I've been thinking about that guy for a while now and I'm not sure that it really does anything for me. In my area at least I don't end up with many enchantments in the yard, and when I do it's generally things like future sight that I don't actually need. What would you take out for that? I may test it out in a few games.
-Island
-Journey to Nowhere: This was easily the weakest of my removal suite, and lately I've found myself not needing it.
-Frantic Search: The weakest form of draw I had, proved itself useless time and time again.
+Thawing Glaciers: This bad boy allows me to make consistent land drops, while it's a little slow it's been a great addition.
+Grim Monolith: Another broken mana rock, allows me to untap whenever unlike Mana Vault.
+Phyrexian Furnace: More spectacular recurrable graveyard hate. Also replaces itself.
I've been considering finding some room for Blind Obedience, and Winter Orb the latter of which I'm not sure I could utilize enough with the number of rocks I play with. Any thoughts people?
Don't forget! Having white in your color identity gives you access to the best elf of all, Mirror Entity! That guy incidentally combos with Wirewood Symbiote too.
In most cases I like Gaze better than deed simply that it hits planeswalkers. There is the upside of deed being a permanent, but you can't exactly play sun titan can you?
I think that putting parallel lives in would be a good decision, it certainly works with enough cards in your deck. Have you considered Garruk, Primal Hunter for some additional card draw?
With your amount of token doublers do you think you could get some mileage out of Awakening Zone? As an added bonus, sacrificing your tokens triggers grave pact effects which can get very nasty with things like Vicious Shadows. Perilous Forays is another very synergistic way to ramp lands.
I think that you could replace Wasteland with the reusable Dust Bowl if you were so inclined. I find that the people that play the lands you want to blow up generally have ways of getting them back after you blow them up. Also Reap and Sow is a pet card of mine that just screams value.
Lastly my all time favorite card in these colors that I think every Jund player should play is Charnelhoard Wurm.
Not a whole lot in this set I'm looking forward to, I do have a few things to test.
Fated Retribution - I'm on the fence about this card. It's expensive to be sure but being instant speed, and being able to deal with planeswalkers makes this card powerful to be sure. I'm just not sure if it's going to be powerful enough.
Plea for Guidance - I think this should be a very good addition in here, at six mana it's a little costly but I think another enchantment tutor should be just fine.
Ephara, God of the Polis - I'm not sure how to feel about this. This doesn't fit the theme of the deck at all, however it's another recurrable indestructible threat. Hmm..
Still waiting on a land that sacrifices enchantments, much like Phyrexia's Core sacrifices artifacts.
What does everyone think? Am I completely off on my predictions? Have I overlooked some hidden gem?
Lately I've found myself having troubles with aggro strategies, as a result of this I've included in my list a few more ways to protect myself early on via token producers.
I've almost completely stopped caring about mana acceleration, I'll let the green decks worry about that.
I've been having troubles with a lot of Nekusar decks in my area, because both of our decks sit back and durdle they tend to win the race as their general is a threat. Due to this I've added Humility and I'm experimenting with Darksteel Mutation.
EDIT: How does everyone feel about the WU God that was just spoiled? It's a recurrable, hard to deal with threat that on occasion might draw me a card. I'm not not sure if its good enough.
I don't actually care for the dredge part, it begs people to crypt you. So I guess Treefolk gets back less cards but is more synergistic with the rest of the deck and is easier to recur (kinda). I think I'm going to give it a trial run this next week and I'll report the results.
+ Scrabbling Claws - It's occurred to me recently that I don't run enough grave hate. This has proven to be a very helpful change.
+ Expedition Map - I started playing this again because I now run utility lands like Maze of Ith and Kor Haven
+ Mana Crypt - Does this one really need an explanation? Have you ever played a turn 1 Rhystic Study?
+ Academy Rector - One of the main ways I win is through the angel token produced by Sigil of the Empty Throne, the other is Thassa, God of the Sea. This seemed like a no-brainer.
+ Stroke of Genius - All around good card draw, can also kill people.
+ Trickbind - Has been necessay to live through Hive Mind/Pact of X combos. Never a dead card.
+ Cryptic Command - One of the best counterspells in the game. Chose this over Force of Will due to the utility of this one.
+ Time Stop - Sometimes the combo player needs to have their turn ended. Sometimes you just need an extra turn to win.
What I grab is generally situational, sac engines, bojuka bog, color fixing. I love that rotation lets me exile graves at instant speed.
I like your list, but is there a good reason for running signets over green ramp? In my experience ramp is just better, though my meta doesn't play a lot of MLD.
-Journey to Nowhere: This was easily the weakest of my removal suite, and lately I've found myself not needing it.
-Frantic Search: The weakest form of draw I had, proved itself useless time and time again.
+Thawing Glaciers: This bad boy allows me to make consistent land drops, while it's a little slow it's been a great addition.
+Grim Monolith: Another broken mana rock, allows me to untap whenever unlike Mana Vault.
+Phyrexian Furnace: More spectacular recurrable graveyard hate. Also replaces itself.
