I recently top 4'd a StarCity Super IQ with Jund. My list is here:
http://sales.starcitygames.com//deck...p?DeckID=64760
Feel free to ask any questions and also provide any feedback. I'm always open to suggestions.
-Zach
Gives me hope that Jund is still a good deck. I always like asking how people use their sideboard.
Can you explain some of your SB choices?
Is grafdigger's cage/tormod's enough for Dredge/Reanimator?
You miss life from the loam and pithing needle? I notice those are missing.
I truly believe Jund is very much still a good deck now. Look at the current DTBs: TNN decks, aggro-control decks, Miracle and Sneak Show. In my experience, Jund has good game vs tempo decks; it's all about surviving the early game, stabilizing, and then overwhelming with card advantage. Jund is black based and so has ways to deal with TNN (Liliana main, various SB options). Should be slightly favoured vs Miracle too, which is just exploding in popularity since GP Paris. Check out the most recent SCG top 16.
It's always been that Jund struggles against combo, and that's why Neffy's list intrigues me so much. I've always had a difficult time fighting Sneak Show, so the sideboard UG Sea and Swan Songs seem genius to me.
Neffy, from what I understand, Team America uses either Sinkholes or Winter Orb to fight control decks because they can struggle against them. Good Miracle players seem to think Team America is a very good matchup for them (e.g. Einherjer). Since Jund already fights Miracle pretty well, I'm not sure if Sinkholes are worth it.
From my experience both Dredge and Reanimator are winnable with both Tormod's Crypt and Grafdigger's Cage, but Surgical Extraction makes those matchups much easier when you are on the draw. Most of the time Jund is going to lose game 1 to Dredge and Reanimator. That means you are going to be on the play game 2 and on the draw game 3. Those factors need to be considered when choosing your sideboard graveyard hate.
For Dredge, Surgical gives you a means to interact with their graveyard game 3 turn 1 without having any open mana. Although a turn 1 kill is highly unlikely, it is certainly possible that the dredger gets a Narcomaeba in play and sacrifices it to Cabal Therapy removing the Crypt or Cage from your hand. If you have Surgical you can do something before this happens, either just neutering them (e.g., removing Bridge from Below) or slowing them down (e.g., removing Ichorid or a dredge enabler).
For Reanimator, sticking a Cage or Crypt game 2 turn 1 (or a few turns later after slowing them down with discard) is real sweet since either they need to blow it up or just go off through Show and Tell. The latter could be quite difficult since Pyroblast can counter it. However, the downside is similar to Dredge; if you are on the draw you have no way to interact with your opponent. Unlike Dredge, a turn 1 (effective) kill with Reanimator is not out of the question.
I don't think there is a right answer for which graveyard hate you should have, but I find more often than not Surgical Extraction is generally necessary for the tougher matchups.
Zach, I have a few questions.
1) How did the 7 MD discard + 4 Liliana feel?
2) How did the MD Golgari Charm feel?
3) How did Rakdos Charm perform? It's not a bad idea, especially since it can kill artifacts, but the other 2 modes might be lacking.
Also, grats on your performance
Also, the gent who did well at SCG with Jund - dat Chainer's Edict. I think I talked about it :P
Also, I think Golgari Charm really is a meta call. If you're running into lots of TNN/Elves, it will be a house. Recall that this deck has few ways to meaningfully interact with TNN. It might be prudent to have a true "answer" in the maindeck. A few of the junk players have tried it and really liked it.
-Matt
Had a 6round tourny yesterday - I went 4-2 which was fair, IMO. I played well i think, few mistakes tho.
Round 1; mono blue counterspells.
G1 i had everything i played countered...
G2 and G3 i won with DRS and P.fire. I have so much removal for his wizards (clique, snap, delver) and plague and double choke helped here. Lily too.
1-0
R2; Omnishow
Worst matchup ever. He goes off with Show and tell and nuke my permanents with emrakul. I scoop. G2 i seize him but he swan songs, and goes off again.
1-1
R3; white stax
Stax is not a big problem as it is threat light, and tangle wire is okay as i just get to establish more lands. I land early DRS and shoots him with p.fires too. Decay helps alot here.
