That 1 makes all the difference in the world sometimes. Seriously, there's been more times than I can count where I had enough in the yard to cast a Tasigur but not Zombie-Fish. And casting your fatty a turn later can be crippling sometimes in such an aggroessive deck.
Private Mod Note
():
Rollback Post to RevisionRollBack
MODERN: BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG EDH: BRGKARRTHUS, TYRANT OF JUNDGRB
And honestly I'm used to Jund feeling bad, but at the same time getting good results. It hasn't felt truly powerful for me since DRS/BBE. I feel like that's kind of the whole draw to playing Midrange decks. I've always assumed the people who choose Midrange are those who enjoy a good game of magic and/or are masochists. Live by the grind, die by the grind.
I logged into just to /truth this. Haha
As for productive conversation, anyone been playing Jadine's build? There's a lot of subtle sense in her card choices that become more apparent the more I play different variations of "stock" Jund. For example, 2 Forests and 2 Wooded Foothills. These are largely enablers for Scooze, especially in tight scenarios where you either A) don't want to give up life by shocking yourself via Bloodstained Mire and/or B) have already fetched out the singleton Forest in some matchups. These somewhat conservative mana base choices can have serious implications towards your life total, especially against Burn etc. The three Bobs may seem perplexing, but it actually makes a lot of sense. Drawing multiples against aggro or combo is poor, drawing multiples against control is good, however, Jund inflicts so much damage to itself that he can actually become a huge liability vs the control decks of today (Jeskai/Mardu). I can't drop Scooze below 3 main. It has just swung way too many games back into my favor to ever be cut, especially in this climate. 25 lands or 24, the variance is really negligible but I still follow suit and play 25 mostly because of how heavy the sideboard is. Sometimes you bring in 4-5 3+ drops in a matchup. It's important to keep the land count healthy, especially in the face of mulligans. Regardless of what other people think of her list, I am happy piloting it and will continue to do so.
What I have come to ask are good board options against the control decks I mentioned. I've been eyeballing Hazoret as a great topend card that has a lot of versatility. It can 1-shot Teferi, grind past Ensnaring Bridge, stonewall Hollow Ones, and basically force Jeskai to have a Path/Purge or just die. Quickly too. I've been rather unimpressed by Thrun lately. Maybe I've just been drawing him when I'm already too far behind for it to matter. How are you guys preparing your sideboards for the grindfest? Are we bringing in Nihil Spellbombs to counter Search for Azcanta / Snap value? Is anyone playing Golgari Charm as an additional out to Mardu tokens? Are there any cards that you would love to bring in vs both? Are Finks worth the slots vs control?
What I have come to ask are good board options against the control decks I mentioned. I've been eyeballing Hazoret as a great topend card that has a lot of versatility. It can 1-shot Teferi, grind past Ensnaring Bridge, stonewall Hollow Ones, and basically force Jeskai to have a Path/Purge or just die. Quickly too. I've been rather unimpressed by Thrun lately. Maybe I've just been drawing him when I'm already too far behind for it to matter. How are you guys preparing your sideboards for the grindfest? Are we bringing in Nihil Spellbombs to counter Search for Azcanta / Snap value? Is anyone playing Golgari Charm as an additional out to Mardu tokens? Are there any cards that you would love to bring in vs both? Are Finks worth the slots vs control?
I have been playing a slightly different build with 24 lands and 3 BBE and loving it, and I agree with you that the 2 Foothills/Forests and 3 Scooze have been phenomenal, if a tad conservative. For the board, I have always been a fan of 1x Golgari Charm, it's versatile and is great against Mardu/Supreme Verdict/Bogles and more. As for Hazoret, I cannot recommend her enough, she's a monster and has single-handedly won me so many games. I've won through a Blood Moon + Rest in Peace with her on the field, and last week a GDS player just conceded once she hit the board (many decks cannot beat a resolved Hazzy). Even against decks packing Path/Purge I bring her in because she's just so good in the grindy matchups. If you're thinking of swapping her for Thrun I recommend it, I have found Thrun too narrow rn although if Jeskai keeps going on the uptick I might try him again.
