[LEFT]Usually the deck's plan is to disrupt your opponent's game plan during the early stage of the game, and accelerate into bigger spells that will dominate your opponent in the late-game. Jund's strength is the ability to create card-advantage that exhausts your opponent both via 1) Resilient creatures and 2) non-creature spells that draw cards or destroy hands.
Jund colours provide us with those high-efficient creatures that provide both beating power and additional value. There are also excellent planeswalkers just in the right colours for us: Liliana of the Veil, Garruk Relentless and Garruk, Primal Hunter. The card pool also allows us to have a transformative sideboard to turn this deck highly aggressive or highly defensive for the game two. It is indeed important to understand the duality of the deck.
"Midrange decks in this definition are slower creature-based decks who trump the speed of fast aggro with better quality from their somewhat more expensive spells, an Example of which is the modern Jund deck that utilises the card advantage from creatures like Bloodbraid Elf--"
"Midrange decks sport relatively high mana curves. They contain spells for the early game that lead into cards included for the midgame. There's also relatively good incentive to play 'scaling' cards like Fireball that get better and better as the game progresses."
"I've said it once, and I'll say it again — the most important thing to know about midrange beatdown is this: “Against combo and control, you attack. Against aggro, you block.” It's classic Who's The Beatdown." [/LEFT]
The key cards:
[left]Farseek
This card might actually be the single most important card for the deck altogether. Mana-fixing and acceleration are the cruxes of this deck, and Farseek does both really well.
Huntmaster of the Fells
A rather obvious choice. Huntmaster provides value, and is at the perfect spot of the curve. The only con is that he is weak to board wipe, much unlike Thragtusk is. Huntmaster can also be outclassed by bigger creatures.
Thragtusk
Thragtusk is the hottest creature in green at the moment, and he fits the bill perfectly for us. Life gain is just as vital as a built-in 2-for-1. Thragtusk is good for both stalling the game and being aggressive.
Olivia Voldaren
One of the most flexible and powerful creatures we can ask for. You can either cast him, ping any creature for two the following turn and attack for five, or just take out some Blood Artists or spirit tokens and leave her as the ultimate roadblock. She can be both aggressive and controlling at the same time. When Olivia sticks, you win.
[/left]
Creature & PW & utility spells:
[LEFT]1 CMC [COLOR="Orange"][Staple][/COLOR] Arbor Elf
-The only manadork at our disposal. Arbor Elf accelerates us into bigger spells, but on the other hand he is suspectible to removal, weakens your manabase and doesn't fix your mana unlike Farseek does. Arbor Elf can make a turn three Thragtusk or a Garruk, the Primal Hunter and makes your Bonfires and Mizzium Mortars better. Best against aggressive decks, while lacking in the mirror. Keep in mind to include some Forests in your deck if you wish to play Arbor Elf.
Deathrite Shaman
-Wars of attrition are in your favor when you play this guy, and he hoses graveyard-strategies, but against some decks he doesn't always give enough value. Deathrite Shaman is always good against Snapcaster-decks and Reanimator-decks, which makes him a decent sideboard choice in the least.
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2 CMC [COLOR="Orange"][Staple][/COLOR] Farseek
-This card might actually be the single most important card for the deck altogether. Mana-fixing and acceleration are the cruxes of this deck, and Farseek does both really well.
[COLOR="Orange"][Staple][/COLOR] Ground Seal
-A card that hates on specific strategies that include Unburial Rites and Angel of Serenity. Ground Seal also occasionally shuts down any Snapcasters your opponent might run, and still draws you a card, making it a maindeckable card.
[COLOR="SandyBrown"][Suggested][/COLOR] Strangleroot Geist
-One of the best creatures in green. Geist is good for both blocking and hitting your opponent. An early threat that must be answered by your opponent is always great. However, this card can be easily outmatched by bigger creatures, and double-green in the manacost is somewhat restrictive.
Gyre Sage
-A great creature card for beatdown oriented decks, that made good showing at the Pro Tour Gatecrash. Gyre Sage is exceptional in creature-heavy decks, but may not fit perfectly into traditional Jund Midrange strategies.
Grisly Salvage
-It doesn't give you CA like Sign in Blood does, and it doesn't accelerate like Farseek does. However, this card is great for smoothening your draws, digging for answers in longer games, sends Sever the Bloodlines to graveyard, is easy on the mana, and sometimes even fuels Deathrite Shaman.
Lotleth-Troll
-A great beatdown creature. The catch is the super-high resiliency, and the deck's capability to get rid of opponent's roadblocks.
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3 CMC [Color=Orange][Staple][/Color] Liliana of the Veil
-An excellent CA machine. Against control you can tick her up to 6, emptying the opponents hand while being in topdeck mode yourself. If you can ultimate Liliana of the Veil against any deck, you have won the game. Cruel Edict -effects are very valuable in the current meta.
[Color=Orange][Staple][/Color] Vampire Nighthawk
-This card has no real competitors at the 3-slot when you are facing aggressive creature-strategies. He can eat an Angel of Serenity or an Aurelia, the Warleader while gaining you life. Nighthawk is, however, abysmal when it comes to beatdown.
[COLOR="Orange"][Staple][/COLOR] Rakdos Keyrune
-A decent manafixer and accelerator. On top of that you get a 3/x first-striker that can survive the combat untouched against opposing Thragtusks. The Keyrune also dodges sorcery-speed removal, which is a huge upside in the current meta.
[COLOR="sandybrown"][Suggested][/COLOR] Underworld Connections
-Against fast aggro decks, this card is rather horrid. In long games against grinding control, Underworld Connections is absolutely golden. It's a CA-machine your opponent simply can't touch.
Wolfir Avenger
-A resilient, beefy creature, with a huge potential for 2-for-1's when flashed during combat phase. Good against both control and aggro. The 3-power is enough to fight a big portion of the common creatures in the meta favourably (read: Thragtusk, Geraf's Messenger, Centaur Healer etc.). If your deck can handle the GG in casting cost, consider this card.
Borderland Ranger
-Great for smoothening your draws. He replaces himself with a land in your hand, which is often golden. 2/2 body can trade with a plethora of enemy's threats, and even do some beating if possible.
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4 CMC [COLOR="Orange"][Staple][/COLOR] Huntmaster or the Fells
-A rather obvious choice. Huntmaster provides value, and is at the perfect spot of the curve. The only con is that he is weak to board wipe, much unlike Thragtusk is. Huntmaster can also be outclassed by bigger creatures.
[COLOR="Orange"][Staple][/COLOR] Olivia Voldaren
-One of the most flexible and powerful creatures we can ask for. You can either cast him, ping any creature for two the following turn and attack for five, or just take out some Blood Artists or spirit tokens and leave her as the ultimate roadblock. She can be both aggressive and controlling at the same time. When Olivia sticks, you win.
Garruk Relentless
-An easy mana cost with the ability to create board presence at the sweet 4-drop-slot. If you can flip him, he becomes better. We love nothing more than saccing our Wolf-tokens into new Huntmaster of the Fells or Thragtusks. Garruk Relentless is also better mainboard material than his bigger version, since he can act as a removal on top of having smaller CMC. The con is that you can't increase his loyalty without flipping him first, making him a bit vulnerable.
Falkenrath Aristocrat
-A hyper aggressive creature. She isn't as beneficial a blocker as Thundermaw Hellkite is, let alone Vampire Nighthawk, so if you play this creature you should probably have an overall more beatdown oriented version of the deck. Lotleth-Troll, Dreg Mangler and Thundermaw Hellkite are your best friends in that case.
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5 CMC [COLOR="Orange"][Staple][/COLOR] Garruk, Primal Hunter
-The casting cost is somewhat restrictive, but there is an incentive to play a planeswalker that can create good board presence and massive amounts of CA. Admittadly fighting for the title of the most powerful planeswalker in standard.
