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Treasure Cruisin' Shalai Brawl
 
Ravnica: The Broken Guildpact
 
Magic Market Index for May 18th, 2018
  • posted a message on Jund
    Quote from FlyingDelver »
    And thats exactly what I meant, we need to find the right half. And thats just not going to happen, we aren't consistant enough for that.


    Not to be rude, but I feel like you’re getting way too pessimistic about Jund in the absence of card selection, Delver. Wrong half problems happen from time to time and it sucks when it does, but that’s why matchups are bo3. In games 2+3 you should ideally have 60 cards that are all live. If you don’t, then mulligan until you find a hand of cards that can win.

    In game 1 you occasionally get wrong half problems because you don’t know what your opponent is playing. But that’s not super common anyways. Most decks play permanents and all decks play spells. That makes the majority of our cards live. Not every deck in modern is as consistent as humans or tron, but jund is far far more consistent than the average modern deck and I think there’s still room for improvement.

    Also, thanks Tundra and Burgos for your suggestions. 9 fetches would synergise much better with tracker but I’m a little concerned with not taking too much pain because of how aggro-centric modern is of late. I kinda want a treetop village or ravine for a 25th land, but it’s just hard to make cuts as I like every card in my 75 right now. I’ve been grinding games on cockatrice to streamline the maindeck as much as possible.

    Posted in: Midrange
  • posted a message on Jund
    Been running a new take on Jund. I just kinda said 'to hell with conventions' and started running the deck to my own preferences as a player despite what other people play. I'm sorry Reid.



    I felt like when testing different builds of this deck on cockatrice I was boarding out scooze and some number of LotV out in a loooooot of matchups. I think I want to play about these 75 cards, but I'm just shuffling the cards around the maindeck and sideboard. For me, I felt like scooze and 4x LotV accentuated wrong half problems of this deck severely and contributed to clunky draws more than any other card. I know LotV is one of the best planeswalkers in modern, but I feel like she doesn't line up super well against a lot of decks in the format. I want 4 for sure in my 75, but I'm not sure she's as universally useful as she once was. I donlt really want to draw one or more in every game all the time.

    As for scooze, he's basically just a grizzly bear in a looooooot of matchups and I think in game 1 it's more important to be proactive and close games out since you may not have many answers pre-board to your opponents strategy (ie like tron). Flayer puts way more pressure on non-creature decks than scooze and helps get out of wrong half problems by fixing draws. Because of the lack of maindeck lifegain in the absence of scooze, I moved brutality into the maindeck.

    All in all, this deck looks different for the sake of being different, but I promise there's a logic behind every card. Thoughts? I don't expect to convert anyone, but curious what you guys think.
    Posted in: Midrange
  • posted a message on Jund
    I think it’s contextual based on what the rest of your deck looks like. Assuming you have a reasonably average build, I’d go with 3-3 myself. You have tracker for more CA and I haven’t been a fan of Bob #4 for really as long as I’ve been playing this deck. 3 bob has been plenty for me and I think 4 bobs with only 2 scoozes to offset the life loss is dangerous.
    Posted in: Midrange
  • posted a message on Jund
    Yeah, I felt the same way, but since I feel like 3 bob, 2 scooze, and 4 goyf is the bare minimum there wasn’t much room left for cuts.

    1 tireless tracker 3 BBE also seems decent, but I feel like the repeatable value from tracker gives it an edge that BBE doesn’t have. The way I see it, BBE and tracker fill a similar niche, but BBE is more aggressive and mana efficient while tracker is better suited for the long grind.
    Posted in: Midrange
  • posted a message on Jund
    I’m going to GP DC next weekend and planning to play in a side event or two. I’ve been putting some work into ironing out the creature base for my deck and I’m curious what you all think about the following creature breakdown:



    The motivation here is that I’ve been pretty impressed by both flayer and tracker in their respective roles (flayer to be more proactive and tracker as a great grindy card). I know it looks confused, but I’m kinda feeling it. Thoughts?
    Posted in: Midrange
  • posted a message on Jund
    Played a pretty experimental decklist at modern FNM last night. Ended up going 2-2, largely as a consequence of pairings I think (aka just so many bad matchups).