I sit with 2 5/6 goyfs, lily and DRS and he with 2 ensnaring bridge + a lot of stuff. Eventually I ultimate with Lily and he has to choose between all his artifacts vs. all his mana. Being on 10 or something, he chooses wisely to keep the bridges. I have him shot with DRS a few times until i run out of food for shooting - he is at 2. However without lands he cant play his spells, due to Trinisphere and he gets enough cards in hand for DRS to attack him 2 times.
2-1
R4; Jund mirror!
Very fun match. However due to similar decks and fast play we get to a point after i won g2, where neither of us knew who actually one the first game... Very funny, but weird! (and stupid). We get the conclusion that he won, since he started and he started again second game. Anyway, its 1-1 and third game is about who gets a DRS first or p.fire going. He lands DRS, I do too. He goes lily - sac and I lose from here.
2-2
R5; elves
G1 goes loong, with both of us sitting on 2 lands the entire game, no lands i GY and 3 and 2 DRS on board. He eventually gets black and begins shooting me. G2 i kill everything he has, and discards his natural orders. I also land a grafdigger which was nice.
G3 has only few minutes on clock. It goes fast and i land both chains of mephistofeles and creatures. I begin the p.fire engine and keeps him off creatures. at some point i decide to destroy my own Bob and two of his dryad arbors and maelstrom pulse on double visionary. We get to time, and i kill him in my 3.
3-2
R6; 4C bug?
He stifles me and burns my DRS and beats me with TNN. G2 I beat him with DRS and fast creatures. G3 p.fire takes down his creatures and lily and choke stops him completely.
4-2
Great games, and the loss to omnishow is understandable. Kinda sad about the mirror though. Most likely I will take the deck to a larger tournament this weekend.
Thanks for reading.
My current build for jund I am working on, trying to finalize before I start buying
Critters: 15
3 Bloodbraid Elf
4 Tarmogoyf
4 Dark Confidant
4 Deathrite Shaman
Removal: 10
3 Abrupt Decay
3 Punishing Fire
4 Lightning Bolt
Discard: 8
4 Hymn to Tourach
4 Thoughtseize
Planeswalkers: 4
4 Liliana of the Veil
Land: 23
3 Grove of the Burnwillows
4 Wasteland
2 Bayou
2 Badlands
4 Verdant Catacomb
4 Bloodstained Mire
2 Wooded Foothills
1 Swamp
1 Forest
Sideboard: 15
3 Pyroblast
1 Maelstrom Pulse
1 Pernicious Deed
2 Duress
2 Golgari Charm
1 Umezawa's Jitte
2 Surgical Extraction
2 Engineer Plague
1 Life from the Loam
Just went 3-1 in the legacy grinder. Beat tin fins, maverick and jund, lost to thopter sword miracles. Feeling good about scgla tomorrow!
Edit: Better report and decklist.
5-4 @ SCG LA Legacy Open
4 Deathrite Shaman
4 Tarmogoyf
4 Dark Confidant
3 Bloodbraid Elf
4 Thoughtseize
3 Hymn to Tourach
2 Lightning Bolt
3 Punishing Fire
3 Abrupt Decay
1 Maelstrom Pulse
4 Liliana of the Veil
1 Sylvan Library
4 Bloodstained Mire
4 Wooded Foothills
2 Verdant Catacombs
3 Wasteland
1 Forest
1 Swamp
2 Bayou
3 Badlands
4 Grove of the Burnwillows
Sideboard:
3 Duress - Anti Combo/Control.
3 Pyroblast - Counter/Removal for blue cards
3 Engineered Plague - Anti Merfolk, Elves, Humans, and Spirits (Lingering Souls). Also Thopters incidentally
2 Nihil Spellbomb - Anti Dredge, Loam, Reanimator, Jund, RUG Delver, High Tide, Maverick, The Rock.
1 Umezawa's Jitte - Anti Tempo, Anti D&T, Maverick, Jund, Merfolk, Goblins, Elves, Deathblade.
1 Life from the Loam - Anti Tempo, Anti Loam, Anti Midrange
1 Ancient Grudge - Anti Equipment, Anti MUD, Anti Affinity
1 Krosan Grip - Anti Control, Anti Midrange (Equipment Based), Anti Combo (Sneak and Show, Belcher, Omnishow, Etc)
Results:
Round 1: Pox (2-0)
Game 1: He mulligans to 5, I play Turn 1 Deathrite Turn 2 Hymn, it is impossible for him to recover.
