I'd say you maybe have 2-3 possible spots available to you: -1 Thrun, -1 Seal and either -1 Grafdigger's Cage or Torpor Orb (as there are basically used in the same MUs) or -1 Extirpate.
I'll probably drop a seal and a Cage, since Extirpate wins me games usually, with hand disruption. Would slagstorms or combusts be better in that sideboard slot?
That's probably what I'd go for too. I really don't know, depends on your meta I guess. I think I'd prefer Combust, personally, just because it's generally really good against Tempo decks which are really popular currently.
I listed it before, but merfolk, UR storm, melira pod, tron, delver, is the main meta. I can try the 2x combust and see how it goes tonight, assuming I play against merfolk.
I listed it before, but merfolk, UR storm, melira pod, tron, delver, is the main meta. I can try the 2x combust and see how it goes tonight, assuming I play against merfolk.
Combust>Slagstorm in that meta. Combust is great against Merfolk, Pod, and Delver(especially angel Delver). If UR storm wants to be cute and sideboard into Exarch/Twin then it's good there too.
I like the combust idea. A lot better than slagstorm here, imo. I've noticed with merfolk that they'll have 4 or 5 4/4 and up dudes by turn 3 or 4 pretty consistently.
So I went 2-1 last night, didn't play against merfolk. Overall 3-0 was split between Merfolk and BW Tokens. I saw there was a guy playing living death, so I took out the other torpor orb and sowing salt, and went for 2x Crypt in the board.
Round one was vs RG Tron. Game one he wasn't able to find a wincon, so I was able to wreck him with a gofy and bbe. I brought in Molten rain, Extirpate, and seal of primordium. Game 2 he was able to get turn 2 tron via explore, but I hit the tower with a molten rain, even though he had an expedition map on board already. I never found another molten rain or extirpate, so it ended when he hardcast an emrakul. Game 3 was similar, rained out a tower, but never saw extirpate. This time he was able to ancient stirrings up an emrakul faster to end it.
Round two I won't count too much since it was vs a UR storm deck. The normal pilot decided to play something different, and the person playing it had never played storm before. He won game one, but Extirpate, Grafdiggers cage, and the crypt stopped him. Game two he miscounted on his grapeshot, and left me at 6 life, to which he scooped. Game three I turn 2 extirpated his grapeshot, to which he also scooped.
Round three was vs the team USA max tiezte looking deck. game one had early delvers that were stopped by a jund charm, followed by a Geist with a eijango. Game two I brought in thrun, molten rain, extirpate, grafdigger, and the pair of combusts. I kept a 4 land (2x green) hand with thrun and finks in it, no disruption. I was able to get thrun out turn 4 and the beating commenced. He wasn't able to stop thrun, but slowed down due to his kor firewalker. the Cage also prevented his flashed snap from doing anything. Game three I kept steady hand disruption hand with 6 cards, and wore him down with a raging ravine. I extirpated his path to exile, leaving him with only land in his hand. double raging ravine online ended the game.
So that's my quick writeup of how it went last night. I feel I need to tweak the deck and the board some more, but wanted to get this out.
So I went 2-1 last night, didn't play against merfolk. Overall 3-0 was split between Merfolk and BW Tokens. I saw there was a guy playing living death, so I took out the other torpor orb and sowing salt, and went for 2x Crypt in the board.
Round one was vs RG Tron. Game one he wasn't able to find a wincon, so I was able to wreck him with a gofy and bbe. I brought in Molten rain, Extirpate, and seal of primordium. Game 2 he was able to get turn 2 tron via explore, but I hit the tower with a molten rain, even though he had an expedition map on board already. I never found another molten rain or extirpate, so it ended when he hardcast an emrakul. Game 3 was similar, rained out a tower, but never saw extirpate. This time he was able to ancient stirrings up an emrakul faster to end it.
Round two I won't count too much since it was vs a UR storm deck. The normal pilot decided to play something different, and the person playing it had never played storm before. He won game one, but Extirpate, Grafdiggers cage, and the crypt stopped him. Game two he miscounted on his grapeshot, and left me at 6 life, to which he scooped. Game three I turn 2 extirpated his grapeshot, to which he also scooped.