[COLOR="Orange"][Staple][/COLOR] Thragtusk
-Thragtusk is the hottest creature in green at the moment, and he fits the bill perfectly for us. Life gain is just as vital as a built-in 2-for-1. Thragtusk is good for both stalling the game and being aggressive.
[COLOR="SandyBrown"][Suggested][/COLOR] Thundermaw Hellkite
-An excellent sideboard card at the least. Hellkite is a true Planeswalker-slayer, a definite answer to Jace, Architect of Thought and Tamiyo, the Moon Sage. Thunder Hellkite is an excellent card when you have to assume the beatdown role.
Bloodgift Demon
-When you are playing against an opponent that lets you stabilize, Bloodgift Demon truly shines. You will probably side this out against the fastest aggro match-ups, though.
Vraska the Unseen
-If you want to capitalize on her, you need to be able to shoot stuff at least twice. She needs protection and long games to work for you, but if you can pull it off you are looking at a flexible removal-machine. If you face a lot of control strategies, Vraska is a good sideboard card. Relevant against Assemble the Legion and opposing Planeswalkers.
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6 CMC [COLOR="Orange"][Staple][/COLOR] Sire of Insanity
-An excellent card against control. The 6/4 body means that Sire isn't a dead card against aggro like Rakdos's Return is. Sire of Insanity nullifies any card-advantage a player might gain over the course of a turn, and shuts down Sphinx's Revelations permanently.
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X CMC [COLOR="Orange"][Staple][/COLOR] Kessig Wolf Run
-Get extra mileage out of your creatures! The ultimate mana-dump for any deck. This card messes with combat math and makes every creature a must-answer threat. Vampire Nighthawk loves this land for creating massive life-total swings.
[COLOR=SandyBrown][Suggested][/COLOR] Cavern of Souls
-Jund Midrange has a very stable manabase, so the deck can get away with running lands that don't produce coloured mana. Cavern of Souls is a way to fight counterspells without devoting any slots for it. Sire of Insanity and Thragtusk are your primary targets.
Stensia Bloodhall
-Pinging your opponent for two damage per turn might turn out to be a very powerful effect, since the games against control tend to last very long as of now. Unless your opponent plays land destruction, Stensia Bloodhall can steal you victories over control and is well worth the colourless land slot.
[/LEFT]
Removal & disruption:
[LEFT]1 CMC [color=orange][Staple][/color] Duress
-Duress is a great sideboard-inclusion to fight any slow, spell-heavy decks. Duress is especially relevant against tempo-oriented strategies where you need to play your spells as fast as possible, and against counterspells where you need a way to sneak in your big spells like Rakdos's Return or Sire of Insanity to close the game.
[color=orange][Staple][/color] Tragic Slip
-A flexible removal spell that can kill almost any creature when morbid is online.
[COLOR="SandyBrown"][Suggested][/COLOR] Appetite for Brains
-Appetite of Brains doesn't deal with counterspells or Sphinx's Revelation like Duress does, so this card should be brought against Junk reanimator and other midrange-decks instead. Exiling is relevant against Reanimator-strategies and decks running Angel of Serenity.
[COLOR="SandyBrown"][Suggested][/COLOR] Pillar of Flame
-A cheap removal spell that is good against Gravecrawlers, Strangleroot Geists, Voice of Resurgences, Blood Artists and aggressive strategies in general. However, Pillar of Flame usually belongs in the sideboard since dealing only two damage isn't enough against most decks.
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2 CMC [COLOR="SandyBrown"][Suggested][/COLOR] Dreadbore
-This card is usually an automatic maindeck card solely for its ability to kill unconditionally.
[COLOR="SandyBrown"][Suggested][/COLOR] Mizzium Mortars
-A highly efficient spot removal. The cheap casting cost means Mizzium Mortars is decent against fast aggressive strategies, and the possibility to overload makes it powerful against slower creature-centric decks as well. Mizzium Mortars is at its best against green-centric beatdown decks.
[COLOR=SandyBrown][Suggested][/COLOR] Abrupt Decay
-Though sometimes unable to kill any relevant creatures, Abrupt Decay shines against aggro and control decks running Detention Spheres and Oblivion Rings. It is noteworthy that this card can be the answer to things that regular burn can't answer.
[/COLOR]Ultimate Price
-A cheap removal spell that is only relevant in the right meta-game.
Searing Spear
-A decent removal spell against aggro that can occasionally kill a planeswalker or close the game.
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3 CMC [COLOR=Orange][Staple] [/COLOR]Putrefy
-The best single-target removal this deck has. Putrefy kills almost any creature at instant speed. However, the high casting cost makes this spell only mediocre against the fastest aggressive decks.
Tribute to Hunger
-The ability to gain life while removing problematic creatures is often a great pro. Could be relevant against a deck that runs only few winning creatures that targeted removal can't kill.
Rolling Temblor
-There isn't much reason to run this spell, unless you are facing lots Geist of Saint Thrafts and/or White-Wheenie -strategies, and your Vampire Nighthawks are too easily disrupted.
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4 CMC [color=orange][Staple][/color] Slaughter Games
-An excellent sideboard card against decks that rely heavily on just few powerful cards.
[COLOR="SandyBrown"][Suggested][/COLOR] Sever the Bloodline
-A flexible removal spell, although somewhat expensive. However, the ability to cast this spell twice and to exile instead of killing are probably enough reasons to maindeck this. Great against all control variations.
Mutilate
-This card's impact will be very small unless you lean extremely heavily on black. Even then it can be very counter-intuitive with your deck's strategy. The ability to kill Lotleth Trolls and Falkenrath Aristocrats deserves a mention, though.
Barter in Blood
-Relevant against regenerating and hexproofed creatures. Good sideboard-inclusion to fight Bant Hexproof and other aggressive decks in general.
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5 CMC Curse of Death's Hold
-An impactful but slow card that is relevant against cards like Lingering Souls and Falkenrath Aristocrat.
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X CMC [COLOR="Orange"][Staple][/COLOR] Rakdos's Return
-Rakdos's Return is a powerful tool to gain card-advantage. You should always try to cast this spell so that it will empty your opponent's hand, to ensure that your opponent loses his most important cards. Rakdos's Return is meanignless against aggressive strategies, but against slower decks playing a hand-emptying Rakdos's Return before your opponent plays a Sphinx's Revelation or his own Rakdos's Return is often an instant win.
[COLOR="Orange"][Staple][/COLOR] Bonfire of the Damned
-Bonfire of the Damned represents massive reach against slow creature-decks. It is also strong against decks like The Aristocrats that plays Lingering Souls and other weak creatures, Naya Blitz that plays more but weaker creatures than traditional Rx aggro-decks. Strong against any deck when miracled.
Gaze of Granite
-Good against creature-tokens and decks playing numerous cheap noncreature permanents, like Bant Hexproof.
Magmaquake
-Having a board wipe at instant speed is big, but Magmaquake falls disappointingly short for us. If it doesn't fly, and has toughness from 1 to 3, we can already answer it with our creatures. Even Rolling Temblor seems more fitting in many cases.
Blasphemous Act
-This is the most powerful sweeper we can play. For us it's the only removal that can realistically kill Sigarda, Host of Herons.
[/LEFT]
I will update the Primer to keep it up with the standards of the Established Sub-Forum. All suggestions, even minor ones, are highly appreciated! I believe that this one Primer is enough to cover the Jund-deck's strategy, until distinctive varations emerge.
I've come to the conclusion that Kessig Wolf Run should not be the only utility land mentioned. I've had great succes with Stensia Bloodhall. For 5 mana + tapping the land you get +3/+0 and trample on a creature or 2 damage to the face. With lifelink, or trampling damage Run is stronger. But vs control I'd rather have the Bloodhall, this puts a very definite clock on them.
I do run a more black centric list though.
Uupsie Thanks, certainly a typo, I don't want to look dumb. Although Plainswalking is kind of cute... Bloodhall deserves a mention, indeed. It would be great to run both, but I don't know how many colourless mana-sources this deck can handle. Certainly something to look at.