I've been having good luck with the 24 land build but would be happy to go up to 25 if I felt it was safe to slow the deck down a little. Maybe it is now. I know the 25 land build is supposed to grind a little better. I miss my Treetop Villages too...
I don't think Damping Sphere is all that great for us. I think Fulminator is relevant in more MU's right now. Therefore I've added Twilight Mire back into the 75.
This list has been working for me pretty lately. I've made a couple of recent changes, namely replacing the MB Nihil Spellbomb with the 3rd Scooze, replacing a Bloodstained Mire with Twilight Mire, and replacing the 2nd Fatal Push in my SB for the Rakdos Charm. Rakdos Charm is experimental. I know y'all have tried to talk me out of it awhile back, but I saw Hoogland running it about a month ago and it seemed pretty dang good. It's a solid inclusion against Hollow One, Mardu Pyromancer, and KCI because it attacks each of those decks from two different angles. It has some fringe applications as well. I just recently found out that two players that are always at my LGS just picked up Hollow One (I thought I was the only one), so I imagine I'm gonna be seeing that deck in front of me more often. Still, as always, I'm all ears if anyone has any SB suggestions. Are Engineered Explosives still as relevant as they were a few weeks ago? I'd like to try Hazoret, but the masterpiece looks so much cooler than the standard one that I'd like to try and get ahold of it instead.
I have a small tourny tonight, I may try to brew a 25 land build and see how it does. I'd be ecstatic to run my Apelands again.
Private Mod Note
():
Rollback Post to RevisionRollBack
MODERN: BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG EDH: BRGKARRTHUS, TYRANT OF JUNDGRB
MCR, I have to put a plug in here for my man tireless tracker. I’ve been playing a pretty deviant build of jund by cutting bob for trackers (and adjusting my curve accordingly) and tracker is a house against the midrange decks. Imagine if bob always drew you 1-2 extra cards and also grew every turn like scooze does. That’s what tracker is in these matchups if you play it right. It’s nuts, and while I haven’t tested this build enough against aggro style decks, I’m like 10-0 against control, mardu, and gw value over the past couple days. I’ve stomped control and mardu consistently, gw value I only played once and was close.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern UMerfolk GBWMelira PodRIP GBW Abzan Midrange GBR Jund Midrange
What do you all think about swapping my one maindeck abrupt decay for my sideboard fatal push? I’d like to work on the curve of my deck and it feels like a natural place to start.
Doing so would leave me with two pulses and a kcommand as non-creature removal and increase my 1-mana removal count to 6. Thoughts?
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern UMerfolk GBWMelira PodRIP GBW Abzan Midrange GBR Jund Midrange
I like Decay better in the MB more than that extra Push. I feel extremely vulnerable without at least one Decay. I feel like it’s a little less situational than push, though they both have their limitations. That’s just me though. 2x Pulse and 1x Decay gives you some pretty good coverage, and 5x 1-mana removal is still pretty solid.
I 3-0’d my small tournament tonight with Jund. Played against Jund, Ponza, and KCI.
I ran the list I posted above (24 lands) and it ran like a dream. Grim Flayer was once again phenomenal. The one MU I’m really concerned about is Control, which brings me to a couple of SB options I’d really like to discuss. One of them is Pithing Needle, specifically as a reactive (and sometimes proactive) card for the Control MU. Naming Teferi, Azcanta, Colonnade, Jace, etc. It could have other applications as well, but that specific MU is the reason I’m positing it. Thoughts? The other thing I wanted to inquire about was running the fourth Fulminator Mage in the side. Big mana sure seems to be showing up a little more, and I’m still worried about that Control MU. I like being able to blow up Colonnade and Azcanta and also keep them off Cryptic/Verdict mana. Thoughts? I know that’s a pretty heavy SB investment.
Round 1: Jund 2-1
Game 1: Mulled to four, quickly scooped when he curved out perfectly.
Game 2: Fulminator Mage followed by K-Command grabbing Fulminator again kept him screwed long enough for me to out-tempo him.
Game 3: I just straight up Jund him out.
He’s not the best Jund pilot, that’s for sure. Though neither am I.
Round 2: Ponza 2-1
Game 1: I’m on the play, find basics, do Jund things, shut him out.