    Beat Mardu Pyromancer 2-0 (admittedly against a novice pilot), G Tron 2-0 (very spicy and out-there decklist, would not have been so easy against a more standard build), then lost 1-2 to bogles and 0-2 to BW tokens.

    I was testing out the Reid Duke-esque fast jund build with tarfire, but made some additional deckbuilding decisions that I'll elaborate on.

    3 LotV was the most heretical decision I made, and in retrospect I think it was wrong. It sucks drawing too many lilis at once, but I think the unique effect lili provides are so critical to the deck and so powerful that the traditional wisdom is correct.

    I ran a tireless tracker in place of the 4th dark confidant because of how dangerous bob is to play in multiples. Tracker provides a similar stream of CA, but without the life loss. Bob is still way more mana-efficient and the better card to have 9 times out of 10 IMO, but having 4 of them feels like overkill with so little maindeck lifegain. Honestly, I didn't draw tracker much at all last night. But when I did, it felt better than bob number 4.

    Lastly, I cut Kolaghan's command to the sideboard. I know Kcommand is a great value play, but to be honest I don't think it's good enough in modern right now to justify playing maindeck. Modern is rife with aggro decks at the moment, and against the majority of aggro decks Kcommand is a 1-for-1 as far as the board is concerned. Sometimes your opponent has no 2-toughness creatures worth killing, and in those scenarios Kcommand is just a 3-mana value play. I think with the addition of Bloodbraid Elf, Jund has enough value cards at its disposable that an expensive and narrow removal spell isn't good enough even if it provides value. But it does make an excellent sideboard card as a psuedo-ancient grudge in the match-ups where grudge is good and a great value play when grudge would be bad. I think for now I'm gonna leave the Kcommands in the board.

    The sideboard though is pretty messy. I'm kinda not sure what to do here because I don't have enough testing with a build like this. Assuming that you had to play the above maindeck with +1 LotV and -1 Scooze, what 15 cards would you play for the sideboard?

    I'll post the sideboard below in a spoiler, but if you would, please think about what you would run in the board before looking:
    Posted in: Midrange
  • posted a message on Jund
    Quote from FlyingDelver »
    The problem with Hollow One imo is, that they are easily able to outgrind us. We can't get over the top of the deck. As for Humans and Affinity, we are well set up.

    I don't think we are necessarily the best non aggro deck atm, just because Jund has more meta share. I think Mardu Pyro is still better.


    I’m not sure I understand why you think hollow one should out grind jund. In game 1 the graveyard recursion could be problematic if you never draw scavenging ooze, but in games 2 and 3 your sideboard should have that in check. Assuming that’s in check, our deck is packed with CA and their deck is packed with card disadvantage. Maybe reevaluate how you board?

    Also I don’t agree that mardu is an objectively better deck. Mardu has better card selection, but is significantly worse at turning the corner and actually winning. That’s a pretty big deal in modern considering that it’s usually better to be proactive than reactive.
    Posted in: Midrange
  • posted a message on Jund
    Got my cards today for the new list. I’ve been thinking, is Damping Sphere worth it? What’s it good against? Tron and Storm, sure, but what else? We already have a good Storm MU. It seems kind of narrow. I can see it as a one-of, but I need convincing that it’s worth two slots.

    Also, I can’t decide between the second K-Command or the second Maelstrom Pulse in the MB.

    There’s a bunch of other considerations I’ve been struggling with as well. Just when I think I have my deck tuned...


    Well considering that tron is our worst possible matchup I’d say it’s very useful to have. Sphere makes the matchup winnable for sure.

    But sphere is also useful against basically every combo deck in modern. It’s another piece of incidental hate against both storm and KCI. Storm is not as good a matchup as it used to be, and KCI seems pretty even. Having another piece of hate to swing it is pretty good imo.
    Posted in: Midrange
  • posted a message on Jund
    EDIT: double posted apparently
    Posted in: Midrange
  • posted a message on Jund
    Hello all, looking for some feedback on my sideboard.