Round three was vs the team USA max tiezte looking deck. game one had early delvers that were stopped by a jund charm, followed by a Geist with a eijango. Game two I brought in thrun, molten rain, extirpate, grafdigger, and the pair of combusts. I kept a 4 land (2x green) hand with thrun and finks in it, no disruption. I was able to get thrun out turn 4 and the beating commenced. He wasn't able to stop thrun, but slowed down due to his kor firewalker. the Cage also prevented his flashed snap from doing anything. Game three I kept steady hand disruption hand with 6 cards, and wore him down with a raging ravine. I extirpated his path to exile, leaving him with only land in his hand. double raging ravine online ended the game.
So that's my quick writeup of how it went last night. I feel I need to tweak the deck and the board some more, but wanted to get this out.
A few months ago i started felling like the meta game was shifting away from jund but it seems jund is still strong which makes me happy. Also has anyone tested blightning lately i dropped if for quite a while but seems with all the combo its been alot stronger
A few months ago i started felling like the meta game was shifting away from jund but it seems jund is still strong which makes me happy. Also has anyone tested blightning lately i dropped if for quite a while but seems with all the combo its been alot stronger
Its still a bit weak to me. Most of the combo decks and even control you want the discard early. Storm and such can outright win on turn 3 at times and against control they usually counter it and you end up wasting your turn. I still think its to slow but if you do use it put it in your SB.
If you don't have a lot of combo decks in your meta, I would consider cutting the Thoughtseizes. You're better off playing more removal against aggro decks, and you can always sideboard in thoughtseizes game 2 when you need to.
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Martyr is pretty aweful. Thought hemorrhage on martyr early should win you the game though, as they won't be able to out attrition you then in the long game. Pithing Needle works pretty well for that as well. They also play less threats than you play removal, so just deal with their threats and make sure they can't activate emeria (for which you have tec edge / fulminator mage).
IMO, Abrupt Decay is actually better than Terminate in Jund, as it uncounterably hits nonsense like Deceiver Exarch and Vedalken Shackles at the same time. However, I would still make room for Terminate and Maelstrom Pulse in Jund, though, as general coverage is the name of Jund's game--probably a 3/2/2 split of Abrupt Decay/Pulse/Terminate will be good.
Of course, expect Vines of Vastwood counts in Exarch Twin sideboards to go way, way up. (Still countered Combust, too.)
I agree with a split absolutly but heck if radkos charm or golgari charm or gruul charm are as good as izzet charm we mive to rework quite a few numbers in jund lol but there is no doubt decay will see play... Lol on a second silly note i may make a jund scepter deck with this and charms if they are good just for lols of coarse
IMO, Abrupt Decay is actually better than Terminate in Jund, as it uncounterably hits nonsense like Deceiver Exarch and Vedalken Shackles at the same time. However, I would still make room for Terminate and Maelstrom Pulse in Jund, though, as general coverage is the name of Jund's game--probably a 3/2/2 split of Abrupt Decay/Pulse/Terminate will be good.
Of course, expect Vines of Vastwood counts in Exarch Twin sideboards to go way, way up. (Still countered Combust, too.)
Yeah, this card only adds to the removal package. The numbers will have to be adjusted some, but maelstrom pulse, terminate, and abrupt decay should all be included somewhere in the 75. I'm thinking abrupt decay may push maelstrom pulse to the sideboard, but who knows.
What do people think of strangleroot geist in jund? i've been doing a bunch of testing and Inquistion/Thoughtseize MD were really overrated bc cascading into them turn 4 was almost always too late for them to be effective. i'd much rather hit finks of goyf or one of our sorceries. also the only MU i like liliana is UW midrange/control. I decided to go for a little different take on jund and smashed a bunch of creatures into the list. threw a sword in for good measure:
Bob with SoLaS is such amazing card advantage. its like +3 cards every turn for u. i wanna add eternal witness + profane command combo somewhere but the removal we have already is sufficient, and bloodbraid is profane's worst enemy.
