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Thread: [Deck] Jund

  1. #1301
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    Re: [Deck] Jund

    Quote Originally Posted by Neffy View Post
    I go

    2 swamp
    1 forest
    2 bayou
    3 badlands
    1 wooded foothills
    4 verdant catacombs
    4 bloodstained mire
    3 wasteland
    3 grove

    I am really trying to prevent the starting 7 of zero black with 1 forest, 1 grove/wasteland (n)

    Regarding Ancient Grudge; i've always used that as my preferred jund artifact hate in the board, but seeing as the cards that mostly trouble us is batterskull and sensei's top I think it safe to go with krosan grip.
    I also like the idea of a charm maindeck instead of the 4th decay - do you people have the 4th in the SB or just cut it completely?
    I have cut it completely. I cant think of a matchup where I would need 4, usually sweepers, pyroblasts, or jitte are the cards that I bring in when I need more removal.

  2. #1302
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    Re: [Deck] Jund

    I think I will go with charm, it's such a versatile card. Decay is too, but three is enough with all the other removal.

    And I made a mistake in the first post, I wrote Misty Rainforest where it should be Bloodstained Mire.

    I haven't actually tried the 2 Swamp 1 forest manabase, but I like the idea a lot. Definitely sorts out the blood moon/wasteland matchups nicely without digging into the SB.

  3. #1303
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    Re: [Deck] Jund

    Quote Originally Posted by Dissection View Post
    And I made a mistake in the first post, I wrote Misty Rainforest where it should be Bloodstained Mire.
    Good.

    Anyway, I would never add a second basic Swamp unless I have everything else covered first. While it does "help" with a few things, it doesn't solve them, and Wasteland and Grove of the Burnwillows "help" a whooole lot more.
    Quote Originally Posted by sdematt View Post
    tits.

  4. #1304
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    Re: [Deck] Jund

    Whats the reason that very little to no one is playing the worldwake manlands? Unlike modern where every bgx deck run as many as they can fit.

  5. #1305
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    Re: [Deck] Jund

    Wasteland.
    It is better to ask and look stupid then keep your mouth shut and remain so.
    Quote Originally Posted by Spam View Post
    Do not make fun of lands masters, they've spent many years mastering the punishing fire technique in the secret loam monastery. Do not mistake them with the miracles masters, eternal rivals, they won't like it.
    Quote Originally Posted by DarthVicious View Post
    I hope your afterlife is filled with eternal torment.
    Quote Originally Posted by Dice_Box View Post
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    Quote Originally Posted by DarthVicious View Post
    Something about how fun it is pulling the wings off flies and microwaving the neighbors cat?

  6. #1306

    Re: [Deck] Jund

    Quote Originally Posted by Rizso View Post
    Whats the reason that very little to no one is playing the worldwake manlands? Unlike modern where every bgx deck run as many as they can fit.
    My guess is Wasteland, but i nfact last week I saw a Jund running Raging Ravine with success, he was 5-1 or 4-2 I think.

  7. #1307

    Re: [Deck] Jund

    Wasteland and an overall faster pace which makes it hard to efficiently play taplands (yes, Shardless BUG plays Creeping Tar Pit, but that deck can cantrip, has a lover mana curve and Tar Pit is also unblockable, which makes it worth a slot or two). What is more, in a format with decent cantrips, Lightning Bolt becomes a lot more relevant and it sure is not fun to lose Raging Ravine to a bolt. And more importantly, Raging Ravine produces R/G while B is what we need.

  8. #1308
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    Re: [Deck] Jund

    But gonna get wastelanded anyway and lightning bolt is quite taxed already for liliana bob, deathrite and random smallgoyfs. Still a cteature that cant be abrupted and bolt and other removal are cards you can play arround when the deck is fill with discard effects. Manlands increases threatdensity and jund colors have 2 solid wwkmanland and treetop as well. Tec edge and bolt is everywhere and still they see massive play there.

    Does the deck really need 9 fetchlands?

    Just some outside perspective questions.

  9. #1309

    Re: [Deck] Jund

    My biggest thought is that it takes 4 mana plus the land itself to activate which means you can't do anything else with your mana that turn typically. A 5 mana investment often will leave without the mana to activate deathrite or play goyf.
    Shardless loves creeping tarpit because it snipes jace and liliana, while also being a good stand alone creature. Also being 1 mana cheaper activation helps a lot.

    That's not to say its unplayable but it definitely seems one of the slower ways a jund deck can grind out value.
    Quote Originally Posted by Bryant Cook View Post
    I can't wait to fetch for Tropical, ponder and then kill them on my second turn.

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    Re: [Deck] Jund

    Quote Originally Posted by Rizso View Post
    Just some outside perspective questions.
    None of the viable manlands in Jund produce black and they all enter the battlefield tapped. There's not much more to say. I tried out Treetop Village for a while, but it was still nonblack and entered the battlefield tapped and ended up hurting more than it helped.
    Quote Originally Posted by sdematt View Post
    tits.

  11. #1311

    Re: [Deck] Jund

    That said, it's still better at grinding than Punishing Fire, if you look at it.
    3 tapped lands = 1 Pt Damage
    6 tapped lands = 3 Pt Damage

    Vs Ravine
    5 tapped lands = 4
    5 tapped lands = 5
    5 tapped lands = 6 and so on. I say it could try coming in instead of a 4th Grove.