I had a long discussion with a fellow player after drafting last night, he and I both came to the conclusion that Bonfire should definitely be in the deck, as at least a 2-of MD, as it's an out to GoST, as well as being just fine against everyone else, and still being the game-ender off the top, from time to time. That said, we also agreed that if you're playing Underworld Connections, you should have them MD as they are so strong across the board, and against the hyperaggro decks, it's easily boarded out. But, where it's good, it's REALLY good.
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Nocturnal God of Chaos of The Æsir Probably the most random person you will ever meet. Trust me on this one. Well, I'm off to poop.
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
I added the [Staple] and [Suggested] Prefixes for those unfamiliar with the archetype to make it easier to get a grasp of what are the most common card-choices. I try to be as political as possible with using them, hope you like it.
Would it be accurate to call this a "Removal Deck"? It seems like it's based on blasting everything in sight and then dropping mid range creatures when the dust settles to win.
Would it be accurate to call this a "Removal Deck"? It seems like it's based on blasting everything in sight and then dropping mid range creatures when the dust settles to win.
It's not really like that at all, have you played with this deck yourself? Blasting everything in sight is not really descriptive since it's very uncommon to run boardwipes, other than Mizzium Mortars and Bonfire of the Damned that is. The number of removal ranges typically from 9-12 or so, so even the number isn't that high.
It's more like "Kill the the few stuff I can't deal with, then make them weep at the sight of Thragtusk/Huntmaster/Olivia."
Some of the choices as you can imagine are meta-game dependent, so won't be relevant for some here, but might be worth knowing should a shift happen locally or otherwise...
My meta game is full of Midrange and Miracles -
The midrange decks being very diverse, G/W, Naya, Junk, Grixis, Jund, you name it...
Deadbridge Goliath - Nobody is sold on this card other than myself it seems - Of course everyone that it bashing or remaining skeptical have actually failed to test the card and are simply, Huntmaster was good last season, it must be good this season - Ever heard of delver??????????
Deadbridge Goliath has a lot to do with me winning this weekend, for some very simply reasons...
My Huntmaster's are worse than those found in G/W and Naya, due to the presence of restoration angel...
Deadbridge Goliath beats Huntmaster, more info in match report to come..
Deadbridge Goliath on T3 also trumps almost every board position at that current point in the game..
It has 2 lives, it allows me to go over the top of re animator by making my creatures simply bigger, it's a small check against Mill Jace and Rakdos's Return..
Works well with the Grisly salvage in the deck, and is generally great CA in general..
Grisly Salvage It's really good - It looks 5 card deep and gives you the best creature available, or the one you need at the time - 5 cards, is a lot of cards...
I had a Grisly Salvage of - Olivia, Hellkite, Goliath, Nighthawk, Land - I'd Say that is pretty good..
Pre-FNM Testing
4-1 Against Michael Hetricks Esper Control List
1-0 Against - Grixis Midrange
Match Report
Round 1: Junk Reanimator 2-0
Game 1 A T3 Goliath to begin the beats - Opponent managed to Reanimate a Griselbrand that was promptly severed the following turn - Opponent neglected to draw off of Griselbrand, not sure why - Might have been because the Goliath is so damn huge...Opponent played a Thragtush to stabilze, I followed with Olivia, which won the game...
Game 2
Early Nighthawk for me to start the beats - Opponent was slightly land light so I decided to pop a removal spell early on his mana dork, that worked out great later on...Opponent managed to Get an Angel of Serenity into his grave on t3 - But a timely Slaughter Games, took care of that - Opponent stumbled on 4 mana, unable to cast the thragtusk in his hand - I played my own, and went all the way with it...
A guy played a list like this in last weeks SCG open and did well with it...
Deadbridge Goliath was a monster in this match, it validated all the reasons I play it
Game 1 Opponent won the role - Huntmaster on T4 - Goliath followed from me - This is where Goliath Shined - Opponent flipped the huntmaster multiple times with Restoration angel, but couldn't make any real progress due to Goliath Beating his board - I played a Primal Hunter that simply made 2 beasts and was dispatched due to a combination of a flying resto angel and Ravager Trigger - I managed to coerce 2 angels out of my opponents hand and sever them both, leaving him with Huntmaster, and me with that one Goliath which still has control of the board despite multiple flips - My opponent is low on cards at this point so I switch to attack mode and begin the beats, Dreadbore kills a Niv-Mizzet - Due to my opponents low life total, his second Niv is forced to trade with my Goliath, expect you know, my Goliath has Scavenge, giving me a card even in death - Olivia Followed from me, due to my opponent being low on cards, the Goliath in my yard and the Olivia, opponent simply scoops.
Game 2 Opponent kept a risky hand as he admitted, but it did have mortars, tamiyo and some other goodness - Unfortunately for him, I play a T3 Goliath, which also happens to be Mortar Proof - Opponent plays huntmaster - I follow up with a t4 Hellkite - Opponent is forced to chump the Goliath - He plays another Huntmaster - I overload mortars swing for 10, opponent say's that is enough...Notice the difference that Goliath makes over if I had Huntmaster in it's place...
Round 3: - U/W/R Miracles - 2-0
Game 1 Game was quite close, despite me never feeling like I could loose, It was close due to Mill Jace and multiple feeling of Dreads..
Turns out when you mill Goliaths................
I had Hellkites at the ready for an alpha strike though an entreat - I never needed to over-extend into wraths/terminus, due to the quality nature of our threats and the Scavenge ability on Goliath..
Game 2 Not sure what happened in this game - It was over fairly quickly tho - Didn't see a SB card, but didn't need to..
Round 4: G/W Midrange 2-0
Game 1 I won this game convincingly but had to play smart, to win through township and multiple beaters..
Opponent got off to a quick start with a Smiter on T2 - My start was without the aid of a farseek, so was quite slow - I took some beats but back to back Thragtusks brought me back into the game - I Played Olivia, did some maths, I was holding Hellkite in hand - I took some damage, did a bunch of chump blocking - I choose not to Mind Control any creatures, I was land light Instead I took Olivia to 5/5, cast creatures to get in the way of my opponents and waited to play the hellkite I was holding to swing for lethal in one strike...
Game 2 Opponent Mulled to 6 - I took a look at his hand with Appetite, after I killed his Smiter - It was a dork and a bunch of lands - A Rakdos's Return and a Thragtusk Later was too much for my opponent...
I good night overall, didn't drop a game, I underestimated the meta slightly, so need to change some cards around - I'm sticking with Grisly Salvage and Goliath for now, they have worked out supremely well, the CA is something that is really welcome - It's Jund after all, it's what it does....
Comments, Criticisms, advice, questions, welcomed and encouraged....
There's actually a whole thread for these reports, would you mind to post this where it "belongs"? Many thanks for the contribution, nonetheless!
@Tiemuuu I really like your description of the deck as that is exactly how it feels playing the deck. People already hate seeing Thrag, Huntmaster, and Olivia and having to see them backed by some of the best removal standard has seen for a long time (besides lightning bolt and maelstrom pulse) really puts a hamper on one's day.
The deck feels like it has no *really* bad matchups, just matchups that require some moderate sideboarding to be super effective against. Really fast Rakdos Aggro or RDW hands or decks that main 4 GoST and lots of counters and drop him on turn 3 (or 2 if its bant) and/or poor draws on our part are probably our worst things to see. The deck is very resilient and can grind out victories over most other decks.
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First tournament top 8 11/4/12 at the SCG IQ in Santa Cruz!
@Tiemuuu: Can you remove my list from the community deck list section. Its very poor compared to anything else brewed.
Of course. If you have a new list, you can PM it if you want. That goes for everyone really, if you have a list to showcase, PM me about it and I'll include it!
@Tiemuuu I really like your description of the deck as that is exactly how it feels playing the deck. People already hate seeing Thrag, Huntmaster, and Olivia and having to see them backed by some of the best removal standard has seen for a long time (besides lightning bolt and maelstrom pulse) really puts a hamper on one's day.