Game 2: Despite my very good hand and draws, I can’t do my thing when I keep getting knocked back to 2 lands while he’s accruing 5-7 mana. I lose.
Game 3: Jund him out. Big time. Wrecked shop. Curved out perfectly, then BBE followed by BBE.
Going first is very important in this MU.
Round 3: KCI 2-0
Game 1: Discard into clock into Lili into Scooze seals the deal.
Game 2: He got a little screwed, and I pulled pretty similar stuff as before.
This MU feels pretty dang decent.
The deck felt really good. I tried being a little more aggressive and it seemed to pay off.
Private Mod Note
():
Rollback Post to RevisionRollBack
MODERN: BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG EDH: BRGKARRTHUS, TYRANT OF JUNDGRB
I've been having good luck with the 24 land build but would be happy to go up to 25 if I felt it was safe to slow the deck down a little. Maybe it is now. I know the 25 land build is supposed to grind a little better. I miss my Treetop Villages too...
I don't think Damping Sphere is all that great for us. I think Fulminator is relevant in more MU's right now. Therefore I've added Twilight Mire back into the 75.
This list has been working for me pretty lately. I've made a couple of recent changes, namely replacing the MB Nihil Spellbomb with the 3rd Scooze, replacing a Bloodstained Mire with Twilight Mire, and replacing the 2nd Fatal Push in my SB for the Rakdos Charm. Rakdos Charm is experimental. I know y'all have tried to talk me out of it awhile back, but I saw Hoogland running it about a month ago and it seemed pretty dang good. It's a solid inclusion against Hollow One, Mardu Pyromancer, and KCI because it attacks each of those decks from two different angles. It has some fringe applications as well. I just recently found out that two players that are always at my LGS just picked up Hollow One (I thought I was the only one), so I imagine I'm gonna be seeing that deck in front of me more often. Still, as always, I'm all ears if anyone has any SB suggestions. Are Engineered Explosives still as relevant as they were a few weeks ago? I'd like to try Hazoret, but the masterpiece looks so much cooler than the standard one that I'd like to try and get ahold of it instead.
I have a small tourny tonight, I may try to brew a 25 land build and see how it does. I'd be ecstatic to run my Apelands again.
A small annotation from my side: If you are running 2 Anger of the Gods in your SB, I would not play any less than 18 red sources in your manabase. Currently you have 17 sources only. I would cut a Forest and play another fetchland as a simple adaptation.
I know Merfolk is a small portion of the meta, but every time I face this deck, I just get smoked! With spreading seas, islandwalk, and merfolk trickster, master of waves etc. I just cant keep up. Is it traditionally an unfavorable matchup? Sure feels like it. Any advice how to beat this would be great. Thanks guys
I know Merfolk is a small portion of the meta, but every time I face this deck, I just get smoked! With spreading seas, islandwalk, and merfolk trickster, master of waves etc. I just cant keep up. Is it traditionally an unfavorable matchup? Sure feels like it. Any advice how to beat this would be great. Thanks guys
Play Affinity, Fish seem to me to be almost a bye for the Robots.
But seriously. . .
Engineered Explosives is a good card to have. Sweepers in general seem good but can be tough since many (most?) have double-color costs. Double-B should be reliable enough but double-R can be difficult to achieve in the face of resource denial. Anger of the Gods is otherwise a card that works pretty well as long as there aren't too many Lords in play. Single-mana removal is what you really want followed by something with a big butt.
I know Merfolk is a small portion of the meta, but every time I face this deck, I just get smoked! With spreading seas, islandwalk, and merfolk trickster, master of waves etc. I just cant keep up. Is it traditionally an unfavorable matchup? Sure feels like it. Any advice how to beat this would be great. Thanks guys
It was a slightly favorable matchup with lists prior to the unbanning of Bloodbraid Elf. Playing first obviously helps, but even if you don't, you absolutely cannot keep an uninteractive and/or slow hand. You're just setting yourself up for failure if you do. Fatal Push, Maelstrom Pulse and Engineered Explosives are great against them. I generally dump discard spells in games 2 and 3, but you should beware that they usually bring in some counter magic and sometimes removal spells like Dismember. As long as your current list has a lot of removal, you should be alright. However, Spreading Seas and getting curved out on the draw is pretty rough. They also now have Merfolk Trickster so I'm sure that gives them some advantages that I'm not used to yet, but I can't help you with that one. I guess just be aware that it's a thing now.