    Grante, it will most likely be used to generate mana solely, but still, when it happens, it's gonna be way more awesome than P.Fire

  12. #1312

    Re: [Deck] Jund

    Quote Originally Posted by Rizso View Post
    Whats the reason that very little to no one is playing the worldwake manlands? Unlike modern where every bgx deck run as many as they can fit.
    Wasteland and ETB Tapped

  13. #1313
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    Re: [Deck] Jund

    Quote Originally Posted by aluisiocsantos View Post
    That said, it's still better at grinding than Punishing Fire, if you look at it.
    3 tapped lands = 1 Pt Damage
    6 tapped lands = 3 Pt Damage

    Vs Ravine
    5 tapped lands = 4
    5 tapped lands = 5
    5 tapped lands = 6 and so on. I say it could try coming in instead of a 4th Grove.

    Grante, it will most likely be used to generate mana solely, but still, when it happens, it's gonna be way more awesome than P.Fire
    It's just cute, nothing more. I mean, if Punishing was legal in Modern, the first thing to go would be those lands. Fire is not there to win a game, (though it can) and putting it next to something that you have the express intent to deal combat damage with seams like an unfair comparison.
    It is better to ask and look stupid then keep your mouth shut and remain so.
    Quote Originally Posted by Spam View Post
    Do not make fun of lands masters, they've spent many years mastering the punishing fire technique in the secret loam monastery. Do not mistake them with the miracles masters, eternal rivals, they won't like it.
    Quote Originally Posted by DarthVicious View Post
    I hope your afterlife is filled with eternal torment.
    Quote Originally Posted by Dice_Box View Post
    Fuck. Which one of my quotes do I drop for this?
    Quote Originally Posted by DarthVicious View Post
    Something about how fun it is pulling the wings off flies and microwaving the neighbors cat?

  14. #1314

    Re: [Deck] Jund

    For sure! Though I'm not excluding fire, but instead just assuming in a situation in which the only choice you have is Punishing Fire to grind the hell of it, maybe you could have that mana better spent with this land. But i really gotta try it out to see how likely it is to happen.

  15. #1315
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    Re: [Deck] Jund

    Quote Originally Posted by Dice_Box View Post
    It's just cute, nothing more. I mean, if Punishing was legal in Modern, the first thing to go would be those lands. Fire is not there to win a game, (though it can) and putting it next to something that you have the express intent to deal combat damage with seams like an unfair comparison.
    Most of them play groove already. If you really are so hurt for black there is also the option for bg filterland. It would allow a 3 land hand, groove, wasteland hands to cast a turn 3 liliana.

  16. #1316
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    Re: [Deck] Jund

    I know, after Rock, Jund is my Modern deck of choice. That's why I have it in Legacy. All I am saying is that, should at any time PF be unbanned in Modern, the first thing to be cut would be the Man lands.
    It is better to ask and look stupid then keep your mouth shut and remain so.
    Quote Originally Posted by Spam View Post
    Do not make fun of lands masters, they've spent many years mastering the punishing fire technique in the secret loam monastery. Do not mistake them with the miracles masters, eternal rivals, they won't like it.
    Quote Originally Posted by DarthVicious View Post
    I hope your afterlife is filled with eternal torment.
    Quote Originally Posted by Dice_Box View Post
    Fuck. Which one of my quotes do I drop for this?
    Quote Originally Posted by DarthVicious View Post
    Something about how fun it is pulling the wings off flies and microwaving the neighbors cat?

  17. #1317

    Re: [Deck] Jund

    Keeping in mind that the grove package would drag things to the late game, it would be fairly reasonable to still keep a couple of manlands. But I doubt that Punishing Fire is in a position for being unbanned and this topic is rather irrelevant for the thread.

  18. #1318
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    Re: [Deck] Jund

    Reid Duke just posted some videos playing an interesting version of jund utilizing 2 mox diamonds, a gsz package including dryad arbor and huntmaster of the fells, and 0 bloodbraid elves. Thought his list was interesting but I dunno if I could ever give up bloodbraid elf.

    Here is his deck tech video: http://youtu.be/Gf6mgvn-u6w

  19. #1319
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    Re: [Deck] Jund

    Quote Originally Posted by ironclad8690 View Post
    Reid Duke just posted some videos playing an interesting version of jund utilizing 2 mox diamonds, a gsz package including dryad arbor and huntmaster of the fells, and 0 bloodbraid elves. Thought his list was interesting but I dunno if I could ever give up bloodbraid elf.

    Here is his deck tech video: http://youtu.be/Gf6mgvn-u6w
    And he went 2-4 with it having only beaten Burn. While this means nothing in and of itself, I would like to point out that his new package meant nothing to any of the decks he had trouble with. Jund's problem isn't its "oomf". It's got plenty of "oomf" and it makes all the ladies sigh. Jund's problem is that it's inconsistent (and doesn't have shitty universal counters). His alterations, though I do love me some Green Sun's Zenith, did nothing to change that problem and Mox Diamond only stands to make that problem worse.
    Quote Originally Posted by sdematt View Post
    tits.

  20. #1320

    Re: [Deck] Jund

    Mox only works if your deck is Pox, or if youre running Loam or Crucible. That said, you'd need more than one loam for it to be viable, and that will make it go more towards traditional Aggro Loam (which is actually jund colors) instead of Jund.

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