The deck feels like it has no *really* bad matchups, just matchups that require some moderate sideboarding to be super effective against. Really fast Rakdos Aggro or RDW hands or decks that main 4 GoST and lots of counters and drop him on turn 3 (or 2 if its bant) and/or poor draws on our part are probably our worst things to see. The deck is very resilient and can grind out victories over most other decks.
Many thanks mate Nothing really bad, although in my opinion reanimators is easily the worst one, and calls for some extensive sideboarding in the least. I'll include a section that analyzes the match-ups soon.
Nocturnal God of Chaos of The Æsir Probably the most random person you will ever meet. Trust me on this one. Well, I'm off to poop.
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
This deck should be called Hunger Games... Jund is so 3 blocks ago...
On topic, I see a lot of lists today running Thundermaw Hellkite, but I also see many that are not... is there a flaw with this beater that I am missing?
On topic, I see a lot of lists today running Thundermaw Hellkite, but I also see many that are not... is there a flaw with this beater that I am missing?
I think it is because some jund lists are more aggro-oriented than others.
I've actually not been running them in my green heavy build, and I don't mind not having them. Avenger solves the Thragtusk issue, and I don't find the ramp absolutely essential. I'm running a fuller creature suite and some grisly salvage. I find the keyrune is best against terminus, and even then isn't 100% necessary.
I've actually not been running them in my green heavy build, and I don't mind not having them. Avenger solves the Thragtusk issue, and I don't find the ramp absolutely essential. I'm running a fuller creature suite and some grisly salvage. I find the keyrune is best against terminus, and even then isn't 100% necessary.
I second this. I did consider the Keyrune though -It has been showing in multiple well-placed decks, and probably deserves the "Suggested" prefix.
On topic, I see a lot of lists today running Thundermaw Hellkite, but I also see many that are not... is there a flaw with this beater that I am missing?
I think it's up to the prevelance of control lists running walkers. And personal preference, of course.
I've actually not been running them in my green heavy build, and I don't mind not having them. Avenger solves the Thragtusk issue, and I don't find the ramp absolutely essential. I'm running a fuller creature suite and some grisly salvage. I find the keyrune is best against terminus, and even then isn't 100% necessary.
This does not mean that the card is not very good in the deck itself. most of the lists on modo and scg circuits have been running them very consistently
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top 100 SCG Sacramento
1st place GPT Seattle
1st place GPT Anaheim
This does not mean that the card is not very good in the deck itself. most of the lists on modo and scg circuits have been running them very consistently
I just don't think the card is a staple. It's very good against a control matchup, it's great against Thragtusk, I just don't think every list needs it. W/o it as a 2-of I have more room for removal and other things I think help me out better.
Seeing keyrune as your 3 drop puts you in a bad spot against aggro.
It's only bad against Zombies, which doesn't seem to be getting much play(to the surprise of absolutely everyone). UWR GoST.dec is the popular aggro choice right now, and Keyrune is definitely fine against them.
It's also worth noting that none of the Jund decks we have seen on camera today have SRG or Avenger in them. One of them just won and is X-1 going into the final round, and another was X-1 at the start of the round. I really don't think that Avenger/SRG is the correct plan for this deck, and IMO these event results(this week and last week) are proving me correct.
Random suggestion: try Mana Bloom in place of Farseek. It's WAY better than it seems.
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Nocturnal God of Chaos of The Æsir Probably the most random person you will ever meet. Trust me on this one. Well, I'm off to poop.
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
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What the deck is about:
[LEFT]Usually the deck's plan is to disrupt your opponent's game plan during the early stage of the game, and accelerate into bigger spells that will dominate your opponent in the late-game. Jund's strength is the ability to create card-advantage that exhausts your opponent both via 1) Resilient creatures and 2) non-creature spells that draw cards or destroy hands.
Jund colours provide us with those high-efficient creatures that provide both beating power and additional value. There are also excellent planeswalkers just in the right colours for us: Liliana of the Veil, Garruk Relentless and Garruk, Primal Hunter. The card pool also allows us to have a transformative sideboard to turn this deck highly aggressive or highly defensive for the game two. It is indeed important to understand the duality of the deck.
"Midrange decks in this definition are slower creature-based decks who trump the speed of fast aggro with better quality from their somewhat more expensive spells, an Example of which is the modern Jund deck that utilises the card advantage from creatures like Bloodbraid Elf--"
"Midrange decks sport relatively high mana curves. They contain spells for the early game that lead into cards included for the midgame. There's also relatively good incentive to play 'scaling' cards like Fireball that get better and better as the game progresses."
"I've said it once, and I'll say it again — the most important thing to know about midrange beatdown is this: “Against combo and control, you attack. Against aggro, you block.” It's classic Who's The Beatdown." [/LEFT]
The key cards:
This card might actually be the single most important card for the deck altogether. Mana-fixing and acceleration are the cruxes of this deck, and Farseek does both really well.
Huntmaster of the Fells
A rather obvious choice. Huntmaster provides value, and is at the perfect spot of the curve. The only con is that he is weak to board wipe, much unlike Thragtusk is. Huntmaster can also be outclassed by bigger creatures.
Thragtusk
Thragtusk is the hottest creature in green at the moment, and he fits the bill perfectly for us. Life gain is just as vital as a built-in 2-for-1. Thragtusk is good for both stalling the game and being aggressive.
Olivia Voldaren
One of the most flexible and powerful creatures we can ask for. You can either cast him, ping any creature for two the following turn and attack for five, or just take out some Blood Artists or spirit tokens and leave her as the ultimate roadblock. She can be both aggressive and controlling at the same time. When Olivia sticks, you win.
[/left]
Creature & PW & utility spells:
[COLOR="Orange"][Staple][/COLOR] Arbor Elf
-The only manadork at our disposal. Arbor Elf accelerates us into bigger spells, but on the other hand he is suspectible to removal, weakens your manabase and doesn't fix your mana unlike Farseek does. Arbor Elf can make a turn three Thragtusk or a Garruk, the Primal Hunter and makes your Bonfires and Mizzium Mortars better. Best against aggressive decks, while lacking in the mirror. Keep in mind to include some Forests in your deck if you wish to play Arbor Elf.
Deathrite Shaman
-Wars of attrition are in your favor when you play this guy, and he hoses graveyard-strategies, but against some decks he doesn't always give enough value. Deathrite Shaman is always good against Snapcaster-decks and Reanimator-decks, which makes him a decent sideboard choice in the least.
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2 CMC
[COLOR="Orange"][Staple][/COLOR] Farseek
-This card might actually be the single most important card for the deck altogether. Mana-fixing and acceleration are the cruxes of this deck, and Farseek does both really well.
[COLOR="Orange"][Staple][/COLOR] Ground Seal
-A card that hates on specific strategies that include Unburial Rites and Angel of Serenity. Ground Seal also occasionally shuts down any Snapcasters your opponent might run, and still draws you a card, making it a maindeckable card.
[COLOR="SandyBrown"][Suggested][/COLOR] Strangleroot Geist
-One of the best creatures in green. Geist is good for both blocking and hitting your opponent. An early threat that must be answered by your opponent is always great. However, this card can be easily outmatched by bigger creatures, and double-green in the manacost is somewhat restrictive.
Gyre Sage
-A great creature card for beatdown oriented decks, that made good showing at the Pro Tour Gatecrash. Gyre Sage is exceptional in creature-heavy decks, but may not fit perfectly into traditional Jund Midrange strategies.
Grisly Salvage
-It doesn't give you CA like Sign in Blood does, and it doesn't accelerate like Farseek does. However, this card is great for smoothening your draws, digging for answers in longer games, sends Sever the Bloodlines to graveyard, is easy on the mana, and sometimes even fuels Deathrite Shaman.
