If anything not having lightning bolt seems wrong in a red deck.
I had 4 in my list at one point and still have 2 in. My experience is that you don't want to draw it in multiples as you'd rather have board threats.
Here are the arguments for both sides:
For: Bolt can provide the final few points of damage after you've managed to push damage through either with zombie engines or Goblin Bombardment. It adds additional reach to a deck that is an aggro/disruption deck with reach. It is also useful as a control card in matchups where you want it as a removal spell. These are your creature matchups (RUG Delver, Maverick, Goblins, Elves)
Against: In certain matchups you never want to see it in your opener, as you will have difficulty getting your opponent down to the appropriate life to make it useful and/or you will not be able to use it as a removal spell. These include Miracles, Combo, and and various control decks.
The answer about whether or not to run Bolt lies in the fundamental question of what type of strategy Zombardment is. My conclusion and take on the deck is that it is an aggro/disruption deck with reach. Others have taken more of a combo or midrange take on the deck.
I would say run Bolt, but I'm not sure 4 is right. Decks like RUG Delver and U/R Tempo can get away with 4 because they have Brainstorm and Ponder to help shape their draws around having too many or too few Bolts. Multiple Bolts in your opener in the wrong matchup is a recipe to lose.
Let me know how that goes. I know this deck needs some kind of removal. I feel Zealous can be better against certain decks, but Decay is probably best in unknown metas because of the uncounterability. Zealous brings the faster clock and kills Mom, so in Maverick and D&T heavy metas I would keep Zealous.
Haven't had a chance to test it, so I'm theorycrafting here. My suspicion is that 2 Abrupt Decay should replace the Zealous Persecutions I have mainboard, and the Zealous Persecutions should subsequently replace the Pithing Needles in the sideboard. To compensate for the mana, I will remove the Urborg and add a second Bayou (in case the first meets a Wasteland). Shaman can also help us get green mana to cast it.
Here is my reasoning:
1. We're starting to see more Rest In Peace (RIP) decks in the meta. This is not insignificant as RIP hurts this deck and the Helm combo kill can be faster than us (and they can play around discard with E-Tutor at end of turn or in response to discard)
2. Zombardment has classically struggled against Countertop Lock and Goyf. Abrupt Decay significantly helps.
3. We're already fairly strong against Maverick. The only matchup I think we're really hurting by removing the maindeck Persecutions is combo elves, which are not a significant enough part of the meta to worry too much about. We still have Therapy, Sculler, Bolt, Bombardment, and the Abrupt Decays themselves for that matchup, and with a little luck they don't combo off on turn 2.
4. Pithing Needle was mostly for countertop lock, and doesn't really help us in any way that Abrupt Decay won't (except for shutting off Jace, but Jace isn't too hard for O-Ring or Mutavault to handle). The Persecutions are very strong in certain matchups and we would want them.
Reports! I want everyone's reports from your results over the weekend! I know about two of you posted you were going to play this deck this weekend, and one who Pm'd me about playing it, so that's three of you we could use some information from.
Zombardment dies against U/W control or DnT splash Blue
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern
------
Boros/Naya/Mardu Burn Abzan Rhino non Noble Hierach not active Jund Tarmoless not active
DnT White
Living End Jund Restore Balance Non Borderpost/ Borderpost not active U/W Titan Control not active Mardu Nahiri/Control not active
Did anyone perhaps consider Zombie Infestation ? So you can consistently get Gravecrawler back? It also has synergy with the flashback cards and you don't have a disadvantage with it...
Greetings Heskatet
Private Mod Note
():
Rollback Post to RevisionRollBack
"Master they threatened to darken the sky with their arrows!"
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
Yeah, but it's really more "Disney Evil" than practical. It's like being a bond villain and giving a monologue rather then just shooting them.
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
Did anyone perhaps consider Zombie Infestation ? So you can consistently get Gravecrawler back? It also has synergy with the flashback cards and you don't have a disadvantage with it...
We have a better discard outlet in the form of Faithless Looting.
It's not that Zombie Infestation is strategically improper, it's just that there are better cards available.
I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
Did anyone perhaps consider Zombie Infestation ? So you can consistently get Gravecrawler back? It also has synergy with the flashback cards and you don't have a disadvantage with it...