I don't know how good Trickster actually is in Merfolk, but I think since the printing of CB and LtLH, the matchup got a lot easier (Master of Waves got a lot worse against us). I think we are in general quite favoured.
If you are on the draw and don't have a turn 1 discard spell, then play a fetchland and dont crack it. That you way you prevent a turn 2 Seas which is imo the strongest kind of opener they have. In case of doubt, always take a CA spell from their hand with your discard, namely Silvergill and Spreading Seas.
In general, they have a hard time dealing with a Goyf, for which reason Trickster could be a problem. It could be a blowout if you attack with Goyf and they flash in trickster to kill it by blocking.
A small annotation from my side: If you are running 2 Anger of the Gods in your SB, I would not play any less than 18 red sources in your manabase. Currently you have 17 sources only. I would cut a Forest and play another fetchland as a simple adaptation.
Delver, what would you think of going back to 9x fetches instead by replacing Twilight Mire with Bloodstained Mire (just like it was before) to mitigate the issue of my R demands? I’ve really been enjoying having those 4x basics. How good is Twilight Mire really? I don’t know that I’ve missed it all that much. Maybe I’m crazy though.
Thanks for the advice guys. I think part of my issue was keeping slower hands. It does seem if the game goes longer, they eventually get too much disruption. I do have an EE in the side as well as LtLh. Also, I do agree taking their CA such as adept should be our 1st choice. Thanks again fellas
A small annotation from my side: If you are running 2 Anger of the Gods in your SB, I would not play any less than 18 red sources in your manabase. Currently you have 17 sources only. I would cut a Forest and play another fetchland as a simple adaptation.
Delver, what would you think of going back to 9x fetches instead by replacing Twilight Mire with Bloodstained Mire (just like it was before) to mitigate the issue of my R demands? I’ve really been enjoying having those 4x basics. How good is Twilight Mire really? I don’t know that I’ve missed it all that much. Maybe I’m crazy though.
You can certainly also cut mire, if you need the basics, sure.
Howdy, I have not played MtG in almost a year. But now that school is out for the summer, I think I will jump back into Modern Jund. I am thinking about starting with Jadine's build (link below). Do you think this is a good place to start? Or should I stick closer to what is recommended in the Primer? Thank you.
Howdy, I have not played MtG in almost a year. But now that school is out for the summer, I think I will jump back into Modern Jund. I am thinking about starting with Jadine's build (link below). Do you think this is a good place to start? Or should I stick closer to what is recommended in the Primer? Thank you. https://www.mtggoldfish.com/deck/1106639
I think 24 lands is better atm, but otherwise the build is good. You can definitely run it.
Plus Jundine herself (who’s obviously a proponent of 25 lands) mentioned that 24 lands with one less BBE seemed just as viable, as well as saying that Grim Flayer could very well be as much of a solution as we can get right now for our draw filtering issues. Anyway, just in case you needed some extra validation with authoritative appeal for a lower curved build, there’s that. Reid and Jadine are Jund’s only real champions on that level at the moment and I personally really value their takes on what the haps is.
Delver, what would you think of going back to 9x fetches instead by replacing Twilight Mire with Bloodstained Mire (just like it was before) to mitigate the issue of my R demands? I’ve really been enjoying having those 4x basics. How good is Twilight Mire really? I don’t know that I’ve missed it all that much. Maybe I’m crazy though.
You can certainly also cut mire, if you need the basics, sure.
Cool. Just wanted to make sure it wasn’t inherently unwise to not run Twilight Mire if one has access to it (i.e., isn’t running Damping Sphere in the 75). It’s been a Jund staple for quite some time. I’ve just really enjoyed having access to four basics lately. Plus, I like having extra fuel for Lavaman/Goyf/Flayer by having that extra fetch.
Also, I wanted to posit some less... normal inclusions. I mentioned Pithing Needle in the side as well as 4x Fulminator Mage. What about mainboard Engineered Explosives? There was a span of time where Jund ran one in the MB pretty regularly. It’s never dead and is often very good. It would feed Goyf and Flayer too, and solve some of the problems of not having a catch-all for pesky card types. Thoughts?