Game 2: I get ahead on resources, am able to remove all of his mishra's factories, and exile his bloodghasts with my Deathrite. He slowly loses to an army of tarmogoyf deathrite and Bloodbraid Elf
Round 2: Jund (2-1)
Game 1: He beats me by winning the topdeck war
Game 2: I win with jitte on confidant
Game 3: I win the topdeck war when he draws only lands.
Round 3: Junk (2-1) (Andrew Herbelin 13th)
Game 1: I win with 3 bloodbraids
Game 2: He wins with 3 lingering souls
Game 3: I engineered plague spirits, and win with incremental advantages
Round 4: Rug Delver (2-1)
Game 1: He wins because I punt by maelstrom pulsing away my own tarmogoyf for 1 of his
Game 2: I win by grinding him out
Game 3: I win by grinding him out
Round 5: Sneak and Show (0-2) (Kelvin Young 3rd or 4th, can't remmber)
Game 1: I play a thgouthseize and a liliana, it isn't enough
Game 2: I duress, play liliana he topdecks perfectly and assembles the combo
Round 6: High Tide (1-2)
Game 1: Dark Confidant draws me enough resources to win
Game 2: I scoop when he starts to go off.
Game 3: I mull to 5 (3 land, duress, Confidant). I don't see anything besides lands after getting confidant countered, he naturals into his win.
Round 7: RUG Delver (2-0)
Game 1: I win by grinding
Game 2 I win by grinding
Round 8: Thopter Miracle (0-2)
Game 1: He blood moons early, keeps me off balance enough for him to overwhlem me with naturally drawn thopter sword combo. I should have let him concede when picking up, looking at, and shuffling his deck for an Arid Mesa under blood moon, but I called a judge and they said to just resume the game after putting plains back and putting arid mesa back. He basically got a free shuffle effect which he shouldn't have, which is extremely good when combined with Sensei Top.
Game 2: He blood moons and locks me out of the game, eventually plays batterskull which I can't beat when followuped with sword of feast and famine. Draws his 1 of misdirect when I attempt to Abrupt Decay his bloodmoon he misdirects to my engineered plague.
Round 9: Joe Lossett UWR Miracle (1-2)
Game 1: I win with a timely punishing fire when he was going to lethal me. Lili ultimate basically won this one
Game 2: He terminuses me early, i cannot recover.
Game 3: I make a land tapping mistake and can't pyroblast a snapcaster into brainstorm, which basically sets up his turns to be able to win. He Vensers my liliana making me discard it. I don't really see enough bloodbraids
All in all a good tournament, but I wish I had played a better sideboard. Need more hate for Combo and Miracles.
Last edited by ironclad8690; 04-03-2014 at 05:08 PM.
Also just went 5-4 at SCG LA.
1: Death and Taxes 0-2 lose
Game 1 had to deal with him having: mom, thalia, revoker on my two deathrites, then Brimaz, port locking down my mana; game 2: I hymned him and hit Wilt-leaf… Well, shit. I almost could still win despite my lack of answers. Then he drew the second of the two wilt-leafs he sided in, so it didn't matter anyway.
2: Omni show 0-2 lose
Game 1 I had only one discard spell: not enough. My lili was about to get game 2 under control, but then he topdecked the show and tell.
3: Stoneblade 2-0 (2-1?)
Game 1 I made him discard his only nonland card. Game 2 was close. He had souls tokens with jitte, which was hurting me. Golgari charm helped, but he got another token next turn. Then I had p. fire and was able to recur it triggered by him gaining life with Jitte which he had to do because of how I attacked, and I was able to punishing fire and deathrite activate in response to his life gain to win I think.