Lotleth-Troll
-A great beatdown creature. The catch is the super-high resiliency, and the deck's capability to get rid of opponent's roadblocks.
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3 CMC
[Color=Orange][Staple][/Color] Liliana of the Veil
-An excellent CA machine. Against control you can tick her up to 6, emptying the opponents hand while being in topdeck mode yourself. If you can ultimate Liliana of the Veil against any deck, you have won the game. Cruel Edict -effects are very valuable in the current meta.
[Color=Orange][Staple][/Color] Vampire Nighthawk
-This card has no real competitors at the 3-slot when you are facing aggressive creature-strategies. He can eat an Angel of Serenity or an Aurelia, the Warleader while gaining you life. Nighthawk is, however, abysmal when it comes to beatdown.
[COLOR="Orange"][Staple][/COLOR] Rakdos Keyrune
-A decent manafixer and accelerator. On top of that you get a 3/x first-striker that can survive the combat untouched against opposing Thragtusks. The Keyrune also dodges sorcery-speed removal, which is a huge upside in the current meta.
[COLOR="sandybrown"][Suggested][/COLOR] Underworld Connections
-Against fast aggro decks, this card is rather horrid. In long games against grinding control, Underworld Connections is absolutely golden. It's a CA-machine your opponent simply can't touch.
Wolfir Avenger
-A resilient, beefy creature, with a huge potential for 2-for-1's when flashed during combat phase. Good against both control and aggro. The 3-power is enough to fight a big portion of the common creatures in the meta favourably (read: Thragtusk, Geraf's Messenger, Centaur Healer etc.). If your deck can handle the GG in casting cost, consider this card.
Borderland Ranger
-Great for smoothening your draws. He replaces himself with a land in your hand, which is often golden. 2/2 body can trade with a plethora of enemy's threats, and even do some beating if possible.
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4 CMC
[COLOR="Orange"][Staple][/COLOR] Huntmaster or the Fells
-A rather obvious choice. Huntmaster provides value, and is at the perfect spot of the curve. The only con is that he is weak to board wipe, much unlike Thragtusk is. Huntmaster can also be outclassed by bigger creatures.
[COLOR="Orange"][Staple][/COLOR] Olivia Voldaren
-One of the most flexible and powerful creatures we can ask for. You can either cast him, ping any creature for two the following turn and attack for five, or just take out some Blood Artists or spirit tokens and leave her as the ultimate roadblock. She can be both aggressive and controlling at the same time. When Olivia sticks, you win.
Garruk Relentless
-An easy mana cost with the ability to create board presence at the sweet 4-drop-slot. If you can flip him, he becomes better. We love nothing more than saccing our Wolf-tokens into new Huntmaster of the Fells or Thragtusks. Garruk Relentless is also better mainboard material than his bigger version, since he can act as a removal on top of having smaller CMC. The con is that you can't increase his loyalty without flipping him first, making him a bit vulnerable.
Falkenrath Aristocrat
-A hyper aggressive creature. She isn't as beneficial a blocker as Thundermaw Hellkite is, let alone Vampire Nighthawk, so if you play this creature you should probably have an overall more beatdown oriented version of the deck. Lotleth-Troll, Dreg Mangler and Thundermaw Hellkite are your best friends in that case.
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5 CMC
[COLOR="Orange"][Staple][/COLOR] Garruk, Primal Hunter
-The casting cost is somewhat restrictive, but there is an incentive to play a planeswalker that can create good board presence and massive amounts of CA. Admittadly fighting for the title of the most powerful planeswalker in standard.
[COLOR="Orange"][Staple][/COLOR] Thragtusk
-Thragtusk is the hottest creature in green at the moment, and he fits the bill perfectly for us. Life gain is just as vital as a built-in 2-for-1. Thragtusk is good for both stalling the game and being aggressive.
[COLOR="SandyBrown"][Suggested][/COLOR] Thundermaw Hellkite
-An excellent sideboard card at the least. Hellkite is a true Planeswalker-slayer, a definite answer to Jace, Architect of Thought and Tamiyo, the Moon Sage. Thunder Hellkite is an excellent card when you have to assume the beatdown role.
Bloodgift Demon
-When you are playing against an opponent that lets you stabilize, Bloodgift Demon truly shines. You will probably side this out against the fastest aggro match-ups, though.
Vraska the Unseen
-If you want to capitalize on her, you need to be able to shoot stuff at least twice. She needs protection and long games to work for you, but if you can pull it off you are looking at a flexible removal-machine. If you face a lot of control strategies, Vraska is a good sideboard card. Relevant against Assemble the Legion and opposing Planeswalkers.
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6 CMC
[COLOR="Orange"][Staple][/COLOR] Sire of Insanity
-An excellent card against control. The 6/4 body means that Sire isn't a dead card against aggro like Rakdos's Return is. Sire of Insanity nullifies any card-advantage a player might gain over the course of a turn, and shuts down Sphinx's Revelations permanently.
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X CMC
[COLOR="Orange"][Staple][/COLOR] Kessig Wolf Run
-Get extra mileage out of your creatures! The ultimate mana-dump for any deck. This card messes with combat math and makes every creature a must-answer threat. Vampire Nighthawk loves this land for creating massive life-total swings.
[COLOR=SandyBrown][Suggested][/COLOR] Cavern of Souls
-Jund Midrange has a very stable manabase, so the deck can get away with running lands that don't produce coloured mana. Cavern of Souls is a way to fight counterspells without devoting any slots for it. Sire of Insanity and Thragtusk are your primary targets.
Stensia Bloodhall
-Pinging your opponent for two damage per turn might turn out to be a very powerful effect, since the games against control tend to last very long as of now. Unless your opponent plays land destruction, Stensia Bloodhall can steal you victories over control and is well worth the colourless land slot.
[/LEFT]
Removal & disruption:
[color=orange][Staple][/color] Duress
-Duress is a great sideboard-inclusion to fight any slow, spell-heavy decks. Duress is especially relevant against tempo-oriented strategies where you need to play your spells as fast as possible, and against counterspells where you need a way to sneak in your big spells like Rakdos's Return or Sire of Insanity to close the game.
[color=orange][Staple][/color] Tragic Slip
-A flexible removal spell that can kill almost any creature when morbid is online.
[COLOR="SandyBrown"][Suggested][/COLOR] Appetite for Brains
-Appetite of Brains doesn't deal with counterspells or Sphinx's Revelation like Duress does, so this card should be brought against Junk reanimator and other midrange-decks instead. Exiling is relevant against Reanimator-strategies and decks running Angel of Serenity.
[COLOR="SandyBrown"][Suggested][/COLOR] Pillar of Flame
-A cheap removal spell that is good against Gravecrawlers, Strangleroot Geists, Voice of Resurgences, Blood Artists and aggressive strategies in general. However, Pillar of Flame usually belongs in the sideboard since dealing only two damage isn't enough against most decks.
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2 CMC
[COLOR="SandyBrown"][Suggested][/COLOR] Dreadbore
-This card is usually an automatic maindeck card solely for its ability to kill unconditionally.
[COLOR="SandyBrown"][Suggested][/COLOR] Mizzium Mortars
-A highly efficient spot removal. The cheap casting cost means Mizzium Mortars is decent against fast aggressive strategies, and the possibility to overload makes it powerful against slower creature-centric decks as well. Mizzium Mortars is at its best against green-centric beatdown decks.
[COLOR=SandyBrown][Suggested][/COLOR] Abrupt Decay
-Though sometimes unable to kill any relevant creatures, Abrupt Decay shines against aggro and control decks running Detention Spheres and Oblivion Rings. It is noteworthy that this card can be the answer to things that regular burn can't answer.
[/COLOR]Ultimate Price
-A cheap removal spell that is only relevant in the right meta-game.
Searing Spear
-A decent removal spell against aggro that can occasionally kill a planeswalker or close the game.