I've been considering finding some room for Blind Obedience, and Winter Orb the latter of which I'm not sure I could utilize enough with the number of rocks I play with. Any thoughts people?
I think that putting parallel lives in would be a good decision, it certainly works with enough cards in your deck. Have you considered Garruk, Primal Hunter for some additional card draw?
Always happy to help!
With your amount of token doublers do you think you could get some mileage out of Awakening Zone? As an added bonus, sacrificing your tokens triggers grave pact effects which can get very nasty with things like Vicious Shadows. Perilous Forays is another very synergistic way to ramp lands.
I think that you could replace Wasteland with the reusable Dust Bowl if you were so inclined. I find that the people that play the lands you want to blow up generally have ways of getting them back after you blow them up. Also Reap and Sow is a pet card of mine that just screams value.
Lastly my all time favorite card in these colors that I think every Jund player should play is Charnelhoard Wurm.
Sidenote: That's one of the worst trickbind plays I've ever heard of. That's right up there with using a cryptic command to counter an explore
Things like acidic slime become mwunvuli acid-moss and sylvan primordial becomes pure value.
Not a whole lot in this set I'm looking forward to, I do have a few things to test.
Fated Retribution - I'm on the fence about this card. It's expensive to be sure but being instant speed, and being able to deal with planeswalkers makes this card powerful to be sure. I'm just not sure if it's going to be powerful enough.
Plea for Guidance - I think this should be a very good addition in here, at six mana it's a little costly but I think another enchantment tutor should be just fine.
Ephara, God of the Polis - I'm not sure how to feel about this. This doesn't fit the theme of the deck at all, however it's another recurrable indestructible threat. Hmm..
Still waiting on a land that sacrifices enchantments, much like Phyrexia's Core sacrifices artifacts.
What does everyone think? Am I completely off on my predictions? Have I overlooked some hidden gem?
Lately I've found myself having troubles with aggro strategies, as a result of this I've included in my list a few more ways to protect myself early on via token producers.
I've almost completely stopped caring about mana acceleration, I'll let the green decks worry about that.
I've been having troubles with a lot of Nekusar decks in my area, because both of our decks sit back and durdle they tend to win the race as their general is a threat. Due to this I've added Humility and I'm experimenting with Darksteel Mutation.
Trinket Mage -> Darksteel Mutation
Solemn Simulacrum -> Humility
Pithing Needle -> Dismantling Blow
Mind Stone -> Staff of Nin
Azorius Cluestone -> Mind’s Eye
Vedalken Orrery -> Elspeth, Knight-Errant
Standstill -> Perilous Research
Leyline of Anticipation -> Heliod, God of the Sun
Sigil of the Empty Throne -> Luminarch Ascension
Counterspell -> Scroll Rack
Cryptic Command -> Dismiss
Tamiyo, the Moon Sage -> Elspeth, Sun’s Champion
Cavern of Souls -> Thespian’s Stage
Island -> Mystifying Maze
Plains -> Mistveil Plains
Plains -> Kjeldoran Outpost
Any thoughts folks?
EDIT: How does everyone feel about the WU God that was just spoiled? It's a recurrable, hard to deal with threat that on occasion might draw me a card. I'm not not sure if its good enough.
+ Riftsweeper
+ Massacre Wurm
+ Angel of Serenity
+ Demonic Tutor
+ Urborg, Tomb of Yawgmoth
- Shriekmaw
- Kokusho, the Evening Star
- Sylvan Primordial
- Corpse Dance
- Plains
Does anyone have any experience with Tilling Treefolk? It looks extremely decent, I'm thinking about changing Life from the Loam for it.
- Spore Frog
- Withered Wretch
- Braids, Cabal Minion
- Faceless Butcher
- Harvester of Souls
- Beacon of Unrest
- Nim Deathmantle
+ Scavenging Ooze
+ Erebos, God of the Dead
+ Spike Weaver
+ Goblin Gardener
+ Seedguide Ash
+ Wrecking Ball
+ Birthing Pod
+ Sarkhan Vol
So far the list seems to be working well, it does lack resiliency though. Does anyone have any suggestions?
+ Scrabbling Claws - It's occurred to me recently that I don't run enough grave hate. This has proven to be a very helpful change.
+ Expedition Map - I started playing this again because I now run utility lands like Maze of Ith and Kor Haven
+ Mana Crypt - Does this one really need an explanation? Have you ever played a turn 1 Rhystic Study?
+ Academy Rector - One of the main ways I win is through the angel token produced by Sigil of the Empty Throne, the other is Thassa, God of the Sea. This seemed like a no-brainer.
+ Stroke of Genius - All around good card draw, can also kill people.
+ Trickbind - Has been necessay to live through Hive Mind/Pact of X combos. Never a dead card.
+ Cryptic Command - One of the best counterspells in the game. Chose this over Force of Will due to the utility of this one.
+ Time Stop - Sometimes the combo player needs to have their turn ended. Sometimes you just need an extra turn to win.
I like your list, but is there a good reason for running signets over green ramp? In my experience ramp is just better, though my meta doesn't play a lot of MLD.