Hello! I am trying to get back into the game after an eternity out of it, and Modern is where I am trying to land. I am looking to build what I think is some where between an aggressive jund deck, and perhaps gruul zoo, less grindy than the proven jund variant, but not as low on the CMC as Zoo.
The issue is, I am not seeing any examples of a jund budget manabase, and while I acknowledge the importance of fetches, they arent within the budget.
Looking to keep this within the realm of an additional $100 or so.
Having, 4 Stomping Ground, Blood Crypt, Copperline Gorge, Overgrown Tomb, Blackcleave Cliffs, Mana Confluence on the land side, with Ghor-Clan Rampager, Fanatic of Xenagos, Lightning Bolt, Rift Bolt, Hellspark Elemental, Inquisition of Kozilek, Raven's Crime, Cry of Contritions, on the spell side with some other creatures such as Slitherhead, Jund Hackblade, Lotleth Troll.
Ideally I am looking at running a lot of creatures, with supplemental spell support, and a manabase that supports enough sideboard options to remain flexible while not needing the fetches.
Possible, or a lost cause and I just need to save up for fetches?
Apologies if this is in the wrong forum (deck building?)
If you've already got the Shocks, a fairly small investment in the M10 Check lands (Rootbound Crag, Dragonskull Summit and Woodland Cemetary from Innistrad) gives you something that should work fairly well. Any single shock will turn on every one of your check lands, so you should be able to do something like 2-3 of each shock, 2-3 of each check, and fill the rest with basics.
In order to have good odds of hitting at least one shock in your opening hand, you want somewhere around 8. If you also keep basics, those increase the odds of being able to play the checks untapped on the 2nd turn. You probably don't want more than around 8-9 checks though, otherwise you do risk the hands with checks only.
Assuming you're running around 22-24 lands, you should be able to get to the point where you have 14-15 sources of each color without difficulty.
The Jund colored man-lands (Treetop Village, Raging Ravine, maybe Lavaclaw Reaches) are not terribly expensive and Treetop and Ravine both are playable even in non-budget decks.
Checklands? Always thought they were buddylands...
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When Autocarding a deck, type:
[Deck*]
Creatures: 1
4 Little Girl
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4 Phyrexian Obliterator
[/Deck*]
Yay! Now people are actually look at your decklist properly and help you improve it! Excellent! You can tell that I love exclamation marks!
1. Try to run playsets of cards (meaning 4 of a card). This way your deck will win more consistently and you will draw your better cards more often.
2. Make sure to focus your deck on one single idea that can win you the game and make sure all the cards in your deck contribute to that idea. You have a limited number of cards so make sure all of them count. For example, your deck could be a Elf Tribal deck, an Aggro aggressive deck or maybe a Control deck.
3. Card advantage is very important. You need to understand that cards the draw you more cards are extremely helpful. The more cards you have in your hand the more options you have. With more options you have a greater chance at winning the game.
4. Removal is also quite important. Most decks more or less should run at least some removal.
5. Last but not least, make sure your deck is exactly 60 cards! Even 61 is not acceptable. Good luck in deck building!
one thing i came up with: if Blackcleave Cliffs and Copperline Gorge came up on your mind, then I think it is not viable to run check lands alongside with SOM dual lands.. it ruins your tempo if you run both.. and i'm agree with @DaR about the number of shocks and check lands.. just my two cents.. since you are running mostly creatures, i am suggesting that you can try the inclusion of Bloodhall Ooze in your deck..
Welcome back! I was in your place about a year or so ago. I decided to go 3 colors instead of 3 without the Fetches but that's not to say 3 can't be done. I'd look at the filter lands as well like Twilight Mire. However, they are getting a tad expensive. Never forget about the simple goodies like Evolving Wilds or even City of Brass/Mana Confluence. Honestly, you'll just need to play a bit. You can almost time the games you lose to your mana base. You just need to play with it a bit until you get it at the right point.
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The issue is, I am not seeing any examples of a jund budget manabase, and while I acknowledge the importance of fetches, they arent within the budget.
Looking to keep this within the realm of an additional $100 or so.
Having, 4 Stomping Ground, Blood Crypt, Copperline Gorge, Overgrown Tomb, Blackcleave Cliffs, Mana Confluence on the land side, with Ghor-Clan Rampager, Fanatic of Xenagos, Lightning Bolt, Rift Bolt, Hellspark Elemental, Inquisition of Kozilek, Raven's Crime, Cry of Contritions, on the spell side with some other creatures such as Slitherhead, Jund Hackblade, Lotleth Troll.
Ideally I am looking at running a lot of creatures, with supplemental spell support, and a manabase that supports enough sideboard options to remain flexible while not needing the fetches.
Possible, or a lost cause and I just need to save up for fetches?
Apologies if this is in the wrong forum (deck building?)
Spirits
In order to have good odds of hitting at least one shock in your opening hand, you want somewhere around 8. If you also keep basics, those increase the odds of being able to play the checks untapped on the 2nd turn. You probably don't want more than around 8-9 checks though, otherwise you do risk the hands with checks only.
Assuming you're running around 22-24 lands, you should be able to get to the point where you have 14-15 sources of each color without difficulty.
The Jund colored man-lands (Treetop Village, Raging Ravine, maybe Lavaclaw Reaches) are not terribly expensive and Treetop and Ravine both are playable even in non-budget decks.
Spirits
When Autocarding a deck, type:
[Deck*]
Creatures: 1
4 Little Girl
Other Creatures: 1
4 Phyrexian Obliterator
[/Deck*]
Once again, remove the asterisks to get:
4 Little Girl
4 Phyrexian Obliterator
Yay! Now people are actually look at your decklist properly and help you improve it! Excellent! You can tell that I love exclamation marks!
1. Try to run playsets of cards (meaning 4 of a card). This way your deck will win more consistently and you will draw your better cards more often.
2. Make sure to focus your deck on one single idea that can win you the game and make sure all the cards in your deck contribute to that idea. You have a limited number of cards so make sure all of them count. For example, your deck could be a Elf Tribal deck, an Aggro aggressive deck or maybe a Control deck.
3. Card advantage is very important. You need to understand that cards the draw you more cards are extremely helpful. The more cards you have in your hand the more options you have. With more options you have a greater chance at winning the game.
4. Removal is also quite important. Most decks more or less should run at least some removal.
5. Last but not least, make sure your deck is exactly 60 cards! Even 61 is not acceptable. Good luck in deck building!