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3 CMC
[COLOR=Orange][Staple] [/COLOR]Putrefy
-The best single-target removal this deck has. Putrefy kills almost any creature at instant speed. However, the high casting cost makes this spell only mediocre against the fastest aggressive decks.
Tribute to Hunger
-The ability to gain life while removing problematic creatures is often a great pro. Could be relevant against a deck that runs only few winning creatures that targeted removal can't kill.
Rolling Temblor
-There isn't much reason to run this spell, unless you are facing lots Geist of Saint Thrafts and/or White-Wheenie -strategies, and your Vampire Nighthawks are too easily disrupted.
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4 CMC
[color=orange][Staple][/color] Slaughter Games
-An excellent sideboard card against decks that rely heavily on just few powerful cards.
[COLOR="SandyBrown"][Suggested][/COLOR] Sever the Bloodline
-A flexible removal spell, although somewhat expensive. However, the ability to cast this spell twice and to exile instead of killing are probably enough reasons to maindeck this. Great against all control variations.
Mutilate
-This card's impact will be very small unless you lean extremely heavily on black. Even then it can be very counter-intuitive with your deck's strategy. The ability to kill Lotleth Trolls and Falkenrath Aristocrats deserves a mention, though.
Barter in Blood
-Relevant against regenerating and hexproofed creatures. Good sideboard-inclusion to fight Bant Hexproof and other aggressive decks in general.
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5 CMC
Curse of Death's Hold
-An impactful but slow card that is relevant against cards like Lingering Souls and Falkenrath Aristocrat.
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X CMC
[COLOR="Orange"][Staple][/COLOR] Rakdos's Return
-Rakdos's Return is a powerful tool to gain card-advantage. You should always try to cast this spell so that it will empty your opponent's hand, to ensure that your opponent loses his most important cards. Rakdos's Return is meanignless against aggressive strategies, but against slower decks playing a hand-emptying Rakdos's Return before your opponent plays a Sphinx's Revelation or his own Rakdos's Return is often an instant win.
[COLOR="Orange"][Staple][/COLOR] Bonfire of the Damned
-Bonfire of the Damned represents massive reach against slow creature-decks. It is also strong against decks like The Aristocrats that plays Lingering Souls and other weak creatures, Naya Blitz that plays more but weaker creatures than traditional Rx aggro-decks. Strong against any deck when miracled.
Gaze of Granite
-Good against creature-tokens and decks playing numerous cheap noncreature permanents, like Bant Hexproof.
Magmaquake
-Having a board wipe at instant speed is big, but Magmaquake falls disappointingly short for us. If it doesn't fly, and has toughness from 1 to 3, we can already answer it with our creatures. Even Rolling Temblor seems more fitting in many cases.
Blasphemous Act
-This is the most powerful sweeper we can play. For us it's the only removal that can realistically kill Sigarda, Host of Herons.
[/LEFT]
Decklists & Tournament Placings:
MTG Online Statistics
Reid Duke, 1st place GP Miami, 30.6
Creatures (13):
4 Huntmaster of the Fells
4 Thragtusk
2 Vampire Nighthawk
3 Olivia Voldaren
Planeswalkers (2):
2 Garruk, Primal Hunter
Spells (20):
1 Rakdos Keyrune
2 Ground Seal
1 Abrupt Decay
2 Putrefy
2 Tragic Slip
4 Bonfire of the Damned
4 Farseek
2 Pillar of Flame
2 Rakdos's Return
4 Blood Crypt
1 Cavern of Souls
3 Dragonskull Summit
2 Kessig Wolf Run
4 Overgrown Tomb
3 Rootbound Crag
4 Stomping Ground
4 Woodland Cemetery
1 Curse of Death's Hold
2 Ground Seal
1 Underworld Connections
2 Tragic Slip
2 Ruric Thar, the Unbowed
3 Liliana of the Veil
2 Duress
1 Pillar of Flame
1 Rakdos's Return
4 Huntmaster of the Fells
3 Olivia Voldaren
4 Thragtusk
2 Sire of Insanity
PWs (3):
1 Liliana of the Veil
2 Garruk, Primal Hunter
Spells (19):
3 Bonfire of the Damned
2 Tragic Slip
1 Abrupt Decay
1 Dreadbore
4 Farseek
2 Ground Seal
2 Mizzium Mortars
1 Rakdos's Return
2 Putrefy
1 Rakdos Keyrune
4 Blood Crypt
2 Cavern of Souls
2 Dragonskull Summit
2 Kessig Wolf Run
4 Overgrown Tomb
3 Rootbound Crag
4 Stomping Ground
4 Woodland Cemetery
1 Ground Seal
2 Vampire Nighthawk
1 Mizzium Mortars
2 Liliana of the Veil
2 Pillar of Flame
2 Vraska the Unseen
1 Duress
2 Tragic Slip
1 Rakdos's Return
1 Deadbridge Chant
2 Arbor Elf
4 Huntmaster of the Fells
4 Thragtusk
3 Olivia Voldaren
Planeswalkers (4):
2 Garruk, Primal Hunter
2 Liliana of the Veil
Spells (18):
2 Ground Seal
1 Abrupt Decay
1 Murder
2 Tragic Slip
1 Victim of Night
3 Bonfire of the Damned
1 Dreadbore
4 Farseek
1 Mizzium Mortars
2 Rakdos's Return
2 Forest
4 Blood Crypt
3 Dragonskull Summit
2 Kessig Wolf Run
4 Overgrown Tomb
2 Rootbound Crag
4 Stomping Ground
4 Woodland Cemetery
1 Ground Seal
1 Underworld Connections
2 Tragic Slip
2 Liliana of the Veil
2 Vraska the Unseen
1 Bonfire of the Damned
2 Duress
2 Pillar of Flame
1 Rakdos's Return
1 Slaughter Games
3 Arbor Elf
4 Huntmaster of the Fells
2 Olivia Voldaren
4 Thragtusk
PWs (5):
2 Garruk, Primal Hunter
3 Liliana of the Veil
Spells (17):
2 Abrupt Decay
4 Bonfire of the Damned
1 Dreadbore
4 Farseek
1 Murder
2 Pillar of Flame
2 Rakdos's Return
1 Ultimate Price
4 Blood Crypt
3 Dragonskull Summit
3 Forest
2 Kessig Wolf Run
4 Overgrown Tomb
1 Rootbound Crag
4 Stomping Ground
4 Woodland Cemetery
2 Duress
2 Grafdigger's Cage
1 Murder
1 Olivia Voldaren
1 Pillar of Flame
1 Rakdos's Return
2 Staff of Nin
2 Strangleroot Geist
1 Tragic Slip
2 Underworld Connections
Top Constructed decks
Top 8 decklists
4 Huntmaster of the Fells
3 Olivia Voldaren
4 Thragtusk
2 Thundermaw Hellkite
Planeswalkers (1):
1 Garruk, Primal Hunter
Spells (17):
2 Bonfire of the Damned
4 Farseek
2 Pillar of Flame
1 Rakdos Keyrune
2 Rakdos's Return
3 Searing Spear
3 Ultimate Price
4 Blood Crypt
3 Cavern of Souls
1 Dragonskull Summit
2 Forest
2 Kessig Wolf Run
1 Mountain
4 Overgrown Tomb
4 Rootbound Crag
4 Woodland Cemetery
2 Curse of Death's Hold
4 Deathrite Shaman
3 Liliana of the Veil
1 Rakdos's Return
1 Rolling Temblor
3 Slaughter Games
1 Staff of Nin