4: BUG Delver 2-0 win
Game 1 I hymn him. He soon forces a Lily. And maybe forced something else, too. So I'm already up a few cards. I have the 2nd Lily for this true-name… Wait, I may be describing my other BUG delver round. Probably… Who remembers. Not this guy. And I probably went 2-1 not 2-0 in one of the two delver rounds, forget which.
5: Sneak n' show 2-1 win
Game 1 I look at my 7 and think… "I mean, I need to keep this I'm pretty sure, but I lose if it's combo" (no seize or hymn). I keep, he's on combo. But he can't find what he needs, and I think I did have a Lily in the hand at least. A goyf and another guy or two take him down. Game 2 he opens with leyline of sanctity (my hand has 2 seize and 2 duress, funnn). Then turn 1 Griselbrand off show. I put a suddenly meek-looking confidant into play off show. He draws a lot of cards with ol' grisly and I lose. Game 3 I have a Lili and a Confidant and like 3 Duresses. And a hymn. And surgical extractions on Show and Tell and Griselbrand. So I enjoyed that. Also at one point, I kept making him discard and he drew Emrakul like three times in a row (would then get shuffled back after discarding). Bizarre times.
6: Burn 0-2 lose
Not much I could do here. Even when price only deals 2 to me because I'd fetched basics, I'm still pretty dead. Also, searing blaze is not too bad against me turns out.
7: Miracles 2-0
Was in a good position g1 and held the mana up to decay a potential topdecked RiP since he had helm out; he topdecked it: I decay, won after that. Though his helm activation for 1 did grab him a 4/5 or 5/6 goyf off the top of my deck, to his surprise, too, because didn't actually know what helm did. I had a lily already up a few counters to make him sac it, I think, though. Game 2, golgari charm took care of RiP out of a RiP energy field lock. Otherwise, my cards just answered his cards and I got gradual card advantage through confidants and bloodbraids, even when balance countered a few things g2. Seizing his top g1 when his only other cards were lands and Swords to Plowshares didn't hurt me, either.
8: BUG Delver 2-0 win
I like getting this matchup… Also, yeah, I think I was describing this match when I talked about round 4. Can't remember much about the delver deck I faced round 4… Oh, I do remember in round 8, though, he had like 2 delvers, a tombstalker, and a goyf out after I deluged. But he was at low life, and I had a goyf, confidant, and bloodbraid. His stalker was tapped, and I was able to redblast delver, play bloodbraid (before blast, but irrelevant cascade I think? Dunno), and attack for the win.
9: MUD 1-2 lose
Pretty close in the end, and very good, tense games; Liliana was good to me game 1, as was Confidant. He had double chalice at 1, but it didn't matter much. Game 2, I dealt with his threats in hand and on board, but he ended up drawing a 2nd lodestone golem, and a wurmcoil engine with lightning greaves. Ouch. Game 3 was closer. A metalworker was good to him but cruel for me. A hymn took out a sundering titan and wurmcoil, but he still laid down another wurmcoil and forgemaster, which promptly became a blightsteel. A ratchet bomb from the turn before took out my deathrite aka blocker making me take 11 instead of 9 poision. Liliana on board and in hand, as well as a maelstrom pulse, but alas, couldn't beat his blightsteel+ other artifact creatures.
Mainboard was stock list with 4 groves, 3 wasteland. 4 Lili, 3 hymn, 3 p. fire, 3 bolt, 3 decay, 1 pulse, 1 library (love that card in this deck). And seizes and traditional creature and land base.
Sideboard was:
SB: 1 Umezawa's Jitte
SB: 1 Nihil Spellbomb
SB: 3 Duress
SB: 3 Red Elemental Blast
SB: 1 Life from the Loam
SB: 1 Ancient Grudge
SB: 2 Surgical Extraction
SB: 1 Toxic Deluge
SB: 2 Golgari Charm
Golgari charm was pretty nice. Also topdecked a deluge at one point to kill a true-name and a deathrite, so that was fun; first time playing with that card. And Liliana was also, as usual, awesome.
I like playing against all those fair blue decks, but sometimes less fair decks will just fuck you up. Such is the cost of playing Jund, I guess. Discard's just not always enough. Sometimes you wish you had a force.