Greetings Heskatet
Problem with Infestation is that it dries up really quick. It is not a first turn play like looting so it is a bit slower and the list does not have draw to fuel it. Single Pyroclasm wipes out all the work it has done and then it sits on the table wasted.
If anything, if you were to use this i would think you could build the deck with something like veilborn ghoul and turn it into more of a combo engine, but that may be too far in the wrong direction.
Zombardment dies against U/W control or DnT splash Blue
Every deck dies to any deck with the wrong move. this deck has its moves. and i love it how they play the deck. I'm playing this deck as an alternate to ROCK.
This deck IMHO guys is the "somehow" new kinda dredge. but doesnt have that of the disadvantage dredging makes..
have you ever thought of playing some EOT effects to play a land EOT?
Private Mod Note
():
Rollback Post to RevisionRollBack
A team should be as happy as a meal - TEAM HAPPYMEAL
EDH - UWGrand Arbiter Agustin IV UBW Oloro, Ageless Ascetic Modern - Mono U tron / Polymorph / NFTW (ninja for the win)GR tronGR
Buy All the planeswalkers!!!
Buy All the Dual Lands!!!
Buy All the fetches!
Create tons of EDH Decks!!!
Eat Nothing but Oats!! (LOL, not true)
Train MMA!!!
Marry My girlfriend!!!
Get her Pregnant only Once!
Teach my Son/Daughter Sports and magic cards!!!
Continue my legacy son!!!/Daughter!!
Anyone try Endless Ranks of the Dead? It's kinda fun having chump blockers left and right and can help turn stuff around, but at the same time it plays like a win-more card.
As for Bridge from Below. This card plays funny with this deck. You can sac, recur, sac, recur some more back, and suddenly deal 12 damage just from sacing and shooting that said, it's really really situational
Congrats to established, Sam Black must love that, if he follows this set of threads and discussions at all.
Technically, if you count humans as "maverick" that makes 5 tribal, or tribal like decks in the format as, viable, that being the maverick that has so many humans, bombardment because of it's zombies, and of course the other 3, that being goblins, merfolk and elves.
Bob is a great card and if your meta allows it then I would play him MD. The only real problem he brings is that he is removed quickly. Most of our creatures kind of fly below the radar of removal.
I agree, but I believe that this changed once we add Shaman to the deck. With Shaman as a target for removal, Bob can stay on the table with more frequency. If they use their removal on Bob, Shaman goes nuts. If they leave Bob alone, we all know what happens there.
Just finished my zombardment deck in last place during my local store event
Round 1 (Lose)
Against Human deck with rancor (he bring elite inquisitor, knight of glory, rancor, soulbound knight that give double strike) what an insane hate deck
Round 2 (Lose)
Against Dredge with LED. I don't bring my graveyard hate and so I dead
Round 3 (RUG) (2-1) (Win)
Against RUG. Very tight game Game-1 I win because of the active blood artist and carrion feeder combo with some aggro. Game-2 I lose He surgical my blood artist and I draw land without solution against his double tarmogoyft. Game-3 I get surgical 2x freaking time to get rid of 3x Abrupt Decay and 4x Bloodghast. He's at 2 life with nimble moongose 3/3 and 4/5 Tarmo. I'm at 6 life with 4/4 carrion feeder but my Miracle Hand drew PERISH and with my 4 lands i able to avoid Daze. Conclusion I get lucky
Round 4 (Lose)
Against mono black Vampire deck with equipment. Round 1 I win easly with active goblin bombardment and recurring bloodghast. Round 2 I get beat out in long game with his active batterskull. Round 3 I control 1 carrion feeder 4 lingering soul token 1 deathrite shaman 1 tidehollow sculler and he only control vampire hexmage and then he Mutilate at in turn-4 and then inresponse i sac all my creature to carrion feeder but he also response sac his vampire hexmage to remove my +1/+1 counters and then the next turn I get beat out by his Nocturnus with always revealing a black creature in his top Library
Modern
------
Boros/Naya/Mardu Burn Abzan Rhino non Noble Hierach not active Jund Tarmoless not active
DnT White
Living End Jund Restore Balance Non Borderpost/ Borderpost not active U/W Titan Control not active Mardu Nahiri/Control not active
Against Dredge with LED. I don't bring my graveyard hate and so I dead
Think about that for a few minutes dude. It is not the deck's fault that you lost with it.
I feel absolutely invincible with this deck. In my last game last night I mulled to 4 and beat my opponent handily with Loot/drop double Bloodghast. Felt better than casting Ancestral Recall.