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB
I logged into just to /truth this. Haha
As for productive conversation, anyone been playing Jadine's build? There's a lot of subtle sense in her card choices that become more apparent the more I play different variations of "stock" Jund. For example, 2 Forests and 2 Wooded Foothills. These are largely enablers for Scooze, especially in tight scenarios where you either A) don't want to give up life by shocking yourself via Bloodstained Mire and/or B) have already fetched out the singleton Forest in some matchups. These somewhat conservative mana base choices can have serious implications towards your life total, especially against Burn etc. The three Bobs may seem perplexing, but it actually makes a lot of sense. Drawing multiples against aggro or combo is poor, drawing multiples against control is good, however, Jund inflicts so much damage to itself that he can actually become a huge liability vs the control decks of today (Jeskai/Mardu). I can't drop Scooze below 3 main. It has just swung way too many games back into my favor to ever be cut, especially in this climate. 25 lands or 24, the variance is really negligible but I still follow suit and play 25 mostly because of how heavy the sideboard is. Sometimes you bring in 4-5 3+ drops in a matchup. It's important to keep the land count healthy, especially in the face of mulligans. Regardless of what other people think of her list, I am happy piloting it and will continue to do so.
What I have come to ask are good board options against the control decks I mentioned. I've been eyeballing Hazoret as a great topend card that has a lot of versatility. It can 1-shot Teferi, grind past Ensnaring Bridge, stonewall Hollow Ones, and basically force Jeskai to have a Path/Purge or just die. Quickly too. I've been rather unimpressed by Thrun lately. Maybe I've just been drawing him when I'm already too far behind for it to matter. How are you guys preparing your sideboards for the grindfest? Are we bringing in Nihil Spellbombs to counter Search for Azcanta / Snap value? Is anyone playing Golgari Charm as an additional out to Mardu tokens? Are there any cards that you would love to bring in vs both? Are Finks worth the slots vs control?
Sorry for the brain vomit.
One-Eyed Black | Orzhov Combo | Ooze Reanimator | Mindwheeling Pain
I have been playing a slightly different build with 24 lands and 3 BBE and loving it, and I agree with you that the 2 Foothills/Forests and 3 Scooze have been phenomenal, if a tad conservative. For the board, I have always been a fan of 1x Golgari Charm, it's versatile and is great against Mardu/Supreme Verdict/Bogles and more. As for Hazoret, I cannot recommend her enough, she's a monster and has single-handedly won me so many games. I've won through a Blood Moon + Rest in Peace with her on the field, and last week a GDS player just conceded once she hit the board (many decks cannot beat a resolved Hazzy). Even against decks packing Path/Purge I bring her in because she's just so good in the grindy matchups. If you're thinking of swapping her for Thrun I recommend it, I have found Thrun too narrow rn although if Jeskai keeps going on the uptick I might try him again.
I don't think Damping Sphere is all that great for us. I think Fulminator is relevant in more MU's right now. Therefore I've added Twilight Mire back into the 75.
Here's my current 24 land build:
3x Bloodbraid Elf
2x Grim Flayer
3x Scavenging Ooze
3x Dark Confidant
4x Tarmogoyf
1x Grim Lavamancer
Instants (9)
3x Lightning Bolt
1x Fatal Push
1x Abrupt Decay
2x Terminate
2x Kolaghan's Command
Sorceries (7)
4x Inquisition of Kozilek
2x Thoughtseize
1x Maelstrom Pulse
3x Liliana of the Veil
1x Liliana, the Last Hope
Lands (24)
4x Blackleave Cliffs
4x Verdant Catacombs
2x Bloodstained Mire
2x Wooded Foothills
3x Raging Ravine
2x Overgrown Tomb
1x Blood Crypt
1x Stomping Ground
1x Twilight Mire
2x Forest
2x Swamp
2x Nihil Spellbomb
1x Grafdigger's Cage
1x Rakdos Charm
2x Anger of the Gods
2x Ancient Grudge
1x Duress
2x Collective Brutality
3x Fulminator Mage
1x Maelstrom Pulse
This list has been working for me pretty lately. I've made a couple of recent changes, namely replacing the MB Nihil Spellbomb with the 3rd Scooze, replacing a Bloodstained Mire with Twilight Mire, and replacing the 2nd Fatal Push in my SB for the Rakdos Charm. Rakdos Charm is experimental. I know y'all have tried to talk me out of it awhile back, but I saw Hoogland running it about a month ago and it seemed pretty dang good. It's a solid inclusion against Hollow One, Mardu Pyromancer, and KCI because it attacks each of those decks from two different angles. It has some fringe applications as well. I just recently found out that two players that are always at my LGS just picked up Hollow One (I thought I was the only one), so I imagine I'm gonna be seeing that deck in front of me more often. Still, as always, I'm all ears if anyone has any SB suggestions. Are Engineered Explosives still as relevant as they were a few weeks ago? I'd like to try Hazoret, but the masterpiece looks so much cooler than the standard one that I'd like to try and get ahold of it instead.