Will probably stick with Jund for a bit, but might change it up before I go to the next Open.
Posted a better tournament report above.
Hey all sorry I haven't responded life got a bit busy recently. I've made some updates to my Top 4 list. I let a friend borrow my Punishing Jund list for the SCG Invitational this weekend. He's never played the deck in a competitive setting so I made this fairly comprehensive guide to help him with the match-ups I felt were the most relevant at the moment. If you guys like this and want me to do write ups on other match-ups please let me know.
The List:
Main(60):
Creatures (15):
4 Deathrite Shaman
4 Dark Confidant
4 Tarmogoyf
3 Bloodbraid Eld
Planeswalkers (4):
4 Liliana of the Veil
Spells (18):
1 Sylvan Library
1 Maelstrom Pulse
2 Lightning Bolt
3 Punishing Fire
3 Abrupt Decay
3 Hymn to Tourach
4 Thoughtseize
1 Golgari Charm
Lands (23):
1 Swamp
1 Forest
3 Bayou
2 Badlands
4 Grove of the Burnwillows
4 Verdant Catacombs
3 Wasteland
3 Bloodstained Mire
2 Wooded Foothills
Sideboard (15):
1 Pyroblast
1 Red Elemental Blast
2 Ancient Grudge
1 Grafdigger's Cage
1 Umezawa's Jitte
2 Duress
3 Surgical Extraction
1 Golgari Charm
1Toxic Deluge
1 Massacre
1 Tormod's Crypt
Delver Decks:
UWR:
Out: 3 Hymn, 1 G Charm, 1 Pulse
In: 2 Grudge, 1 Massacre, 1 Deluge, 1 Jitte
Keys to the Match: Ancient Grudge is the best value in this match-up. Use your thoughtseizes to shape the early turns and protect your board state, if you can catch an equipment card or a True-Name before it resolves these are prime targets. Massacre is literally a massacre here. They will bring in RIP to handle your Goyfs and Punishing Fires, not back breaking but not great for us either. Be aware.
BUG:
Out: 3 Hymn
In: 1 Jitte, 1 Deluge, 1 G Charm
Keys to the Match: In this match up the two most important cards for both of these decks are Abrupt Decay and Deathrite. Value them appropriately. Hold onto your Decays for Lili's and Goyfs as long as possible, use burn on everything else. BUG will bring submerge in after the board, it wrecks your shit. If you can strip it from their hand do so. Disfigure is another very strong after board cards, expect anywhere from 2-3 copies. Three main versions of this deck have been roaming around lately with varying numbers and combinations of Tombstalker, Bob and True Name Nigga. The heavy tombstalker builds are the hardest for us to deal with. If you suspect or know that Tombstalker is relevant keep your deathrite burning cards in their graveyard every turn to prevent/stunt their ability to delve, even if it means eating lands for nothing. This is a tough match, play really tight.
RUG:
Out: 1 G Charm, 1 Pulse
In: 1 Jitte, 1 Deluge
Stifle. Stifle. Stifle. Play around stifle. Do your best to only fetch when your opponent is tapped out. Abrupt Decay is one of your best cards here. Lili can stop the goose cold as long as you keep everything else off the board, keeping a Goyf up to block stonewalls it also.
U/R:
Laugh all the way to the bank
General Delver Notes:
In games 2/3 delver players will 99% of the time side out Force of Will. In addition to this they will take out anywhere from 2-4 Dazes depending on if they are playing or drawing. Spell pierce is the most dangerous counter magic post board.
Miracles:
U/W (Flash or Helm/Entreat):
Out: 3 Punishing Fire, 2 Lightning Bolt, 1 Maelstrom Pulse, 1 Bloodbraid Elf
In: 3 Surgical Extraction, 1 Pyroblast, 1 Red Blast, 2 Duress
Keys to the Match Up:
Do not overextend. Sit on a hand full of creatures and force them to Terminus then Surgical that shit and reload the board. If you can Surgical Entreat DO IT. If you can resolve a Lili DO IT (resolve is the key word). These builds have a terrible time with resolved non-creature permanents making Lili and Library among your best cards. Rape their hand often, masturbate with their tears. Save your fetches to shuffle creatures back into your deck after a Terminus if you don't need the mana. Pyro/Red blast are sick answers to Jace. Be aware of Detention Sphere, Oblivion Ring, and Pithing Needle in games 2/3 as answers to your Lili's. Once I saw a Moat...