Went 3-0 with my latest build tonight - 2 Abrupt Decays replacing Persecutions.
Abrupt Decay is the real deal, helping to seal away a couple of the games.
I agree Abrupt Decay is awesome. I've been thinking about running them main deck. I'm unsure of what to cut though, perhaps Bob to the SB? Seems a popular choice. I was unfortunately way too busy this past weekend and could not make it to SCG Open in St. Louis, kinda pissed about that, I was looking forward to playing Zombies in a decent sized tourney. Anyway, I have adjusted my list slightly after some more testing:
I took out Thoughtseize, as I generally feel comfortable with Cabal Therapy as my main discard. Practice makes perfect with Therapy. Bitterblossoms are nice, but I'm on the fence. In games that go long, if Blossom is out, it's almost a guaranteed win, but it always comes out against RUG, I may replace them and another card with Decays. I find I have a good game against RUG Delver, especially after boarding in Decay, Perish, and Persecution.
I like a couple of Abrupt Decays main. They're a great utility answer to a lot of problems this deck otherwise couldn't deal with (i.e. Chalice on 1 and Trinisphere). The problem with them is that they force you to add a 4th color to a deck that already tends to be weak against Wasteland.
I upped my Bayou count to 2 when I decided to run the Abrupt Decays main, which I think is important since you want to be able to fetch a second green source if they waste your first.
You really need to play tight when it comes to your fetchlands. In most hands, your first fetch is usually a basic Swamp because you want to play around Wasteland. However, there are situations where you must make a judgment call because fetching a Swamp will make some of your hand unplayable. You're probably fine if your first turn is a Shaman, but if it's something else then it's easy to throw away games because you fetched incorrectly. Like with other Legacy decks, the first few turns are absolutely critical to winning.
I like Bob more with Abrupt Decay in the deck, but I always saw it as more of a win-more card that lacks synergy. You almost never want to pitch Bob to Faithless Looting. He's not a Zombie, and your deck gives you better ways to spend your mana (even if it's recurring Gravecrawlers while sacrificing them to Carrion Feeder).
On another side note - I want two Humility in the sideboard. Soooo good in the creature matchups. They pretty much scoop to it. I'll probably cut the third Zealous Persecution in my list. 3 seems like a bit much.
Has anyone thought of trying out Deadly Allure? It's cheap removal especially utilizing our recurring creatures, and it has synergy by having a cheap flashback cost if we're splashing green. Though with it being a sorcery, it may just not be good enough. Just a thought.
Could KrimsonViper or CursedOne help me to be a better pilot ? (playing robbie williams "to be a better man")
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern
------
Boros/Naya/Mardu Burn Abzan Rhino non Noble Hierach not active Jund Tarmoless not active
DnT White
Living End Jund Restore Balance Non Borderpost/ Borderpost not active U/W Titan Control not active Mardu Nahiri/Control not active
By cutting white and putting in loltroll, vengevine, and rootwalla, you get some absolutely explosive plays, and they don't require a ridiculous god hand. You also get an extra way to get bloodghasts in the yard to avoid paying for them. My impression so far is that this list has better post-board games against things that you need to just out-aggro (in particular, things with lots of graveyard hate), but is clearly weaker against things that need disrupting.
I'm a little meh on rootwalla as a 4-of, but he does enable the broken turn 2: troll, discard vengevine, discard and play rootwalla, recur vengevine, attack for 4 and have an obscenely good board position.
I don't know if it's worth playing in the long run, but it is pretty ridiculously fun.
I think you need white more for the sideboard than anything. Humility, O-Ring and Leyline of Sanctity are very crucial to winning difficult matchups. White gives you a lot more sideboard options overall than green would.
Plus you lose Tidehollow Sculler, which seems insignificant but really isn't. Tidehollow Sculler is one of the crucial core cards in this deck - it is a disruptive Zombie.
TL;DR. While the deck becomes better at what it does overall as a Jund version, I think you just become too weak to unfair decks.
Private Mod Note
():
Rollback Post to RevisionRollBack
.
To post a comment, please login or register a new account.
