Quote from urzatheplaneswalker »Streaming the rest of league now, here. https://www.twitch.tv/urzatheplaneswalker
Quote from urzatheplaneswalker »Would you like to upload the replay on youtube or twitch of matches with this build that you used?
Good idea. Let me see if I can figure out how to setup OBS and I'll try to setup a twitch stream tomorrow when I do a league. If there's a particular match up you want me to go through I can probably find a replay in my history I can voice-over.
Would you like to upload the replay on youtube or twitch of matches with this build that you used?
Quote from urzatheplaneswalker »That's all I'm currently running in the SB.
Quote from urzatheplaneswalker »Jund can be a bit of an enigma. Discard and fast clocks are definitely not your friend. Don't even get my started on Scavenging Ooze (likely their best card against you). I think the matchup definitely got worse with the unbanning of Bloodbraid Elf. Often times the games it comes down to whether or not they hit a discard spell off the elf.
I've been sideboarding in more creature answers and hoping to survive the initial hand disruption onslaught, eventually draw into an as foretold, then typically transmuting into a living end as the likelihood they are still in your hand by that point is low. Obviously the problem is you need 6 mana to do that without worrying about Pulse or Decay.
Obviously suspend Ancestral Visions on turn 1 no matter what, typically on turn 2 as well. Try to save your creature kill for Scavenging Ooze and Bobs. Bojuka bog can be quite useful against goyf.
My sideboard plan currently looks like
+1 Fatal Push
+ Sometimes 1 Leyline of the Void, especially if you see Grim Flayers and Liliana the last Hope.
+ Sometimes 1 Leyline of the Sanctity, especially if they are more aggressive. You can always discard it to a Liliana if you draw it later.
-2 Spell Pierce
-2/3 Street Wraiths (you're able to play a longer game where life/turns can matter more than a fast aggressive start, especially since you have to expect hard disruption on the first few turns so you're very unlikely to "combo" off)
-Sometime nimble obstructionist, especially if they've seen it game 1 and are likely to play around it.
Quote from alittlecheeky »Does anyone have any thoughts on how to approach the Jund matchup? I'd love to hear them. I'm specifically thinking about Remand. Do you leave it in post-board?
Quote from alittlecheeky »While I'm here, I'd like to talk a bit about this deck's place in Modern. I hope this will be helpful to those who are considering picking up the deck and those who are just getting started. Please note that this represents my opinion based on observations and 100+ matches with the deck.
I came across a thread on Reddit that posed the question, "Why has Mono Blue Living End fallen out of favor?" The deck was extremely popular in December 2017 and it has slowly decreased in popularity throughout the year. To that point, here are three potential reasons why:
1) The deck has a legitimately bad humans matchup. According to MTGGoldfish.com, Humans is the most popular deck in Modern with roughly an 8% metagame share. Save drastic main deck decisions and an overloaded sideboard, we have to accept that the combination of disruption and aggression will give our deck a hard time. A fairly stock Living End As Foretold list is probably 20/80 to a stock humans list. You can splash colors or select cards to give yourself 5-10 percentage points in the matchup, but I don't see the matchup getting much better than that. Many people do not want to be that much of an underdog to one of the top decks in Modern, so some may shy away from it for that reason.
2) The deck has a direct fail rate. You can do everything right, have close to the perfect 75 and still lose because all four copies of As Foretold are in the bottom 25% of your deck. This will undoubtedly rub people the wrong way. There is a degree of variance and risk involved with playing this deck that will turn people away from picking it up. We can do things to minimize that variance, of course, but it still remains. I think you have to be OK with the fact that your deck will lose to itself on occasion through no fault of your own. This is the tradeoff we make for having access to some of the most powerful, explosive effects in the format.
Along this point, I want to stress that no deck in Modern is perfect. Our fail rate is based around finding As Foretold, but Boggles fails if they don't have any Boggles. Burn fails if it draws too many or too few lands. KCI combo fails without KCI. Affinity is an aggro deck that plays 10 0 or 1-power creatures. Every deck has its weaknesses. It's just a question of which weakness you're willing to take on and how easy you can minimize that weakness and maximize the deck's strengths.
3) The deck is difficult to build and play. People may roll their eyes on this one, but I think the point holds true. I don't think anyone can just pick this deck up and start winning with it right away. Assuming you have a decent build, you have to know which cards to bring in from the sideboard, which ones to take out, when to cast your creatures, how to play certain matchups and how to play around graveyard hate. While every deck in Modern has its own element of complexity, remember that this deck is only 6 months old and we haven't had a viable combo/control deck in Modern since Spliter Twin. I imagine that many people picked up this deck, had a rough experience, and wrote it off as unplayable.
I wouldn't be posting on this forum or playing the deck if it ended there. I'd like to offer the other side of the issue and list three reasons why I think more people should be playing this deck:
1) The deck matches up well against the rest of the Modern field. Save humans and maybe a few other hyper aggressive decks like burn, I truly believe that the deck is 50/50 or better against the majority of decks in Modern. We have outstanding matchups against control variants, midrange creature decks and other combo decks. Storm, Lantern, Tron and Boggles are all good to great matchups depending on sideboard configurations. The deck combines a fast, proactive gameplan with countermagic and other disruption which makes it good against a large percentage of the field. The additional percentage points gained by LEAF from being a rouge deck are icing on the cake.
2) The deck is legitimately powerful and disruptive. Card advantage matters in Magic and this deck generates more card advantage than any other deck in Modern. Treasure Cruise is banned in Modern and it wasn't that long ago that Ancestral Vision was banned too. Our deck takes full advantage of a bannable effect and it does so in a way that somehow makes that effect better by tutoring for it and generating it for free. The deck plays more counter magic than any other deck in Modern and it has combination of resilient and evasive threats to close the game out quickly. On a raw power scale, the base of this deck is as good as it gets.
3) The deck is a blast to play. Regardless of whether you pick the deck up to hone it or jam games at FNM, the deck is very enjoyable to play and to play against. It's unique and it's fun to watch. The intricate counter magic/gameplay and power appeals to Spike. The combo and novelty appeals to Johnny. Beating down with big creatures likely appeals to Timmy. I think I've enjoyed learning this deck and playing games with it more than I have for any other deck.