I like geist because they either give u good CA or eat a path to exile so our finks/goyf/bob can stick around for the fight. molten rain is sooooooo nice. Land destruction is better imo then hand destruction in the current format. storm is just mediocre without ponder, so i don't really know if we need to be playing much hand d. although i wouldn't hesitate to add 4-5 combo of TZ and/or inquisition if u have a lot of storm in ur meta. playing these cards against control isn't as good, i've found, as running durable creatures like geist/finks bc u can't prevent all of their mass removal even though u may try. so i end up getting more CA from things with persist/undying. and the haste on geist supports the aggro theme of bloodbraid. for 4 mana (same as huntmaster), bloodbraid almost always deals 3-6 damage the turn u play it. so that turn 4 bloodbraid into blightning can many times blow out opponents, playing any deck.
I'd consider adding another basic land in there. There are times where I don't really want to fetch another shock and I just need a basic swamp or forest. Also, I'd consider adding some more main deck removal, maybe dropping a kitchen finks for another maelstrom pulse or a jund charm. It looks solid though, not really much to say about it, just like any other Jund list.
no way 25 is right. if u ever cna't hit a 4th land drop where u shoulda been able to play bloodbraid, ur playing this deck wrong. i never ever have troubles with 25. especially since the man lands/edges are gonna die/trade sometimes. its important to not lose to an opponents edge.
also @sathorix, how many times do u bloodbraid into TZ/inquisition? how overrated is that? whenever that happens to me, i literally groan...
guys, my list is gonna support the thereoy that if u can control the board, ull win the game. nad lili is good, iknow, i only think shes effective in the midrange UXx MU.
Playing extra creatures like i do, my 8 removal cards isn't ample, its efficient. bc my game strategy is usually to trade their creatures with my undying ones.
I don't ever have any issues casting bloodbraid elf with 24 land. Our creatures get path'd so much it hardly even matters if you actually draw 4 lands or not anyway. I mean, the more lands you get the less bob hurts, but that comes down to chance in this deck anyway. I'd rather reveal a relevant card and take the life than reveal a land and take no damage.
I'll probably drop a seal and a Cage, since Extirpate wins me games usually, with hand disruption. Would slagstorms or combusts be better in that sideboard slot?
I listed it before, but merfolk, UR storm, melira pod, tron, delver, is the main meta. I can try the 2x combust and see how it goes tonight, assuming I play against merfolk.
Combust>Slagstorm in that meta. Combust is great against Merfolk, Pod, and Delver(especially angel Delver). If UR storm wants to be cute and sideboard into Exarch/Twin then it's good there too.
Currently playing:
UW Modern Tron WU
UR Modern Storm RU
UW [CARD]Rasputin Dreamweaver
[/CARD] UW
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Round one was vs RG Tron. Game one he wasn't able to find a wincon, so I was able to wreck him with a gofy and bbe. I brought in Molten rain, Extirpate, and seal of primordium. Game 2 he was able to get turn 2 tron via explore, but I hit the tower with a molten rain, even though he had an expedition map on board already. I never found another molten rain or extirpate, so it ended when he hardcast an emrakul. Game 3 was similar, rained out a tower, but never saw extirpate. This time he was able to ancient stirrings up an emrakul faster to end it.
Round two I won't count too much since it was vs a UR storm deck. The normal pilot decided to play something different, and the person playing it had never played storm before. He won game one, but Extirpate, Grafdiggers cage, and the crypt stopped him. Game two he miscounted on his grapeshot, and left me at 6 life, to which he scooped. Game three I turn 2 extirpated his grapeshot, to which he also scooped.
Round three was vs the team USA max tiezte looking deck. game one had early delvers that were stopped by a jund charm, followed by a Geist with a eijango. Game two I brought in thrun, molten rain, extirpate, grafdigger, and the pair of combusts. I kept a 4 land (2x green) hand with thrun and finks in it, no disruption. I was able to get thrun out turn 4 and the beating commenced. He wasn't able to stop thrun, but slowed down due to his kor firewalker. the Cage also prevented his flashed snap from doing anything. Game three I kept steady hand disruption hand with 6 cards, and wore him down with a raging ravine. I extirpated his path to exile, leaving him with only land in his hand. double raging ravine online ended the game.
So that's my quick writeup of how it went last night. I feel I need to tweak the deck and the board some more, but wanted to get this out.
What's your entire sideboard plan against Tron?
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Its still a bit weak to me. Most of the combo decks and even control you want the discard early. Storm and such can outright win on turn 3 at times and against control they usually counter it and you end up wasting your turn. I still think its to slow but if you do use it put it in your SB.