Here are the arguments for both sides:
For: Bolt can provide the final few points of damage after you've managed to push damage through either with zombie engines or Goblin Bombardment. It adds additional reach to a deck that is an aggro/disruption deck with reach. It is also useful as a control card in matchups where you want it as a removal spell. These are your creature matchups (RUG Delver, Maverick, Goblins, Elves)
Against: In certain matchups you never want to see it in your opener, as you will have difficulty getting your opponent down to the appropriate life to make it useful and/or you will not be able to use it as a removal spell. These include Miracles, Combo, and and various control decks.
The answer about whether or not to run Bolt lies in the fundamental question of what type of strategy Zombardment is. My conclusion and take on the deck is that it is an aggro/disruption deck with reach. Others have taken more of a combo or midrange take on the deck.
I would say run Bolt, but I'm not sure 4 is right. Decks like RUG Delver and U/R Tempo can get away with 4 because they have Brainstorm and Ponder to help shape their draws around having too many or too few Bolts. Multiple Bolts in your opener in the wrong matchup is a recipe to lose.
Haven't had a chance to test it, so I'm theorycrafting here. My suspicion is that 2 Abrupt Decay should replace the Zealous Persecutions I have mainboard, and the Zealous Persecutions should subsequently replace the Pithing Needles in the sideboard. To compensate for the mana, I will remove the Urborg and add a second Bayou (in case the first meets a Wasteland). Shaman can also help us get green mana to cast it.
Here is my reasoning:
1. We're starting to see more Rest In Peace (RIP) decks in the meta. This is not insignificant as RIP hurts this deck and the Helm combo kill can be faster than us (and they can play around discard with E-Tutor at end of turn or in response to discard)
2. Zombardment has classically struggled against Countertop Lock and Goyf. Abrupt Decay significantly helps.
3. We're already fairly strong against Maverick. The only matchup I think we're really hurting by removing the maindeck Persecutions is combo elves, which are not a significant enough part of the meta to worry too much about. We still have Therapy, Sculler, Bolt, Bombardment, and the Abrupt Decays themselves for that matchup, and with a little luck they don't combo off on turn 2.
4. Pithing Needle was mostly for countertop lock, and doesn't really help us in any way that Abrupt Decay won't (except for shutting off Jace, but Jace isn't too hard for O-Ring or Mutavault to handle). The Persecutions are very strong in certain matchups and we would want them.
------
Boros/Naya/Mardu Burn
Abzan Rhino non Noble Hierachnot activeJund Tarmolessnot activeDnT White
Living End Jund
Restore Balance Non Borderpost/ Borderpostnot activeU/W Titan Controlnot activeMardu Nahiri/Controlnot activeDid anyone perhaps consider Zombie Infestation ? So you can consistently get Gravecrawler back? It also has synergy with the flashback cards and you don't have a disadvantage with it...
Greetings Heskatet
"Well, then we will at least fight in the shadow"
"There is no glory to be gained in the kingdom of the dead!"
Post by Narah about unbanning Mind Twist in legacy and that this would be evil:
If you want to play on MTGO add me I'm HeskatetAS, playing Modern and Legacy
We have a better discard outlet in the form of Faithless Looting.
It's not that Zombie Infestation is strategically improper, it's just that there are better cards available.
-Warden
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
Not much of a description of your battles.:-/ Could you elaborate?
Also, big ups to Warden and staff for moving us to Established!
Problem with Infestation is that it dries up really quick. It is not a first turn play like looting so it is a bit slower and the list does not have draw to fuel it. Single Pyroclasm wipes out all the work it has done and then it sits on the table wasted.
If anything, if you were to use this i would think you could build the deck with something like veilborn ghoul and turn it into more of a combo engine, but that may be too far in the wrong direction.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
Every deck dies to any deck with the wrong move. this deck has its moves. and i love it how they play the deck. I'm playing this deck as an alternate to ROCK.
This deck IMHO guys is the "somehow" new kinda dredge. but doesnt have that of the disadvantage dredging makes..
have you ever thought of playing some EOT effects to play a land EOT?
EDH - UWGrand Arbiter Agustin IV
UBW Oloro, Ageless Ascetic
Modern - Mono U tron / Polymorph / NFTW (ninja for the win)GR tron GR
Buy All the Dual Lands!!!
Buy All the fetches!
Create tons of EDH Decks!!!
Eat Nothing but Oats!! (LOL, not true)
Train MMA!!!
Marry My girlfriend!!!
Get her Pregnant only Once!
Teach my Son/Daughter Sports and magic cards!!!
