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  • posted a message on Jund
    I agree with @Junderandblightning Smile I will always have Jund sleeved.
    Posted in: Midrange
  • posted a message on Jund
    Quote from Aazadan ยป

    I'm 25-22 in games, 10-9 in rounds, which isn't too surprising since I'm not a very good player.

    Hey man, give yourself a break. Live, learn, and Jund em out Smile it's all well and good here. Glad someone is testing frenzy. We need people to sleeve up new cards and evaluate them. Might be time to jump ship on that card tho.
    Posted in: Midrange
  • posted a message on Jund
    I'm also convinced 24 lands is where we want to be, but having 25 isn't necessarily a bad thing either. It really depends on
    what a player wants to include in their 75. I think if someone has an affinity for BBE's and different 4+ cmc cards in their sideboard they should push up to 25. On the other hand, if they're just packing the elfs and staying relatively low on cmc (somewhere between 6-8 3cmc spells), they should be fine on 24.

    I also believe 3 Trophy's is the right number. I started at 4, and while it being a great catch-all, it's still just a removal spell. I felt that my opponent was getting ahead of me easier than normal, so the 4th trophy quickly turned into a 3rd KCommand; putting me somewhere near @FlyingDelver 's numbers.

    On that topic, noting the balance of KCommand and Trophy is pretty important. Having 3 of each basically solves any problem in modern with terrifying efficiency without overloading on either spell. I would urge people to give it a shot in their lists before totally knocking the ideas Smile has worked very well so far.
    Posted in: Midrange
  • posted a message on Jund
    Holy smokes! 4 KCommand??!!?
    Posted in: Midrange
  • posted a message on Jund
    @EPICAS22 I've actually found that a 3/3 split on Trophy and KCommand solve most of our issues almost outright!

    With the minimal playtesting, I've settled on a main 60 like this...

    I haven't really looked at what I want to be packing in the sideboard quite yet, but with a few more games under this 60's belt I'll probably start focusing on it a little more Smile good luck testing, everyone!
    Posted in: Midrange
  • posted a message on UG Delver/Tempo
    Thanks @CurdBros. I tried many iterations of delver in the past, and this has felt like the best shell in a long while. I prefer it to the UR Wizards deck currently.

    After some testing I've came to this main board...

    And now I'm looking at possible cards for the sideboard. Some of the options I'm thinking of are the following...

    It's coming together slowly but surely. Might "sleeve" this up on MTGO and start grinding Competitive Leagues soon. Stay tuned.
    Posted in: Deck Creation (Modern)
  • posted a message on UG Delver/Tempo
    Great suggestions! Thank you so much for the input. Let me address my thoughts on the ideas individually.

    Traverse the Ulvenwald was actually a serious consideration while making the deck. It didn't make the cut for this initial build because I really wanted to maximize being able to cast Disrupting Shoal as much as I could. The Traverse won't always be on, so I just assumed having the creature would be better in its place, but I could be plain wrong. Further testing will have to be done. I can definitely see this deck playing that card.

    Vendilion Clique is also another great suggestion. I initially turned to the Stifle-Bird so I can basically have a little of that ability in the deck, but maybe Clique is just a strict upgrade? I think Gnarlwood Dryad, Cryptic Serpent, and Narnam Renegade don't really "add" anything to the deck. Our beaters (mandrills and tarmogoyf) do exactly what these cards do but but better in my opinion.

    Blossoming Defense and Mutagenic Growth seem sweet! Maybe the Defense is better than the two spell pierce? I like the versatility of Pierce, but the Shoals and Denials should be enough countermagic to take care of most spells. My only reservations on cards like these is that I can't pitch either of these to Disrupting Shoal.

    While Disrupting Shoal is basically always card disadvantage, I think it's one of the reasons to pick up the deck. I'd prefer to build around it before dropping to 3 copies because it's just that good. The deck doesn't need card advantage in most games, it just needs it's creatures to stick and turn sideways.

    The land count in the deck is perfect at 17. There's actually a ton of card selection in the deck that you can kind of organize where you start/stop with land drops. In my experience so far, having land starvation isn't anything critical; but being flooded looses you the game.

    As far as adopting other colors go, I think I'd adopt red purely for Lightning Bolt before adopting black for the cards that are mentioned. My only reason to say that is because the deck just needs reach. It already has the beaters to be efficient and it has the disruption to take care of what the opponent is doing; it just doesn't have removal that doubles as reach.

    Dismember is more of a sideboard card for this deck. Dismember is something that I can't utilize in lets say, a control match. Whereas, in that same match up, Vapor Snag can be utilized for returning my creatures to my hand and countering CMC1 cards with Shoal. I think Dismember will have two dedicated slots in my sideboard for sure.

    And finally, I think Mishra's Bauble is justified in the list even without any "Delirium" cards in the deck. It grows the Tarmogoyf, fuels the Mandrills, and gives the deck more card selection. The card selection the bauble provides helps flip Delver even though it's an artifact, and also helps keep our non-land spellcount high throughout the game.
    Posted in: Deck Creation (Modern)
  • posted a message on Jund
    I'm not saying that KCommand alone is what makes Jund great, it's just another card among Lightning Bolt and BBE to play Jund over GBx decks. That's all.