4 Blackcleave Cliffs
2 Blood Crypt
1 Forest
1 Marsh Flats
1 Overgrown Tomb
2 Raging Ravine
1 Stomping Ground
2 Swamp
4 Treetop Village
3 Twilight Mire
4 Verdant Catacombs
4 Bloodbraid Elf
4 Dark Confidant
4 Kitchen Finks
4 Tarmogoyf
Spells
4 Inquisition of Kozilek
1 Jund Charm
4 Lightning Bolt
2 Maelstrom Pulse
2 Terminate
2 Thoughtseize
Planeswalkers
4 Liliana of the Veil
2 Ancient Grudge
1 Batterskull
2 Grafdigger's Cage
1 Jund Charm
1 Nihil Spellbomb
2 Obstinate Baloth
1 Olivia Voldaren
2 Pyroclasm
2 Seal of Primordium
1 Thoughtseize
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So, Abrupt Decay, this card looks sweet. Is it better than Terminate? Discuss.
Currently playing:
UW Modern Tron WU
UR Modern Storm RU
UW [CARD]Rasputin Dreamweaver
[/CARD] UW
Of course, expect Vines of Vastwood counts in Exarch Twin sideboards to go way, way up. (Still countered Combust, too.)
Yeah, this card only adds to the removal package. The numbers will have to be adjusted some, but maelstrom pulse, terminate, and abrupt decay should all be included somewhere in the 75. I'm thinking abrupt decay may push maelstrom pulse to the sideboard, but who knows.
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4 Verdant Catacombs
2 Overgrown Tomb
2 Stomping Ground
1 Blood Crypt
2 Blackcleave Cliffs
2 Copperline Gorge
2 Twilight Mire
2 Forest
1 Swamp
1 Mountain
2 Treetop Village
1 Raging Ravine
1 Reflecting Pool
2 Tectonic Edge
4 Tarmogoyf
4 Bloodbraid Elf
4 Dark Confidant
4 Kitchen Finks
4 Strangleroot Geist
1 Obstinate Baloth
1 Grim Lavamancer
1 Sprouting Thrinax
Removal (8):
3 Lightning Bolt
3 Maestrom Pulse
2 Terminate
Support (4):
3 Blightning
1 Sword of Light and Shadow
1 Obstinate baloth
1 blightning
1 thrun, the last troll
3 Liliana of the Veil
3 Molten Rain
2 Ancient grudge
1 Seal of Primordium
2 Combust
1 Sword of Fire and Ice
Bob with SoLaS is such amazing card advantage. its like +3 cards every turn for u. i wanna add eternal witness + profane command combo somewhere but the removal we have already is sufficient, and bloodbraid is profane's worst enemy.
I like geist because they either give u good CA or eat a path to exile so our finks/goyf/bob can stick around for the fight.
molten rain is sooooooo nice. Land destruction is better imo then hand destruction in the current format. storm is just mediocre without ponder, so i don't really know if we need to be playing much hand d. although i wouldn't hesitate to add 4-5 combo of TZ and/or inquisition if u have a lot of storm in ur meta. playing these cards against control isn't as good, i've found, as running durable creatures like geist/finks bc u can't prevent all of their mass removal even though u may try. so i end up getting more CA from things with persist/undying. and the haste on geist supports the aggro theme of bloodbraid. for 4 mana (same as huntmaster), bloodbraid almost always deals 3-6 damage the turn u play it. so that turn 4 bloodbraid into blightning can many times blow out opponents, playing any deck.
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also @sathorix, how many times do u bloodbraid into TZ/inquisition? how overrated is that? whenever that happens to me, i literally groan...
guys, my list is gonna support the thereoy that if u can control the board, ull win the game. nad lili is good, iknow, i only think shes effective in the midrange UXx MU.
Playing extra creatures like i do, my 8 removal cards isn't ample, its efficient. bc my game strategy is usually to trade their creatures with my undying ones.
I don't ever have any issues casting bloodbraid elf with 24 land. Our creatures get path'd so much it hardly even matters if you actually draw 4 lands or not anyway. I mean, the more lands you get the less bob hurts, but that comes down to chance in this deck anyway. I'd rather reveal a relevant card and take the life than reveal a land and take no damage.
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