Jundrops is built to establish early board control with a trio of aggressive 1-drops, then either protect the board with The new flash devour slime from Conflux, or use token generators to continue to keep on the pressure. The three 1-drops really have great synergy together, and can do up to 10 damage by themselves(read: 1 of each) before turn 4. Jundrops is capable (albeit unlikely) of goldfishing a turn 4 kill, even without playing spells on turn 4. The risk of overextending with this list is small, as it should consistently provide a constant stream of threats. I'll probably start some testing tomorrow.
I think the best play for the deck is Tattermunge Maniac turn 1, followed by Kederekt Parasite(1/1 Underworld Dreams effect if you control a red permanent) and Bloodhall Ooze (1/1 - gets upkeep +1/+1 counters for having black and green permanents in play) turn 2. Regardless by turn 3 this deck can shift to mid-game mode and can either protect the board or invest in longer term token strategies. There are a lot of residual rewards to be gained for a fast start with this deck, and unless the opponent can sweep the board completely they will be on their heels the whole time. Well, that's the goal anyways. Hope you like the aggressive play of Jundrops.
By the way the name "Jundrops" is a mangling of the words "1-drops," "gumdrops," and "Jund." I wanted to call it "DOTS" but there were no black gumdrops in DOTS (Yeah the movie candy). There aren't any black Oozes either but that's besides the point. For now, the name is "Jundrops."
4 Kederekt Parasite
4 Bloodhall Ooze
4 Tattermunge Maniac
3 Goblin Deathraiders
4 Gluttonous Slime
3 Shambling Remains
Spells
4 Bitterblossom
2 Necrogenesis
3 Garruk Wildspeaker
4 Shock
3 Terror
4 Auntie's Hovel
2 Graven Cairns
4 Sulfurous Springs
4 Fire-Lit Thicket
4 Twilight Mire
4 Reflecting Pool
4 Thoughtseize
3 Incinerate
4 Scattershot Archer
4 Goblin Outlander
Jundrops is built to establish early board control with a trio of aggressive 1-drops, then either protect the board with The new flash devour slime from Conflux, or use token generators to continue to keep on the pressure. The three 1-drops really have great synergy together, and can do up to 10 damage by themselves(read: 1 of each) before turn 4. Jundrops is capable (albeit unlikely) of goldfishing a turn 4 kill, even without playing spells on turn 4. The risk of overextending with this list is small, as it should consistently provide a constant stream of threats. I'll probably start some testing tomorrow.
I think the best play for the deck is Tattermunge Maniac turn 1, followed by Kederekt Parasite(1/1 Underworld Dreams effect if you control a red permanent) and Bloodhall Ooze (1/1 - gets upkeep +1/+1 counters for having black and green permanents in play) turn 2. Regardless by turn 3 this deck can shift to mid-game mode and can either protect the board or invest in longer term token strategies. There are a lot of residual rewards to be gained for a fast start with this deck, and unless the opponent can sweep the board completely they will be on their heels the whole time. Well, that's the goal anyways. Hope you like the aggressive play of Jundrops.
By the way the name "Jundrops" is a mangling of the words "1-drops," "gumdrops," and "Jund." I wanted to call it "DOTS" but there were no black gumdrops in DOTS (Yeah the movie candy). There aren't any black Oozes either but that's besides the point. For now, the name is "Jundrops."