I have a small tourny tonight, I may try to brew a 25 land build and see how it does. I'd be ecstatic to run my Apelands again.
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB
UMerfolkGBW
Melira PodRIPGBW Abzan Midrange
GBR Jund Midrange
EDH
GBR Prossh
Doing so would leave me with two pulses and a kcommand as non-creature removal and increase my 1-mana removal count to 6. Thoughts?
UMerfolkGBW
Melira PodRIPGBW Abzan Midrange
GBR Jund Midrange
EDH
GBR Prossh
I 3-0’d my small tournament tonight with Jund. Played against Jund, Ponza, and KCI.
I ran the list I posted above (24 lands) and it ran like a dream. Grim Flayer was once again phenomenal. The one MU I’m really concerned about is Control, which brings me to a couple of SB options I’d really like to discuss. One of them is Pithing Needle, specifically as a reactive (and sometimes proactive) card for the Control MU. Naming Teferi, Azcanta, Colonnade, Jace, etc. It could have other applications as well, but that specific MU is the reason I’m positing it. Thoughts? The other thing I wanted to inquire about was running the fourth Fulminator Mage in the side. Big mana sure seems to be showing up a little more, and I’m still worried about that Control MU. I like being able to blow up Colonnade and Azcanta and also keep them off Cryptic/Verdict mana. Thoughts? I know that’s a pretty heavy SB investment.
Round 1: Jund 2-1
Game 1: Mulled to four, quickly scooped when he curved out perfectly.
Game 2: Fulminator Mage followed by K-Command grabbing Fulminator again kept him screwed long enough for me to out-tempo him.
Game 3: I just straight up Jund him out.
He’s not the best Jund pilot, that’s for sure. Though neither am I.
Round 2: Ponza 2-1
Game 1: I’m on the play, find basics, do Jund things, shut him out.
Game 2: Despite my very good hand and draws, I can’t do my thing when I keep getting knocked back to 2 lands while he’s accruing 5-7 mana. I lose.
Game 3: Jund him out. Big time. Wrecked shop. Curved out perfectly, then BBE followed by BBE.
Going first is very important in this MU.
Round 3: KCI 2-0
Game 1: Discard into clock into Lili into Scooze seals the deal.
Game 2: He got a little screwed, and I pulled pretty similar stuff as before.
This MU feels pretty dang decent.
The deck felt really good. I tried being a little more aggressive and it seemed to pay off.
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB
A small annotation from my side: If you are running 2 Anger of the Gods in your SB, I would not play any less than 18 red sources in your manabase. Currently you have 17 sources only. I would cut a Forest and play another fetchland as a simple adaptation.