ONCE.
UWR:
Out: 3 Punishing Fire, 1 Maelstrom Pulse
In: 2 Ancient Grudge, 1 Red Blast, 1 Pyroblast
Keys to the Match-up:
Again, do not over extend. This version wins the good ol' fashioned way with creatures and the occasional thopter foundry shenanigans. Blood Moon is real so fetch basics as often as possible. Disrupt fast and often, protect your Lili. Prime Targets for Thoughtseize: Jace, Equipment, Blood Moon, Humility. Save your fetches to recover from Terminus when possible.
General Miracles notes:
As I said before there are at the moment like 2.5 different types of Miracles decks. The traditional style of Helm Combo or Entreat in pure U/W, the U/W Flash version that runs like 2-3 Snapcasters and 1-2 Vendillion Cliques in the main, and the UWR version which has access to stoneforge/thopter nonsense. The two U/W decks don't change how we sideboard but they do change how we play slightly. The flash version has an easier time dealing with Lili for the obvious reasons but it adds more value to the Golgari Charms because their shit just dies. UWR is more of a midrange deck than a control deck so you'll need to rely a little heavier on removal. I cannot stress enough do not over extend, save a fetch or two in the mid/late game to recover from Terminus and resolve/protect your Lilis. If you can do those things you can win.
White Fair Decks (Death and Taxes/ xBlade Decks):
Out: 3 Hymn, 1 Maelstrom Pulse, 1 G Charm
In: 2 Ancient Grudge, 1 Deluge, 1 Massacre, 1 Jitte
Look familiar?
Death and Taxes- Keys to the Match Up:
You are the control deck in this match up. Resources are obviously at a premium so be smart with yours. Kill Thalias and Mother of Runes as early and often as you can. Same goes for Vial. Try to only use your wastelands for their Ports, hit Karakas only if they start to do "I'll bounce my legendary creature for value" bullshit. That land doesn't really affect our shit too much just their ability to dodge our removal. Look out for vial activations on 2 in response to Liliana, they will flash in Revoker and name Lili while she's on the stack. Look out for vial activations on 3 in response to your fetches, Aven Midcensor is basically stifle. Some D/T build bring Wilt-Leaf Liege in for your Lilianas so just keep that in mind when deciding to +1 or not. They will bring in RIP to shrink Goyf and stop Fire lock.
xBlade - Keys to the Match-up:
We wreck these decks. Plain and simple. Be aware of Supreme Verdict, watch your over extension. Stoneblade post board may bring in Back to Basics which is more brutal than Blood Moon in most cases. Play around it by fetching basics and valuing your Abrupt Decays a little more. Deathblade cannot afford the basic lands in their mana base and therefore will not have Back to Basics.
Cccccccombo Breaker:
Beating combo without blue spells, #thestruggle:
In order to beat these decks you have to play tight as fuck. And then play tighter. Your aim is to make it to the long game where you benefit from top decking. In order to do this you have to disrupt early and often and take key combo cards with your targeted removal. You're constantly stunting their ability to go off by a card in order to buy yourself one more turn.
Sneak and Show:
Out: 3 Punishing Fire, 2 Bolt, 1 Pulse, 1 Bloodbraid,
In: 3 Surgical, 1 Pyroblast, 1 Red Blast, 2 Duress
Keys to the Match-up: Surgical extract their creatures (ie: Grissledick and Emrakunt). They only run 8, if they don't have them they can't win. In the absence of hand disruption play all of your permanents, hold nothing back. Annihilator 6 is a lot easier to live thru when you can sac everything but a goyf or 2 and swing back for lethal. Not to mention multiple Bobs allowing you to race their Brainstorms are fucking real. Post board it is essential to play around Blood Moon. In game 1 save Pulse and G Charm for Sneak Attacks. It's also perfectly acceptable to blow Decays on Lotus Petals in game 1 to slow them down, in game 2/3 however try to save them for uncounterable answers to Blood Moon.
