I agree. Based on a list someone else is also currently tweaking, I increased the number of Field of Ruins I've been playing to three, and it has been fantastic! I don't know why I was so scared to try it since I've done similar things with Jeskai. It was recently posted on the FB group, and I've already seen that SSpeigel is not a fan of it, but it's been really sweet for me.
Three Fields in a three-color deck sounds very risky to me. I don't think Jund wants to be playing Ponza mode like The Rock does as we want to be able to close games a bit faster than that. What did you cut for them?
The first live run went very well. I was shocked. I also initially wasn't a fan of the idea, but Jeskai had done it to decent success (when Lightning Bolt was better positioned), which is why I didn't think it would be a huge problem. I don't know how the guy I saw on Facebook did it with 24 lands, but I went to 25. It seems unbelievably greedy to run any Field of Ruin in a 3-color deck. In any case, I'm going to continue tweaking it. It seems pretty nice against Tron and control builds. I'm looking to test against Phoenix and Humans next.
Congrats to FlyingDelver for the outstanding performance at the Seattle Tacoma Modern 5K. I would recommend everyone take a look at the tournament report and video provided in the link below. And throwing the bolts to win in the finals.... classic.
It is an outstanding performance, and a great job! However, this is not FlyingDelver - it is a tournament report from Peter Bui. It says so in the byline - which granted is a bit hard to spot unless you're looking for it.
Looking at this flood of lists that just got added to mtggoldfish (IQ’s, MOCS, Leagues, etc.), something stuck out to me. There are a ton of Walkers being played right now. It looks like UW Control has turned into a Superfriends deck. I’m looking hard at two cards.
One is The Elderspell as a hoser for particularly UW Control. There are other lists I’m seeing where it’d be a relevant SB inclusion, but for that Azorius MU, it could very possibly be a blowout, and that’s why I’m looking seriously at it for my SB if these super PW heavy lists become the norm. You’re sure to have at least one target for it. Nailing two Walkers simultaneously would be insane value. Hitting one with a Lili out would be sweet. Destroying two walkers and adding 4 loyalty to your Lili would be GG.
The other is Abrupt Decay. Decay is looking super relevant right now. Lots of 3cmc Walkers, and all kinds of pesky artifacts and enchantments. The can’t be countered clause is obviously huge against Control (more-so than ever with all these new Walkers they want to protect), and it’s nice against Infect too, which seems to be on the rise.
Anyway, I’m curious if y’all’ve seen these lists and have drawn similar conclusions.
I'm just riding with Assassin's Trophy. It cleans up most of that stuff at instant speed and is still relevant against other decks. I will say that U am a little more interested in Abrupt Decay lately.
Same here, Decay is looking more appealing with that annoying little new Teferi out.
Elderspell is a bit too conditional for my tastes and gets blown out by literally every counterspell that UW might run including Spell Snare. The sorcery speed is a major drawback. Trophy, Pulse, Decay. Running Choke in my sb right now but it might be too narrow.
UW has gotten so many good toys in the past two years, which is fair enough, but man I hope MH helps us out a bit as well. BBE and Trophy alone aren't going to cut it at this rate.
I've never liked trophy in jund. For me, it has to do with the fundamental philosophy of the deck. I think it's a fine addition to straight BG rock, which usually seeks to prolong games and get value from Field of Ruin/Tracker, so that the land from trophy is basically irrelevant. Jund, in contrast, is much worse at stabilizing: not only does it have a more painful fetch-shock manabase, but the 4 Bobs will often flip one of 4 Bloodbraid Elves whether you like it or not. Rather than trying to get more complete control of the game, Jund simply tries to kill the opponent as quickly as possible. Trophy counteracts the plan of overwhelming the opponent with Tarmogoyf and Ravine before they can can draw what they need. The extra land will not always matter, but sometimes, it will allow them to execute their gameplan and nullify the previous disrupting we did, whether that was attacking the hand or board, and prevent us from going over the finish line.
Yeah, do you want to lose to Tron all the time or 2/3 of the time, is the question regarding Trophy basically.
Assassin's Trophy alone is barely a speed bump for Tron. It's a better plan for Rock because they can run Field of Ruin or Ghost Quarter main-deck and thus have multiple ways to destroy lands main-deck along with some number of Fulminator Mages side-board. Throw in a few Surgical Extraction and Rock has a good chance to keep them off of the big mana, especially after side-boarding. Jund probably isn't nearly as likely to achieve that and should rely on killing them quickly. Fortunately, Jund is a little better at that than Rock.
What does everyone think of Wrenn and Six? Cut down to 23 land maybe, and run 2-3 of him? The retrace late game could be great if you have him on the field, pitch a land to cast a spell from grave, get the land back to play it for turn. Or do it the other way if you have no land to pitch, get a land then pitch it to cast a spell. Seems like he could be pretty decent. Biggest problem I see is there are already a lot of 2-drops that we want to play. Overall though, I see some potential in him.