's always an uphill battle for me.
Standard:
:symu::symb::symw:Solar Flare:symw::symb::symu:
Commander:
:symb::symw:Ghost Council of Orzhova:symw::symb:
Linger on death's door and risk being invited in.
I would advise not to do it because i thought i of the same thing...if you play if on the 3rd turn then you pretty much lose your third...and all the damage you did is well nothing because he still has a million ways to kill you.
I'd rather play a mind rot over SS
oh yeah...always kill thranix on the opponent's turn...during or before attack phase so his spawns can't attack you in at least 1 more turn.
BVampires
BRVampires
OK I understand that in your area there are good Jund players.... but not everyone playing Jund is a good player. I asked WHY is Jund a bad match and the only answers I have gotten are basically "because". Someone please explain in depth why Jund is so amazing over us?
1) Card Advantage - Cascade is crazy (Bloodbraid and Bit Blast)
2) Lots of Cheap, Instant removal that kills anything we can throw at them.
3) VERY efficient creatures (Thrinax, Leech, Broodmate)
4) Blightning (although ghast gives us a way to turn it to our advantage)
5) Our lack of anything that hoses Jund specifically.
Efficiency of creatures, effectiveness/versatility of removal, and card advantage is what makes Jund so good period, not just against us. We have effective answers for everything else in the format.
White decks - We've got Bloodwitch, but she's not so hot against Jund.
RDW - First striker, lots of lifegain, disfigure. None of which is a big threat to Jund.
Elves - They can't remove our threats. Jund can.
Jund - We've got nothing they fear. Even if we sludge out their hand on t5, they have the best top-deck game in the format thanks to cascade.
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EDH Math
EDH Decks:
Ghost Council: The Magic Mafia of Orzhova
BB Drana: Down with the Sickness
Rasputin: Reality is Broken
Vish Kal Bleeder: Bloody Kisses
Teysa, Orzhov Dominatrix
Stonebrow: Breaking Things
BWR Kaalia Punisher: Heaven's on Fire
Grimgrin: Dead Reckoning
My decklist
MD
3 bloodghast
4 gatekeeper
3 kalestria highborn
3 malakir bloodwitch
3 vampire hexmage
3 vampire nighthawk
4 vampire nocturnus
4 disfigure
3 tendrils of corruption
2 grim discovery
2 mind sludge
2 sign in blood
15 swamps
8 fetch lands
SIDEBOARD
1 bloodghast
1 malakir bloodwitch
4 duress
4 deathmark
1 mind sludge
2 pithing needle
2 doomblade
1 mire's toll
Yes I realise my sideboard is kinda backwards, and thats the point I need your help. What changes do I need to make to the main deck, and the sideboard to battle more effectively against the only deck that really hurts me? (jund) And then what cards do you take out of the maindeck to put cards in from the sideboard game 2? I am only worried about beating jund, ill beat the other decks after that.
http://forums.mtgsalvation.com/showthread.php?t=233254
also, from turn 3, i always assume that they will drop a blightning, so i play around it by holding back lands after i reach 4, and not playing other cards to preserve my real threats.
1. They draw into quite a bit of removal and cascade into it as well so you can't seem to keep anything on the board.
2. They drop Broodmate Dragon and you don't have a Tendrils, Urge or Nocturnus.
3. They drop a Seige-gang Commander and you don't have any removal.
So taking that into consideration this is the build I'm taking to TCGPlayer 5K Los Angeles:
4 Bloodghast
3 Kalastria Highborn
3 Vampire Hexmage
4 Gatekeeper of Malakir
4 Vampire Nighthawk
4 Vampire Nocturnus
2 Malakir Bloodwitch
4 Tendrils of Corruption
3 Disfigure
2 Urge to Feed
2 Sign in Blood
2 Grim Discovery
Lands - 23
15 Swamp
4 Verdant Catacombs
4 Marsh Flats
4 Duress
3 Mind Sludge
2 Marsh Casualties
2 Malakir Bloodwitch
1 Vampire Hexmage
2 Urge to Feed
1 Deathmark
Versus Jund this is what I sideboard:
-2 Malakir Bloodwitch
-3 Disfigure
+2 Urge to Feed
+3 Duress
Landing a T1 Duress is a great way to start. Removing that Lightning Bolt keeps them from killing an early creature while they're mana fixing T1-T2 so that you can curve out and keep control of the board. Then I add 2 Urge to replace the Disfigures so that brings my removal package to 4 Urge to Feed and 4 Tendrils. Urge is the only card in our deck that allows us to 2 for 1 their Broodmate Dragons. They'll typically swing into us, then you declare you're blocking with Nocturnus and another creature (like Kalastria) and then you'll just Urge the Dragon being blocked by Kalastria and tap both to pump Nocturnus to 6/5 and Kalastria to 5/4. Works every time because they're almost positive they're going to get through damage or 2 for 1 you.
Also I'm not skimping on the removal this time around as an unanswered Seige-gang Commander can literally end the game for you because if they kill your Nocturnus you'll run out of options pretty quickly.