4 Verdant Catacombs
4 Bloodstained Mire
1 Wooded Foothills
4 Blackcleave Cliffs
3 Raging Ravine
2 Overgrown Tomb
1 Blood Crypt
1 Stomping Ground
2 Swamp
1 Forest
1 Twilight Mire
Creatures [14]
4 Tarmogoyf
3 Dark Confidant
2 Grim Flayer
2 Scavenging Ooze
3 Bloodbraid Elf
4 Lightning Bolt
1 Fatal Push
3 Inquisition of Kozilek
3 Thoughtseize
1 Nihil Spellbomb
1 Terminate
1 Abrupt Decay
2 Kolaghan's Command
2 Maelstrom Pulse
4 Liliana of the Veil
3 Fulminator Mage
2 Anger of the Gods
1 Engineered Explosives
2 Collective Brutality
1 Liliana, the Last Hope
1 Ancient Grudge
1 Kalitas, Traitor of Ghet
1 Hazoret the Fervent
2 Nihil Spellbomb
1 Grafdigger's Cage
Play Affinity, Fish seem to me to be almost a bye for the Robots.
But seriously. . .
Engineered Explosives is a good card to have. Sweepers in general seem good but can be tough since many (most?) have double-color costs. Double-B should be reliable enough but double-R can be difficult to achieve in the face of resource denial. Anger of the Gods is otherwise a card that works pretty well as long as there aren't too many Lords in play. Single-mana removal is what you really want followed by something with a big butt.
Abrupt Decay and Maelstrom Pulse can help with Spreading Seas. They also work on the Fish themselves.
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
It was a slightly favorable matchup with lists prior to the unbanning of Bloodbraid Elf. Playing first obviously helps, but even if you don't, you absolutely cannot keep an uninteractive and/or slow hand. You're just setting yourself up for failure if you do. Fatal Push, Maelstrom Pulse and Engineered Explosives are great against them. I generally dump discard spells in games 2 and 3, but you should beware that they usually bring in some counter magic and sometimes removal spells like Dismember. As long as your current list has a lot of removal, you should be alright. However, Spreading Seas and getting curved out on the draw is pretty rough. They also now have Merfolk Trickster so I'm sure that gives them some advantages that I'm not used to yet, but I can't help you with that one. I guess just be aware that it's a thing now.
If you are on the draw and don't have a turn 1 discard spell, then play a fetchland and dont crack it. That you way you prevent a turn 2 Seas which is imo the strongest kind of opener they have. In case of doubt, always take a CA spell from their hand with your discard, namely Silvergill and Spreading Seas.
In general, they have a hard time dealing with a Goyf, for which reason Trickster could be a problem. It could be a blowout if you attack with Goyf and they flash in trickster to kill it by blocking.
Delver, what would you think of going back to 9x fetches instead by replacing Twilight Mire with Bloodstained Mire (just like it was before) to mitigate the issue of my R demands? I’ve really been enjoying having those 4x basics. How good is Twilight Mire really? I don’t know that I’ve missed it all that much. Maybe I’m crazy though.
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB
Goyf looses its ability shrinking it into a 0/1 for one turn.
You can certainly also cut mire, if you need the basics, sure.
https://www.mtggoldfish.com/deck/1106639
Modern
RUBW Affinity
BGR Midrange
UWR Control
RG Titan Shift
RW Burn
GW Bogles
G Tron
Plus Jundine herself (who’s obviously a proponent of 25 lands) mentioned that 24 lands with one less BBE seemed just as viable, as well as saying that Grim Flayer could very well be as much of a solution as we can get right now for our draw filtering issues. Anyway, just in case you needed some extra validation with authoritative appeal for a lower curved build, there’s that. Reid and Jadine are Jund’s only real champions on that level at the moment and I personally really value their takes on what the haps is.
Cool. Just wanted to make sure it wasn’t inherently unwise to not run Twilight Mire if one has access to it (i.e., isn’t running Damping Sphere in the 75). It’s been a Jund staple for quite some time. I’ve just really enjoyed having access to four basics lately. Plus, I like having extra fuel for Lavaman/Goyf/Flayer by having that extra fetch.
Also, I wanted to posit some less... normal inclusions. I mentioned Pithing Needle in the side as well as 4x Fulminator Mage. What about mainboard Engineered Explosives? There was a span of time where Jund ran one in the MB pretty regularly. It’s never dead and is often very good. It would feed Goyf and Flayer too, and solve some of the problems of not having a catch-all for pesky card types. Thoughts?
BRGJUNDGRB---BRHOLLOW ONERB---BGELVESGB---BRGLIVING ENDGRB---GWBOGLESWG
EDH:
BRGKARRTHUS, TYRANT OF JUNDGRB