Continue my legacy son!!!/Daughter!!
As for Bridge from Below. This card plays funny with this deck. You can sac, recur, sac, recur some more back, and suddenly deal 12 damage just from sacing and shooting that said, it's really really situational
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
Technically, if you count humans as "maverick" that makes 5 tribal, or tribal like decks in the format as, viable, that being the maverick that has so many humans, bombardment because of it's zombies, and of course the other 3, that being goblins, merfolk and elves.
I agree, but I believe that this changed once we add Shaman to the deck. With Shaman as a target for removal, Bob can stay on the table with more frequency. If they use their removal on Bob, Shaman goes nuts. If they leave Bob alone, we all know what happens there.
DnT splashing blue is doing it wrong. Very wrong. And the deck can beat UW. It's a bad MU, sure, but almost every deck has those.
Level 1 Judge
Currently Playing:
W Death and Taxes
BGR ScapeWish Nic Fit
BGR Punishing Nic Fit
Played against:
Deathrite Ale
Aggro Loam
Some kind of red prison deck with 8 moon effects
Abrupt Decay is the real deal, helping to seal away a couple of the games.
Round 1 (Lose)
Against Human deck with rancor (he bring elite inquisitor, knight of glory, rancor, soulbound knight that give double strike) what an insane hate deck
Round 2 (Lose)
Against Dredge with LED. I don't bring my graveyard hate and so I dead
Round 3 (RUG) (2-1) (Win)
Against RUG. Very tight game Game-1 I win because of the active blood artist and carrion feeder combo with some aggro. Game-2 I lose He surgical my blood artist and I draw land without solution against his double tarmogoyft. Game-3 I get surgical 2x freaking time to get rid of 3x Abrupt Decay and 4x Bloodghast. He's at 2 life with nimble moongose 3/3 and 4/5 Tarmo. I'm at 6 life with 4/4 carrion feeder but my Miracle Hand drew PERISH and with my 4 lands i able to avoid Daze. Conclusion I get lucky
Round 4 (Lose)
Against mono black Vampire deck with equipment. Round 1 I win easly with active goblin bombardment and recurring bloodghast. Round 2 I get beat out in long game with his active batterskull. Round 3 I control 1 carrion feeder 4 lingering soul token 1 deathrite shaman 1 tidehollow sculler and he only control vampire hexmage and then he Mutilate at in turn-4 and then inresponse i sac all my creature to carrion feeder but he also response sac his vampire hexmage to remove my +1/+1 counters and then the next turn I get beat out by his Nocturnus with always revealing a black creature in his top Library
Surgical, Equipment (Batterskull), Hexmage kill zombardment
------
Boros/Naya/Mardu Burn
Abzan Rhino non Noble Hierachnot activeJund Tarmolessnot activeDnT White
Living End Jund
Restore Balance Non Borderpost/ Borderpostnot activeU/W Titan Controlnot activeMardu Nahiri/Controlnot activeCould you post your list?
Think about that for a few minutes dude. It is not the deck's fault that you lost with it.
I feel absolutely invincible with this deck. In my last game last night I mulled to 4 and beat my opponent handily with Loot/drop double Bloodghast. Felt better than casting Ancestral Recall.
I agree Abrupt Decay is awesome. I've been thinking about running them main deck. I'm unsure of what to cut though, perhaps Bob to the SB? Seems a popular choice. I was unfortunately way too busy this past weekend and could not make it to SCG Open in St. Louis, kinda pissed about that, I was looking forward to playing Zombies in a decent sized tourney. Anyway, I have adjusted my list slightly after some more testing:
4 Bloodghast
4 Gravecrawler
4 Deathrite Shaman
4 Carrion Feeder
4 Tidehollow Sculler
3 Dark Confidant
4 Faithless Looting
4 Lingering Souls
4 Cabal Therapy
2 Bitterblossom
3 Goblin Bombardment
Same Manabase: 20 lands, including 10 fetches
SB
3Abrupt Decay
4 Surgical Extraction
2 Pithing Needle
2 Perish
2 Zealous Persecution
2 Disenchant
I took out Thoughtseize, as I generally feel comfortable with Cabal Therapy as my main discard. Practice makes perfect with Therapy. Bitterblossoms are nice, but I'm on the fence. In games that go long, if Blossom is out, it's almost a guaranteed win, but it always comes out against RUG, I may replace them and another card with Decays. I find I have a good game against RUG Delver, especially after boarding in Decay, Perish, and Persecution.