Reanimator:
Out: 3 Punishing Fire, 1 Bolt, 1 G Charm, 2 Hymn to Tourach
In: 3 Surgical Extraction, 1 Cage, 1 Crypt, 2 Duress
Keys to the Match-up: ALWAYS keep your Deathrites active with GREEN mana. Eating their creatures in response to animation attempts is SO FUCKING CLUTCH. Play crypt early and make them play around it, this buys you time and allows you to establish active deathrites and hand disruption. Hymn comes out because we don't want to randomly help them by putting a fatty in the yard, Lili's are almost solely for edicts. The most valuable cards for hand disruption are cards that allow them to place creatures into the yard so careful study, entomb the occasional faithless looting. Do your best to force them to keep creatures in their hand where they are essentially useless to them. Exhume is also a key card to strip due to its ability to get around Deathrites with two targets in the yard.
ANT/Storm (aka The Story of How We Lose This Match):
Out: 3 Punishing Fire, 2 Bolt, 1 Pulse, 1 G Charm
In: 2 Duress, 1 Crypt, 1 Cage, 3 Surgical
Keys to the Match-up: Buy time by removing the cards they need to go off. Tutors and cantrips are the most valuable cards to take. I won’t lie, this is pretty much an auto-loss so just play your best.
Elves:
Out: 1Maelstrom Pulse, 1 Hymn, 1 Lili
In: 1 G Charm, 1 Deluge, 1 Grafdigger's Cage
Keys to the Match-up: Kill Wirewood symbiote, Kill Gaea's Cradle, Kill their Deathrites. Kill fucking everything. In games 2/3 be ready for a fast Natural Order into Progenitus, play your Lili's conservatively in order to untap and counter this strategy. It really comes down to wrecking their hand and killing their relevant shit. If they have an active Deathrite before you it can make life really difficult.
General deck notes:
-Whenever your hand allows it try to let the first land you fetch/play be your basic swamp. This allows you to have a safe black source at all times and be an anchor to your board state.
-In game 1 on the play against an unknown opponent when given the option to cast a Deathrite or a Thoughtseize on turn 1 it is almost always correct to Thoughtseize. The information gained is invaluable and allows you to quickly reevaluate your hand's game plan. Oh and taking their best card isn't bad either.
-I like to bait wastelands in early turns with a Grove of the Burnwillows. This usually allows me to have double black available the following turn which is more important to the overall game plan than a Grove or even the potential 1 life we gave our opponent for cast a green spell.
Fire away with questions/advice etc. Thanks for reading.
As a quick aside to my above post I'm catching a lot of shit about the language and the formatting on other sites I've shared this with. That's fine. I understand, truthfully. This was written very late at night for a friend and I hadn't intended to share it with anyone but once I realized that all of this information that I've spent months acquiring might help someone else before they play Jund at any number of the really high quality Legacy events this weekend I had to share it. I wasn't about to lose more sleep so you weren't offended or so that it looked pretty and I also knew that people going to Charlotte would need to be able to read it ASAP (Since it's starting as I write this). The information here is sound and will help you win games. Take it or leave it. I apologize ahead of time for any hurt feelings.
Before anything else, hello fellow Jund players! I was a long time lurker before building my Jund deck. And now that I've built it and currently having good games with it, hopefully I can share and learn more with the deck that we love. :D
@Gunz24: Excellent writeup! Don't worry about the language, it just shows how important some points are which is a lot helpful than just plain reading the whole thing without having an idea which parts are important. :D THank you for sharing this information with us.
I would leave the Golgari Charm in the 60. After all, it was there to deal with TNN in the first place. What is more, Golgari Charm can kill Snapcaster Mages, Vendilion Cliques and destroy the Rest in Peace they will bring in, like you mentioned. Pyroblast/Red Elemental Blast is also a legitimate choice to side in.
Versus Death and Taxes Golgari Charm can wipe most of their creatures and deal with the Rest in Peace as well.
I would also keep the Maelstrom Pulse against both decks for its reach and would cut various numbers of Thoughtseizes.