    On another note, what are people's mainboards going to look like when testing this new card? I'm quite curious to what you guys are going with!
    Posted in: Midrange
  • posted a message on Jund
    I think KCommand is worthy of being a reason to play Jund over GB. That card is pretty good.
    Posted in: Midrange
  • posted a message on [Primer] Monkey Grow (RUG/Temur Delver)
    Hello RUG Delver players!

    I'm looking to do something similar to your RUG Delver lists in Modern, except without the Red. I think I finally hammered out a main 60 that I like, but I'm having issues building the sideboard. Would you guys mind aiding me in some suggestions for the sideboard? Here's the list for reference...

    Sorry if this isn't exactly in line with the primer... If there's a better place to post this, I'll take suggestions where and remove my post from the thread. Thanks everyone!
    Posted in: Aggro & Tempo
  • posted a message on UG Delver/Tempo
    Hello Everyone!

    This is my first time making a thread for a deck on MTG salvation. I'm here to talk about a recent brain-child of mine that is actually putting up numbers in my testing.

    To preface; I'm a Modern Jund player that loves the tempo aspect of the game. I saw Hoogland play a RUG (Temur) delver list for Modern, and he one a few separate games off Simic Charm alone. He also highlighted that the Green in the deck for Hooting Mandrils and Tarmogoyf were pure upgrades from the beaters in the UR Tempo/Wizards deck that's floating around right now. I thought to myself, "huh... maybe there's something to a Simic tempo deck?" And now here we are!

    So far, all that has been constructed is this main 60. I have a general idea of what I want to include in my sideboard, but I think that the mainboard should be finished before drawing up a 15 for the meta.

    Important card choices:
    1. Spell Peirce
      • I needed a spell on 1 that had some play against more removal. This was the first thing that came to mind and it stuck around.
    2. Mishra's Bauble
      • Grows Tarmogoyf
      • Aids getting a Hooting Mandrils into play faster.
      • Aids in flipping Delver of Secrets. You can bauble yourself on the opponents turn; then on the following upkeep you can stack the bauble and delver trigger accordingly to help flip it.
    3. Nible Obstructionist
      • This dude really over-preformed in the UR Tempo/Wizards archetype. He's not as cheap or high-damaging as my other creatures, but he's like the fifth Delver of Secrets.
      • Also can be pitched to Disrupting Shoal for 3, which rarely needs to happen thanks to the efficiency of my other counter-magic spells like Stubborn Denial or Spell Pierce.
    4. No Snapcaster Mage
      • Doesn't flip Delver.
      • The deck is actually too mana-intensive for this card.
      • The deck doesn't need any more redundancy than it already has.

    Well that's basically it so far! I think this is something worth looking into as an archetype because it hoses so many decks in the current meta-game.

    What do you guys think?
    Posted in: Deck Creation (Modern)
  • posted a message on Jund
    Don't get me wrong, I think KCommand is a great card. But I don't think our deck wants four of them. We need more diversity in our spells. Dropping Abrupt Decay and Maelstrom Pulse seems questionable when we're trying to have a distribution of spells that can actively remove any issue.

    What's your reason on playing the 4 Kolaghan's Command and no Pluse/Decay?
    Posted in: Midrange
  • posted a message on Jund
    Attacking is still our main gameplay against the UWx decks Smile Scooze can turn sideways to deal damage and that's all there is to it, really.

    I personally board in the spell bombs against UWx match ups, but I wouldn't be surprised if that wasn't the best call in the world. I like making my deck as threat-dense and disruption packed as possible. I go as far as removing all my bolts, pushes, terminates, and depending on what I'm playing against; Decay's and Pulses for any relevant dudes or disruption in my side board.
    Posted in: Midrange
  • posted a message on Jund
    I think Leyline is the foil to the GY decks that are seeing play right now. But at the same time, as mentioned, the is a price to the card. Along-side Bob, lots of damage could be flipped off the top; and redundant copies are useless, even though we must include 2-4 copies of the card in the sideboard for it to be effective.

    I've played Leyline before and I can definitely see why it has such a draw to it right now. But don't you think something like this is possible?

    What I'm referring to here is Joslyn's sideboard gauntlet of graveyard hate. 3 Nihil Spellbomb and 2 Grafdigger's Cage. She top 16'd a few opens with this exact 75. I haven't quite figured out that if she made an accurate meta call or was just incredibly prophetic to where the format was going. Maybe the format is narrow enough to include that number of cage and Spellbombs? I like this plan of attack more than the Leyline's personally. Thoughts?
    Posted in: Midrange
  • posted a message on Jund
    I brought this up in the discord a little bit ago, but wanted to get a few other opinions on it.

    Has anybody played without terminate in a Jund list? I'm really looking to adopt a second Maelstrom Pulse and a second Abrupt Decay in my list to be a little more versatile with removal. The spell suite I imagine would be something like the following...

    We should be able to answer everything in the format with what's listed there, but whether it actually does or not is kinda up for debate. I see lists cutting down to 1 Terminate now that push is the go-to creature removal spell we have. Everything push can't answer, the rest of our removal should be able to compensate for it.

    Any thoughts?
    Posted in: Midrange
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