4 Huntmaster of the Fells
2 Olivia Voldaren
4 Thragtusk
2 Thundermaw Hellkite
3 Vampire Nighthawk
PWs (3):
3 Garruk, Primal Hunter
Spells (18):
2 Abrupt Decay
4 Farseek
2 Mizzium Mortars
4 Pillar of Flame
3 Rakdos Keyrune
2 Rakdos's Return
1 Ultimate Price
4 Blood Crypt
3 Dragonskull Summit
3 Forest
2 Kessig Wolf Run
1 Mountain
4 Overgrown Tomb
3 Rootbound Crag
4 Woodland Cemetery
2 Dreadbore
2 Golgari Charm
4 Liliana of the Veil
1 Olivia Voldaren
1 Sever the Bloodline
3 Slaughter Games
1 Ultimate Price
1 Underworld Connections
GP Atlantic City, 13.1.2013
Daily MTG coverage:
25.10.2012
1.11.2012
3 Rakdos Keyrune
Creatures
4 Huntmaster of the Fells
4 Thragtusk
Enchantments
1 Underworld Connections
Instants
2 Abrupt Decay
Legendary Creatures
3 Olivia Voldaren
Sorceries
4 Dreadbore
4 Farseek
2 Mizzium Mortars
4 Pillar of Flame
2 Rakdos's Return
2 Sever the Bloodline
2 Forest
1 Mountain
1 Swamp
Lands
4 Blood Crypt
1 Dragonskull Summit
2 Evolving Wilds
2 Kessig Wolf Run
4 Overgrown Tomb
4 Rootbound Crag
4 Woodland Cemetery
4 Deathrite Shaman
1 Thundermaw Hellkite
1 Zealous Conscripts
1 Dead Weight
1 Underworld Connections
2 Liliana of the Veil
2 Duress
1 Rakdos's Return
1 Rolling Temblor
1 Sever the Bloodline
3 Rakdos Keyrune
Creatures
2 Borderland Ranger
4 Huntmaster of the Fells
4 Thragtusk
3 Thundermaw Hellkite
Legendary Creatures
2 Olivia Voldaren
Sorceries
3 Dreadbore
4 Farseek
3 Mizzium Mortars
4 Pillar of Flame
2 Rakdos's Return
2 Sever the Bloodline
3 Forest
2 Mountain
2 Swamp
Lands
4 Blood Crypt
3 Dragonskull Summit
1 Kessig Wolf Run
4 Overgrown Tomb
3 Rootbound Crag
2 Woodland Cemetery
3 Deathrite Shaman
3 Underworld Connections
2 Garruk Relentless
2 Liliana of the Veil
2 Appetite for Brains
2 Blasphemous Act
1 Dreadbore
4 Rakdos Keyrune
Creatures
4 Huntmaster of the Fells
4 Thragtusk
3 Wolfir Silverheart
Instants
3 Searing Spear
Legendary Creatures
3 Olivia Voldaren
Sorceries
4 Bonfire of the Damned
4 Farseek
4 Pillar of Flame
3 Sever the Bloodline
5 Forest
1 Mountain
Lands
4 Blood Crypt
2 Kessig Wolf Run
4 Overgrown Tomb
4 Rootbound Crag
4 Woodland Cemetery
3 Tormod's Crypt
3 Zealous Conscripts
4 Liliana of the Veil
4 Duress
1 Sever the Bloodline
3 Borderland Ranger
2 Disciple of Bolas
4 Huntmaster of the Fells
1 Olivia Voldaren
4 Thragtusk
Planeswalkers (4):
2 Garruk Relentless
2 Liliana of the Veil
Other Spells (20):
2 Abrupt Decay
3 Bonfire of the Damned
3 Dreadbore
4 Farseek
3 Pillar of Flame
2 Rakdos Keyrune
3 Rakdos's Return
4 Blood Crypt
4 Forest
3 Kessig Wolf Run
2 Mountain
4 Overgrown Tomb
4 Rootbound Crag
1 Swamp
3 Woodland Cemetery
2 Cavern of Souls
1 Golgari Charm
1 Grafdigger's Cage
1 Mizzium Mortars
1 Pillar of Flame
1 Rakdos Charm
1 Rakdos's Return
2 Rolling Temblor
2 Slaughter Games
1 Wolfir Silverheart
2 Zealous Conscripts
4 Huntmaster of the Fells
4 Thragtusk
3 Olivia Valdaren
2 Thundermaw Hellkite
4 Wolfir Avenger
Planeswalkers (2):
2 Garruk Relentless
Other Spells (16):
2 Dreadbore
2 Sever the Bloodline
2 Bonfire of the Damned
4 Farseek
4 Pillar of Flame
2 Rakdos Keyrune
4 Overgrown tomb
4 Blood Crypt
4 Rootbound Crag
4 Dragonskull Summit
2 Kessig Wolf Run
4 Woodland Cemetery
3 Forest
2 Mountain
1 Swamp
2 Vampire Nighthawk
2 Rakdos's Return
3 Appetite for Brains
3 Tormod's Crypt
2 Slaughter Games
3 Rolling Temblor
4 Huntmaster of the Fells
2 Olivia Voldaren
4 Thragtusk
3 Thundermaw Hellkite
2 Vampire Nighthawk
Planeswalkers (1):
1 Garruk, Primal Hunter
Other Spells (20):
3 Dreadbore
4 Farseek
3 Mizzium Mortars
4 Pillar of Flame
2 Rakdos Keyrune
2 Rakdos's Return
2 Sever the Bloodline
4 Blood Crypt
3 Dragonskull Summit
3 Forest
1 Kessig Wolf Run
2 Mountain
4 Overgrown Tomb
3 Rootbound Crag
2 Swamp
2 Woodland Cemetery
2 Appetite for Brains
2 Blasphemous Act
2 Deathrite Shaman
2 Golgari Charm
2 Liliana of the Veil
1 Sever the Bloodline
2 Slaughter Games
2 Underworld Connections
4 Borderland Ranger
4 Huntmaster of the Fells
1 Thundermaw Hellkite
4 Thragtusk
Planeswalkers (4):
3 Liliana of the Veil
1 Garruk Relentless
Other Spells (19):
3 Sign In Blood
2 Mizzium Mortars
4 Mutilate
4 Farseek
3 Rakdos's Return
1 Murder
2 Tragic Slip
2 Forest
3 Swamp
4 Overgrown Tomb
3 Woodland Cemetery
3 Blood Crypt
3 Rootbound Crag
3 Dragonkull Summit
2 Kessig Wolf Run
2 Appetite for Brains
2 Dreadbore
1 Golgari Charm
2 Abrupt Decay
3 Underworld Connections
1 Garruk Relentless
1 Zealous Conscripts
1 Mizzium Mortars
2 Rakdos Charm
Aaron FriedrichMagic OnlineOCTGN2ApprenticeBuy These Cards
4 Farseek
1 Abrupt Decay
2 Dreadbore
2 Mizzium Mortars
2 Sever the Bloodline
2 Rakdos Keyrune
3 Huntmaster of the Fells
1 Falkenrath Aristocrat
2 Olivia Voldaren
4 Thragtusk
3 Thundermaw Hellkite
4 Vampire Nighthawk
2 Garruk, Primal Hunter
2 Kessig Wolf Run
2 Mountain
4 Forest
4 Woodland Cemetery
4 Rootbound Crag
4 Overgrown Tomb
4 Blood Crypt
2 Falkenrath Aristocrat
1 Stensia Bloodhall
3 Cremate
2 Appetite for Brains
1 Zealous Conscripts
2 Golgari Charm
1 Rakdos's Return
2 Knight of Infamy
1 Devil's Play
4 Thragtusk
4 Huntmaster of the Fells
4 Vampire Nighthawk
2 Olivia Voldaren
1 Wolfir Silverheart
Planeswalkers (2):
2 Garruk, Primal Hunter
Other Spells (20):
2 Rakdos Keyrune
1 Searing Spear
3 Pillar of Flame
2 Sever the Bloodline
2 Rakdos's Return
2 Golgari Charm
4 Dreadbore
4 Farseek
3 Forest
1 Swamp
1 Mountain
2 Kessig Wolf Run
4 Rootbound Crag
4 Woodland Cemetery
4 Blood Crypt
4 Overgrown Tomb
1 Rolling Temblor
1 Sever the Bloodline
1 Rakdos's Return
2 Abrupt Decay
1 Vraska the Unseen
1 Olivia Voldaren
2 Ultimate Price
3 Slaughter Games
1 Searing Spear
2 Appetite for Brains
4 Thragtusk
1 Wolfir Silverheart
4 Vampire Nighthawk
3 Olivia Voldaren
4 Huntmaster of the Fells
Planeswalkers (2):
2 Garruk, Primal Hunter
Other Spells (19):
1 Searing Spear
3 Pillar of Flame
1 Golgari Charm
2 Rakdos's Return
4 Dreadbore
4 Farseek
2 Rakdos Keyrune
2 Sever the Bloodline
2 Kessig Wolf Run
1 Mountain
1 Swamp
2 Forest
4 Blood Crypt
4 Overgrown Tomb
4 Woodland Cemetery
4 Rootbound Crag
1 Dragonskull Summit
2 Appetite for Brains
2 Sever the Bloodline
1 Abrupt Decay
1 Golgari Charm
2 Searing Spear
1 Pillar of Flame
1 Ultimate Price
1 Vraska the Unseen
1 Olivia Voldaren
2 Rakdos's Return
1 Slaughter Games
4 Huntmaster of the Fells
4 Thragtusk
3 Olivia Voldren
2 Borderland Ranger
