I wanted two cards for grindy matchups/mirror. The options are basically Bloodbaron/Baneslayer, BAtterskull, 2nd Gideon (or 4th Rhino), Painful Truths or a planeswalker. Ideally the card would be good against BGx, Grixis Variants, Twin (post board they ALWAYS grind) and Collected Company Zoo decks. The lifegain options are better against zoo, but not resilient enough vs BG, Grixis. So it came down to a planeswalker or second painful truths. Truths isn't very good vs Zoo and because of the reduced lifegain in my version drawing 2 can be a stress on your life total even in the control matchups (where I am keeping in thoughtseize and want to fetch shocks). The planeswalker I tried were Gideon, Sorin, Little Elspeth, Gideon New and Big Elspeth. Vs Path matchups (Junk, UWR, Zoo) big elspeth was just the best. Shes obviously the most powerful and you get pathed. Realistically Little Gideon/Elspeth might be better (sorin to fragile vs Bolt/Kcommand), but Big Elspeth is my pet card (won me a GP).
Gideon Jura over 4th Rhino. Worse vs Burn. Better vs Affinity/Infect, *****ty creature decks (like GW HAtebears). Neutral vs most other matchups. Gideon Overperformed by a lot. Note Brian Liu (who tested with me) was so impressed he played 2 in the GP in his zoo deck and got 16th. Gideon is a powerful, resilient anti small creature effect. in particular the matchups that hes good in are very close game 1, so I like having a very powerful card.
Shambling Vents. The most important part, is that it just makes your mana way better than something like treetop village. I build my manabases by focusing on color requirements first, because Junk wins games when it can deploy its cards. However, incidental lifegain was also important in my build (you could play + 1 stirring, +1 swamp, -1 forest , -1 shambling and have same mana). I had already shaved a rhino and a ooze. But your life total is under pressure from your own cards (mana base and painful truths/thoughtseize). I think generally speaking Stirring Wildwood/treetio is a better card in matchups where manlands are at their best. But those matchups are already all decent. Whereas in the other matchups Vents is better (mostly because it just makes your mana better).
What is the game plan vs those Jace+Liliana+Command UBR decks?
They are much like us. They play 1 on 1 and grind, but with a very powerful synergy in the late game.
I tried to blank their bolt, but it doesn't win me the game.
This undefeated day one list from GP Pitt looks pretty sweet.
The undefeated Abzan deck has 2 anti-burn cards in sideboard as Feed the Clan. So the pack is 2 finks and 2 feeds. Other decks have 3-4 lifegain. It is a normal meta call. Kitchen Finks is also good in Zoo and BGx matchups. But it is always got outpowered eventually.
A 3cc-3power threat is kinda lame in other matchups. It is slow when we are playing the aggro role and it can't pass defence when needed.
@EricEMBrown I think you are a true master of this Junk deck. Can you please talk about the game plans and sideboard plans of this deck. The sideboard is very diversed and I can't figure out how to sideboard when reading your deck. Please. I want to play the exact 75 of your GP deck, but I can't without your references.
i did try this decklist with 4 Search for Tommorow. the manabase basically cut the lands in the flex slots like a 2nd Cavern, mana confluence, tendo ice bridge... so you end up with a mana base with more basic lands. its very good against decks that play ghost quarter atm against us. we are not that much better against blood moon. and not at all better against Fulminator Mage, we have may be 5% more chance to win against a blood moon in play but 10-90 is not much better than 5-95. i ended up cutting the Search one by one... we don't really need more ramp spell imo. but i'm still playing without Black Pact, 3 basic lands(2 forest 1 island) and 4 grull turf help to cast those pyroclasm/firespout.
I aggree with removing Slaughter Pact. That is too random.
I play this deck.
I actually play 4 Tarmo in my sideboard. They are so impactful in Ground combat and clocking blue decks.
I play some painlands, because I just don`t have any Gemstone Mines. But Yavimaya Coast serves me well.
Im going to have to look closer at those cards. Also guys what do we do against Infinite Obliteration? My Jund friend is saying its receiving some talk about being run in some sb's and also even some mb. Do we just try to combo faster/hope to get our other beater creature if we have one?