    Thoughts? My 60 looks a lot like Reid’s fast jund, just swapped two bolts for two tarfires and the spellbomb for a second fatal push. I also swapped the 4th ravine for a blooming marsh, and 1 pulse for a 2nd terminate.

    I had kitchen finks in the sideboard before courser, but I feel like I’d bring both cards in in a lot of the same matchups. Sideboarding into finks and anger of the gods at once seems a bit confused, so I changed it.

    Posted in: Midrange
  • posted a message on Jund
    Did a little testing on cockatrice with the following list, modeled on reid's new build:



    The tarfires so far have been quite alright. Every time I found them, they were practically the same as a bolt. The tarmogoyf pumps are kinda nice and obviously they're quite valuable for enabling flayer. I didn't see flayer as much as I would have liked, and perhaps there's an argument to be made for running 3 of them if you're going to go out of your way to play tarfire for delirium.

    The proactiveness of the deck is really great with essentially 6 tarmogoyfs (sorta). I felt like I often had fast clocks and disruption to back it up. And honestly, even though I know some people won't agree, I think 4 bloodbraids is so powerful in a deck like this. The cascades are often good, and even when they aren't she + 1 other fatty (like a pumped flayer or goyf) often means you win the game by turn 5. Turn 5 can be suit up a ravine and smash for a kill. Deck felt great, will definitely play at my next modern event even if it's just for the fun of it.
    Posted in: Midrange
  • posted a message on Jund
    I’ve stopped giving any credence to lists that 5-0 modern leagues. I’m convinced that if you run lucky enough, you can 5-0 with a wet noodle. Those lists all run the core of jund, like 1-mana discard, lilis, and goyfs. Sometimes that’s all it takes to win a modern league.

    Also maybe if ‘fast jund’ is the right deckbuilding approach, maybe a better option than nihil spellbomb would be replacing a bolt or push for a singleton tarfire (or two I guess if delirium ends up being that important). It’s more mana efficient than cycling a spellbomb, more universally useful, and actually better at enabling delirium. Just a thought I suppose. It’s obviously strictly worse than bolt otherwise, but as a 1 of maybe not too costly. I’ll play a build with 2 flayer and a tarfire at my next modern event and see how it goes, sounds fun at the very least.
    Posted in: Midrange
  • posted a message on Jund
    Not sure I like Reid's new build. I guess I'm just not really sold on grim flayer in this deck? I feel like the games show just how challenging it can be to enable delirium in a deck without cantrips, and if flayer is just gonna be a 2/2 every game until turns 4 or 5, I'm not sure how much you can call that a potent threat. Once delirium is on, flayer seems like everything you could ever ask for in jund, but before then I foresee problems enabling delirium when you can't afford to be attacking (either because the opponent has a bigger creature or because you need flayer to block).

    Idk, I feel like a build like Reid's is ideal, except for the fact that there are no other threats at 2cmc except grim flayer. I'm just not convinced you can get delirium often enough, and having to maindeck nihil spellbomb just to enable him seems loose.
    Posted in: Midrange
  • posted a message on Jund
    Agreed on the matter of mana dorks. The only mana creatures worth playing need to have value beyond making mana. Hierarch is the closest it gets, and she can’t even produce more than one of our colors. Seems pretty loose to me. I’d rather disrupt on turn 1 than play hierarch.
    Posted in: Midrange
  • posted a message on Jund
    I suppose I semi-often have the problem of drawing 3 bobs in a game, and at that point you’re not as ahead as you might think because the extra cards you’re drawing are just offsetting the two bobs that are stuck in your hand.

    I guess I just feel like either the 4th BBE or the 4th bob is my 61st card and I just feel so much more excited to see BBE in my hand than bob a lot of the time. I could be dead wrong though, and I’m very willing to admit that.
    Posted in: Midrange
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