Naturally, Bob's always a must-kill, but between 4 LOTV, 4 Push, 4 Trophy, 4 Field of Ruin and a Pulse, I honestly don't see how the matchup is anywhere remotely close to 50/50. We only have so many threats and we empty our hand very fast.
I do keep in TBR against Humans. I take it out against any deck that has instant-speed hard removal, Spellskite effects, or when I simply want to play a control role by keeping the board clear until I can take over with my threat (like Grishoalbrand). Keep in mind, this list runs GCR as well for a similar, Traversable effect.
Are you in the Discord channel yet Funeral? There's a bit of discussion going on there regarding all this.
Maybe I've just been lucky against BGx. I'm not saying I'm favored against them by any means. But other than Tron I would say BGx is the archetype I've played against most in MTGO leagues. I've been blown out many times by the IOK, Push, LOTV trio. But I've also got the drop on them plenty of times
So, for Peatland I don't think it's good news for Jund or Rock.
I'm wondering if Jund Shadow could play a playset of this. It furthers the plan and there's no Gurmag delving. 4x Bauble, 4x Wraiths and 4x Horizons could be sexy, especially as it helps bring down the life total for Shadow.
Or the land base may be too tight, I don't know. I think as of now the Peatland only looks realistic for this Shadow deck, it's going to be bad for the rest of the midrange fair decks.
It's.. gonna be great for The Rock and Jund, and completely unplayable in Shadow decks as these lands make it too difficult to manage your life total.
My thoughts exactly.
Shadow needs to be able to control its life total. And this can't splurge on life either (such as a fetch). I would say it's a hard pass for me, but it's a dream come true for the Rock. Some other cards are interesting. I like the new Planeswalker for RG. It can rebuy a fetch or ping stuff a la Liliana the Last Hope.
Oh and Nimble Mongoose is not an option. It doesn't even turn on ferocious. I would sooner play Werebear if it was printed. Overall not much action for Shadow players so far
What do we think about Force of Despair? It's a great way to pitch late game useless discards or Wraiths. Probably only good against heavy creature decks though. Maybe something for the SB
I don't think it helps enough against Humans, they can just play around it with Vial. Sure we'll hit two creatures with some luck, but then we're also down two cards, and that's provided we have something black to pitch. Not impressed.
I am very saddened to read the news on MTGSalvation. I have strong empathy for the site as it helped to get where I am today. Thanks, everyone for reading my primers and I hope we can continue our journey together on my website and discord server, where I still continue to post content frequently!
I'll maintain that Force of Despair and Wrenn and Six are the only remotely playable cards for JDS out of this whole set so far. And those are likely Sideboard at best
I've tested Wrenn and Six in JDS, and from my testing results, I think Wrenn and Six is actually maindeckable.
While Crucible of Worlds: The Planeswalker doesn't intuitively seem that good, what pushes her to playability in JDS where she failed in Jund (at least in my testing) is her ability to accelerate out Death's Shadow by recurring painful fetchlands. Also helping are JDS's low curve (to the point where supporting 3-drops can be a stretch), desire to hardcast Street Wraith (oh man, before Wrenn and Six, I've wished I could hardcast Street Wraith so many times), and greater need to deal with go-wide strategies that love X/1's.
When not hardcasting Street Wraith, having enough mana to regularly Traverse the Ulvenwald for a threat and play the threat in the same turn feels swell. Even better: playing 2 Traverses and 2 threats in the same turn!
Her ult pretty much always enables a kill in 1-3 turns, regardless of whether she lives post-ult, and you'd be surprised how often you can kill the turn you ult her. She takes almost too long a time to ult, though.
I traded out a fetchland for Nurturing Peatland to try to make Wrenn and Six a little better, and I don't regret it at all. It incurs pain early-game, and it pops for a card by the time your life total gets too low. Its turning Wrenn into a full draw engine feels great, but I've never tutored for it with Traverse.