Infinite Obliteration and cards like that (the worst Slaughter Games) is a killer to us. But Modern decks can't play a lot of cards like this , because these cards are only useful in solo-win-condition combo matchups, like Amulet Summer, which is not a big part of modern meta. If someone spends 2 slots for Infinite Obliteration, he will weaken his other MUs after sideboard.
Your friend will try it and you can play Affinity to crush his Jund deck.
I agree. The Bloom deck have very bad mulligan and asks for precise playing. It is a hard deck, harder than any other modern deck. Match-up like Twin, whick is like 20% of the field, is nightmare. Not to mention that Blood Moon is a unbeatable killer to this deck. So banning it is not reasonable at all.
I drop the Teaching and one shadow of doubt for 2 helix(es).
Teaching is the slowest card in the whole deck and the only weak card against aggro decks.
Shadow of doubt can be lands. MODO shuffle style asks for more lands not cantrips.
I recommand you take 4 Verdant Catacombs. For the other fetches, you just play KTK fetches.
MODO cards are of no collection value. You don't invest. You play instead.
I bought a set too. 16T is at its internal value. At worst the card hits 5T, I will lose 44T, which is not a big thing, since I PLAY Bob in a deck. Of course, the price CAN someday hit 25T, for sure I think, although I don't care (=_=)|||.
I played this 4C control online yesterday. I changed a little between games, mainly in sideboard. Here is some thoughts:
1)Souls are so good, good enough to play the 4th color. They race with colonnades. They borrow time for Wrath. And they bring card advantage by turning PTE \Tarmo\Liliana into bad cards.
2)Flashfreeze is good against almost everything. It counters majoy cards of Twin\Abzan\Little kid\Burn\Moon, which makes it a universal and efficient answer to Meta.
3)Tasigur is a good topdeck in control decks. Once I grind, I summon him in topdecking mode.
4)Since we play the Wrath and Revelation magic, we need 26 lands. Cantrips can't replace lands.
5)Play 4 PTEs, the best removal you have.
I get this list. I do not have Liliana, so I play 2 more threats in pack rats. I run 5 man lands and 3 edges, which is not very greedy, but I think 7 manlands and 4 edges is good for the deck. I play one plains, because there will definitely be Blue Moon decks.
Thats a good point. This deck also really wants to limit the amount of awful late game top-decks it can have. Maybe just 2 bops.
I've never really been a fan of mana dorks in the midrange builds though (except for DRS. RIP). Sure, powering out turn 2 lilis is nice sometimes, but they quickly become useless. Honestly, I would recommend playing the deck without them. But I'd say for the sake of research, you may want to try them out. The last time I tried them I didn't like them, but who knows, maybe things are different.
I like your no-pod pod deck.
This must be a draft. Your mana base can afford some man lands, like treetop village or mutavault.You really should consider them, cos they are good beaters. And BoPs are bad topdecks. That is to say, you have 7 discards and 4 BoPs to be air-draw in the late game, which must be solved. My solution is Pack Rats, which turn your bad draws into good beaters.
What is the game plan vs those Jace+Liliana+Command UBR decks?
They are much like us. They play 1 on 1 and grind, but with a very powerful synergy in the late game.
I tried to blank their bolt, but it doesn't win me the game.
The undefeated Abzan deck has 2 anti-burn cards in sideboard as Feed the Clan. So the pack is 2 finks and 2 feeds. Other decks have 3-4 lifegain. It is a normal meta call. Kitchen Finks is also good in Zoo and BGx matchups. But it is always got outpowered eventually.
A 3cc-3power threat is kinda lame in other matchups. It is slow when we are playing the aggro role and it can't pass defence when needed.
I aggree with removing Slaughter Pact. That is too random.
I play this deck.
Land (27)
1x Boros Garrison
1x Cavern of Souls
3x City of Brass
1x Forest
1x Ghost Quarter
4x Gruul Turf
1x Khalni Garden
1x Radiant Fountain
1x Selesnya Sanctuary
4x Simic Growth Chamber
1x Slayers' Stronghold
1x Sunhome, Fortress of the Legion
3x Tolaria West
1x Vesuva
3x Yavimaya Coast
1x Journey of Discovery
4x Serum Visions
4x Summer Bloom
1x Azusa, Lost but Seeking
4x Primeval Titan
1x Spellskite
1x Thragtusk
2x Hive Mind
4x Amulet of Vigor
2x Pact of Negation
2x Sleight of Mind
4x Summoner's Pact
1x Hornet Queen
3x Leyline of Sanctity
2x Pyroclasm
1x Sagu Mauler
3x Seal of Primordium
4x Tarmogoyf
I actually play 4 Tarmo in my sideboard. They are so impactful in Ground combat and clocking blue decks.