1 Wolfir Silverheart
1 Thundermaw Hellkite
1 Rakdos, Lord of Riots
Other Spells (20):
4 Pillar of Flame
4 Farseek
2 Mizzium Mortar
2 Bonfire of the Damned
2 Dreadbore
2 Sever the Bloodline
3 Rakdos Keyrune
1 Underworld connections
4 Woodland Cemetary
4 Overgrown Tomb
4 Rootbound Crag
4 Bloodcrypt
1 Dragonskull Summit
2 Kessig Wolfrun
3 Forest
2 Mountain
3 Slaughter Games
2 Deathrite shaman
2 Golgari Charm
2 Abrupt Decay
2 Blasphemous Act
3 Duress
1 Ground Seal
SCG Open Cincinnati:
2 Rakdos Keyrune
Creatures
4 Huntmaster of the Fells
4 Strangleroot Geist
4 Thragtusk
4 Wolfir Avenger
3 Olivia Voldaren
Enchantments
1 Dead Weight
Planeswalkers
1 Garruk Relentless
1 Garruk, Primal Hunter
4 Farseek
2 Mizzium Mortars
4 Pillar of Flame
2 Sever the Bloodline
Basic Lands
6 Forest
Lands
4 Blood Crypt
2 Kessig Wolf Run
4 Overgrown Tomb
4 Rootbound Crag
4 Woodland Cemetery
2 Knight of Infamy
1 Underworld Connections
3 Cremate
2 Golgari Charm
3 Liliana of the Veil
2 Appetite for Brains
1 Mizzium Mortars
1 Rakdos's Return
3 Rakdos Keyrune
Creatures
3 Borderland Ranger
4 Huntmaster of the Fells
4 Thragtusk
3 Olivia Voldaren
Enchantments
1 Underworld Connections
Sorceries
2 Dreadbore
4 Farseek
3 Mizzium Mortars
4 Pillar of Flame
2 Rakdos's Return
2 Sever the Bloodline
4 Forest
2 Mountain
1 Swamp
Lands
3 Blood Crypt
1 Dragonskull Summit
2 Evolving Wilds
1 Kessig Wolf Run
4 Overgrown Tomb
4 Rootbound Crag
3 Woodland Cemetery
1 Tormod's Crypt
2 Deathrite Shaman
1 Vampire Nighthawk
1 Underworld Connections
2 Naturalize
1 Liliana of the Veil
1 Appetite for Brains
2 Blasphemous Act
2 Duress
2 Slaughter Games
Youtube Channel
Youtube Channel
Uupsie Thanks, certainly a typo, I don't want to look dumb. Although Plainswalking is kind of cute... Bloodhall deserves a mention, indeed. It would be great to run both, but I don't know how many colourless mana-sources this deck can handle. Certainly something to look at.
Youtube Channel
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"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
Youtube Channel
It's not really like that at all, have you played with this deck yourself? Blasting everything in sight is not really descriptive since it's very uncommon to run boardwipes, other than Mizzium Mortars and Bonfire of the Damned that is. The number of removal ranges typically from 9-12 or so, so even the number isn't that high.
It's more like "Kill the the few stuff I can't deal with, then make them weep at the sight of Thragtusk/Huntmaster/Olivia."
Youtube Channel
There's actually a whole thread for these reports, would you mind to post this where it "belongs"? Many thanks for the contribution, nonetheless!
Youtube Channel
The deck feels like it has no *really* bad matchups, just matchups that require some moderate sideboarding to be super effective against. Really fast Rakdos Aggro or RDW hands or decks that main 4 GoST and lots of counters and drop him on turn 3 (or 2 if its bant) and/or poor draws on our part are probably our worst things to see. The deck is very resilient and can grind out victories over most other decks.
My decks
Top 4 (4th) SCG IQ 11/4/12
Of course. If you have a new list, you can PM it if you want. That goes for everyone really, if you have a list to showcase, PM me about it and I'll include it!
Many thanks mate Nothing really bad, although in my opinion reanimators is easily the worst one, and calls for some extensive sideboarding in the least. I'll include a section that analyzes the match-ups soon.
Youtube Channel
5 Forest
2 Kessig Wolf Run
1 Mountain
4 Overgrown Tomb
4 Rootbound Crag
4 Woodland Cemetery
24 lands
4 Huntmaster of the Fells
3 Olivia Voldaren
4 Thragtusk
3 Wolfir Silverheart
14 creatures
4 Farseek
4 Pillar of Flame
4 Rakdos Keyrune
3 Searing Spear
3 Sever the Bloodline
22 other spells
4 Duress
4 Liliana of the Veil
1 Sever the Bloodline
3 Tormod's Crypt
3 Zealous Conscripts
15 sideboard cards
Thanks Hero's of the Plane
Modern
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xRxAffinityxRx
So I suppose that's in MTGO? Fresh card-choices! Thanks for bringing this to our (or at least my) radar, do we know what decks he has faced?
Youtube Channel
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted
On topic, I see a lot of lists today running Thundermaw Hellkite, but I also see many that are not... is there a flaw with this beater that I am missing?
I think it is because some jund lists are more aggro-oriented than others.
(246-174-26)
1st place GPT Seattle
1st place GPT Anaheim
I've actually not been running them in my green heavy build, and I don't mind not having them. Avenger solves the Thragtusk issue, and I don't find the ramp absolutely essential. I'm running a fuller creature suite and some grisly salvage. I find the keyrune is best against terminus, and even then isn't 100% necessary.
I second this. I did consider the Keyrune though -It has been showing in multiple well-placed decks, and probably deserves the "Suggested" prefix.
I think it's up to the prevelance of control lists running walkers. And personal preference, of course.
Youtube Channel
This does not mean that the card is not very good in the deck itself. most of the lists on modo and scg circuits have been running them very consistently
1st place GPT Seattle
1st place GPT Anaheim
I just don't think the card is a staple. It's very good against a control matchup, it's great against Thragtusk, I just don't think every list needs it. W/o it as a 2-of I have more room for removal and other things I think help me out better.
Seeing keyrune as your 3 drop puts you in a bad spot against aggro.
It's also worth noting that none of the Jund decks we have seen on camera today have SRG or Avenger in them. One of them just won and is X-1 going into the final round, and another was X-1 at the start of the round. I really don't think that Avenger/SRG is the correct plan for this deck, and IMO these event results(this week and last week) are proving me correct.
Oh, my username is the same on Xbox and Cockatrice, add me!
"For some of us, easier Magic is good Magic, but if you are one of those 'intelligent types,' feel free to play your Hive Mind mirrors. The rest of us are here for the fireworks." - Kent Ketter
Playing in Type 2...BGRJundHearted