I upped my Bayou count to 2 when I decided to run the Abrupt Decays main, which I think is important since you want to be able to fetch a second green source if they waste your first.
You really need to play tight when it comes to your fetchlands. In most hands, your first fetch is usually a basic Swamp because you want to play around Wasteland. However, there are situations where you must make a judgment call because fetching a Swamp will make some of your hand unplayable. You're probably fine if your first turn is a Shaman, but if it's something else then it's easy to throw away games because you fetched incorrectly. Like with other Legacy decks, the first few turns are absolutely critical to winning.
I like Bob more with Abrupt Decay in the deck, but I always saw it as more of a win-more card that lacks synergy. You almost never want to pitch Bob to Faithless Looting. He's not a Zombie, and your deck gives you better ways to spend your mana (even if it's recurring Gravecrawlers while sacrificing them to Carrion Feeder).
On another side note - I want two Humility in the sideboard. Soooo good in the creature matchups. They pretty much scoop to it. I'll probably cut the third Zealous Persecution in my list. 3 seems like a bit much.
4 Bloodghast
4 Carrion Feeder
4 Gravecrawler
3 Lotleth Troll
3 Rotting Rats
2 Ichorid
2 Nether Traitor
4 Cabal Therapy
4 Faithless Looting
4 Altar's Reap
3 Abrupt Decay
3 Goblin Bombardment
LAND
4 Swamp
3 Badlands
3 Bayou
3 Bloodstained Mire
3 Verdant Catacombs
3 Marsh Flats
1 Undiscovered Paradise
I don't have a sideboard together yet.
4 Bloodghast
4 Gravecrawler
4 Deathrite Shaman
2 Carrion Feeder
4 Tidehollow Sculler
4 Faithless Looting
4 Lingering Souls
4 Cabal Therapy
2 Goblin Bombardment
2 Lightning Bolt
2 Abrupt Decay
2 Blood Artist
4 Scrublands
4 Badlands
2 Bayous
4 Swamps
4 Marsh Flats
4 Verdant Catacombs
SB
1 Abrupt Decay
2 Pithing Needle
2 Perish
1 Zealous Persecution
4 Leyline of Sanctity
2 Engineered Explosive
3 Ancient Grudge
Could KrimsonViper or CursedOne help me to be a better pilot ? (playing robbie williams "to be a better man")
------
Boros/Naya/Mardu Burn
Abzan Rhino non Noble Hierachnot activeJund Tarmolessnot activeDnT White
Living End Jund
Restore Balance Non Borderpost/ Borderpostnot activeU/W Titan Controlnot activeMardu Nahiri/Controlnot active4 Basking Rootwalla
4 Bloodghast
3 Dark Confidant
3 Deathrite Shaman
4 Gravecrawler
4 Lotleth Troll
3 Vengevine
Spells/Enchantments:
3 Goblin Bombardment
3 Abrupt Decay
4 Faithless Looting
3 Cabal Therapy
3 Badlands
3 Bayou
1 Undiscovered Paradise
1 Mutavault
4 Marsh Flats
4 Bloodstained Mire
3 Verdant Catacombs
1 Swamp
1 Forest
1 Mountain
3 Thoughtseize
3 Pyroclasm
2 Pithing Needle
3 Pyrostatic Pillar
1 Surgical Extraction
2 Angel of Despair
1 Abrupt Decay
By cutting white and putting in loltroll, vengevine, and rootwalla, you get some absolutely explosive plays, and they don't require a ridiculous god hand. You also get an extra way to get bloodghasts in the yard to avoid paying for them. My impression so far is that this list has better post-board games against things that you need to just out-aggro (in particular, things with lots of graveyard hate), but is clearly weaker against things that need disrupting.
I'm a little meh on rootwalla as a 4-of, but he does enable the broken turn 2: troll, discard vengevine, discard and play rootwalla, recur vengevine, attack for 4 and have an obscenely good board position.
I don't know if it's worth playing in the long run, but it is pretty ridiculously fun.
Plus you lose Tidehollow Sculler, which seems insignificant but really isn't. Tidehollow Sculler is one of the crucial core cards in this deck - it is a disruptive Zombie.
TL;DR. While the deck becomes better at what it does overall as a Jund version, I think you just become too weak to unfair decks.