I play some painlands, because I just don`t have any Gemstone Mines. But Yavimaya Coast serves me well.
Infinite Obliteration and cards like that (the worst Slaughter Games) is a killer to us. But Modern decks can't play a lot of cards like this , because these cards are only useful in solo-win-condition combo matchups, like Amulet Summer, which is not a big part of modern meta. If someone spends 2 slots for Infinite Obliteration, he will weaken his other MUs after sideboard.
Your friend will try it and you can play Affinity to crush his Jund deck.
Teaching is the slowest card in the whole deck and the only weak card against aggro decks.
Shadow of doubt can be lands. MODO shuffle style asks for more lands not cantrips.
MODO cards are of no collection value. You don't invest. You play instead.
1x Blood Crypt
2x Bloodstained Mire
3x Celestial Colonnade
4x Flooded Strand
1x Glacial Fortress
1x Godless Shrine
1x Hallowed Fountain
3x Island
1x Plains
2x Polluted Delta
1x Sacred Foundry
2x Steam Vents
2x Sulfur Falls
2x Tectonic Edge
2x Electrolyze
4x Lightning Bolt
2x Lightning Helix
4x Mana Leak
1x Mystical Teachings
4x Path to Exile
2x Spell Snare
1x Sphinx's Revelation
4x Lingering Souls
2x Supreme Verdict
4x Snapcaster Mage
2x Tasigur, the Golden Fang
1x Celestial Purge
1x Counterflux
2x Dispel
2x Flashfreeze
1x Gideon Jura
1x Glen Elendra Archmage
1x Negate
2x Stony Silence
1x Timely Reinforcements
2x Wear
I played this 4C control online yesterday. I changed a little between games, mainly in sideboard. Here is some thoughts:
1)Souls are so good, good enough to play the 4th color. They race with colonnades. They borrow time for Wrath. And they bring card advantage by turning PTE \Tarmo\Liliana into bad cards.
2)Flashfreeze is good against almost everything. It counters majoy cards of Twin\Abzan\Little kid\Burn\Moon, which makes it a universal and efficient answer to Meta.
3)Tasigur is a good topdeck in control decks. Once I grind, I summon him in topdecking mode.
4)Since we play the Wrath and Revelation magic, we need 26 lands. Cantrips can't replace lands.
5)Play 4 PTEs, the best removal you have.
Land (25)
1x Forest
1x Godless Shrine
2x Overgrown Tomb
1x Plains
1x Stirring Wildwood
2x Swamp
3x Tectonic Edge
1x Temple Garden
4x Treetop Village
1x Urborg, Tomb of Yawgmoth
4x Verdant Catacombs
4x Windswept Heath
Instant (10)
3x Abrupt Decay
1x Darkblast
1x Murderous Cut
2x Path to Exile
1x Putrefy
1x Slaughter Pact
1x Victim of Night
Sorcery (12)
1x Duress
3x Inquisition of Kozilek
3x Lingering Souls
1x Maelstrom Pulse
4x Thoughtseize
Creature (13)
2x Pack Rat
3x Scavenging Ooze
4x Siege Rhino
4x Tarmogoyf
Sideboard (15)
2x Choke
1x Creeping Corrosion
1x Darkblast
1x Drown in Sorrow
1x Obstinate Baloth
1x Path to Exile
3x Rain of Tears
2x Skinrender
2x Stony Silence
1x Timely Reinforcements
I want advice, especially on sideboard.
Agree.
This must be a draft. Your mana base can afford some man lands, like treetop village or mutavault.You really should consider them, cos they are good beaters. And BoPs are bad topdecks. That is to say, you have 7 discards and 4 BoPs to be air-draw in the late game, which must be solved. My solution is Pack Rats, which turn your bad draws into good beaters.