Everything else except maybe the overestimation of ANT/TES seems fine more or less. It is not the best matchup but it can be managed quite well with the discard, grave hate and cards like Thorn of Amethyst and Chains of Mephistopheles.
Lots to address here so I'll just start at the top. TNN is not a problem for this deck. Never has been, never will be. That's because we have 4 main deck Lililianas. The reason Golgari Charm is in the main is to shore up the game 1 Elves match-up and to have a second main deck way to deal with Sneak Attack. This card comes out against Delver decks because we're bringing in better sweepers in the form of Deluge and/or Massacre.
As for Red/Pyro Blast there is no point during a Delver match where I want to be holding a 1 drop "Removal" spell that isn't Lightning Bolt. I'm not looking to counter any blue spells they play and none of the blue creatures they play can't be killed with Bolt or Punishing Fire. The additional benefits of having 3 free damage are for combat tricks in stalled out Tarmogoyf board states as well as a little reach to dome your opponent with.
As for Golgari Charm vs Death and Taxes, this is a discussion I've had a few times with a few people and the reason Golgari Charim comes out is because more often than not you're not going to get a blowout multi-kill with it like you will with Massacre or Toxic Deluge. When I say to kill the Moms and Thalia's I mean to prioritize your 1-1 removal for them above other targets. With the amount of removal we side into and the ability to Punishing Fire lock them Golgari Charm usually winds up being just short of enough to wipe their board unless I have it on turns 2/3. The idea is basically that we side into better sweepers. I wouldn't say you're wrong though if you opted to keep it in. RIP isn't the end of the world because of Abrupt Decay which in games 2/3 needs to be prioritized a little differently.
I disagree on every level with cutting any number of Thoughtseize. That is one of the best cards in this deck considering we have no counter magic. The information gained alone from Thoughtseize allows us to make smarter plays and really grind out that incremental advantage that we need to in order to win. I also disagree with keeping Maelstrom Pulse in for any of the match-ups in which I've suggested that you remove it. Pulse is a catch all answer for game 1. After the board we bring in better versions of pulse for the things we'd have kept pulse in for, namely Ancient Grudge. I have rarely ever cast a Maelstrom Pulse for more than a 1-1 and in all the situations I have it took out mine also. Maelstrom Pulse actually hurts your reach when you think about what you might hit and the answers we bring in/are already there.
I was suggesting adding Blasts while keeping Lightning Bolts, not instead of them. Negating Vendilion Cliques' or Snapcasters' ability in addition to destroying them, countering/destroying Jace, the Mind Sculptor, killing a Delver of Secrets and being able to counter a True-Name Nemesis seems quite good, in my opinion. On the other hand, it can create a bad cascade scenario.
I have seen lists with only three Thoughtseizes main board and have heard suggestions to cut them versus fair decks in order to bring more efficient stuff, i.e. Ancient Grudge, Umezawa's Jitte, etc. While I understand your reasoning, I think that you could go down to three after side if you have something to board in. In D&T matchup Golgari Charm will usually X for 1 your opponent (X being higher than 1) while Thoughtseize will not.
Regarding Pulse, having extra removal for Batterskull or Wilt-Leaf Liege can not be that bad. Especially since you will hardly end up in a position in which Pulse will backfire against UWR or D&T.
I have a few questions about your SCG IQ list:
1.) What is the reasoning behind playing 3 Bayous and 2 Badlands instead of vice versa? Usually you do not need to have more than two green mana sources while Badlands complements the Punishing Fire package.
2.) How good was the Rakdos Charm?
3.) In what matchups would you bring in the Chains of Mephistopheles?
Maybe in aggro-control but not in Jund, every graveyard deck in the format, Reanimator, Hermit Druid and Dredge is designed to win around Deathrite Shaman's summoning sickness. It may give you a chance to win game one, but that doesn't mean it will give you a chance to win a match. I wouldn't feel confident vs any graveyard deck without 3 Surgical Extraction in the SB, maybe a couple Grafdigger's Cage if you're worried about Elves.
There are currently 1 users browsing this thread. (0 members and 1 guests)