I like the idea of running check-lands, how often do they come into play tapped for you?
They have only been a problem when I have drawn them as my only land in my opening hand, which hasn't happened often. The only card it affects on a regular basis is Inquisition of Kozilek, a card I definitely want to be playing turn 1. You should almost always have the required basic land types on the board once you get a couple of turns in, though there will always be that one time when you need to cryptic but the land somehow finds a way to come in tapped.
I originally used several scars lands in the deck, but testing proved that they were just too clunky to be reliable. This deck really cares about having that fourth land come in untapped, whether it be to enable a cryptic, a wrath or just an eot teachings. Scars lands are generally better for decks that want to make big plays on turns 1-3, before the drawback actually begins to affect them.
Still, it counts as instant speed hand disruption, allowing you to stop your opponents topdecking their way out of a bad situation. In the infect builds that run Urborg, Tomb of Yawgmoth will also be able to use the swampwalk ability to great effect.
Jund is a deck that consistently puts threats onto the board that need to be answered from turn 2 through to the end game, and then just beats and burns its way through the opposition with a helping hand in the form of overwhelming card advantage from bob and LotV. This does not seem like a control deck to me since it rarely plays a reactionary style that seems customary to the few control decks in modern such as Esper Teachings, and does not have a long term game plan. The reason that Jund may seem like it could be a control deck is that every card in the deck screams value, from Tarmogoyf being the most efficient beater in the format to the newly utilised Lingering Souls ensuring that they have a board presence at all stages of the game, they are constantly developing their board while debilitating their opponents ability to match them.
The number of etb effect creatures in the format drastically lessens the effectiveness of this card, when your opponents get more value out of being blocked than otherwise.
I think a list using Liliana of the Veil, Bloodghast and some discard like Funeral Charm could work with the option of ditching bloodghasts and demigods into the grave only to recur them the next turn and swing for big numbers. Saying that though, it sounds like the beginnings of a pox list.
Hide/Seek is a pretty nice answer to Emrakul, in addition to general sacrifice effects.
They have only been a problem when I have drawn them as my only land in my opening hand, which hasn't happened often. The only card it affects on a regular basis is Inquisition of Kozilek, a card I definitely want to be playing turn 1. You should almost always have the required basic land types on the board once you get a couple of turns in, though there will always be that one time when you need to cryptic but the land somehow finds a way to come in tapped.
I originally used several scars lands in the deck, but testing proved that they were just too clunky to be reliable. This deck really cares about having that fourth land come in untapped, whether it be to enable a cryptic, a wrath or just an eot teachings. Scars lands are generally better for decks that want to make big plays on turns 1-3, before the drawback actually begins to affect them.
Ah sorry, missed that. This is the manabase that I currently use and it hasn't given me any trouble so far.
2 Celestial Colonnade
2 Drowned Catacomb
3 Glacial Fortress
1 Isolated Chapel
1 Godless Shrine
1 Hallowed Fountain
1 Watery Grave
1 Mystic Gate
1 Nephalia Drownyard
2 Island
2 Swamp
1 Plains
4 Marsh Flats
It's a little budget but gets the job done and haven't really found any extra shocks or fetches to be worth the money.
23 Swamp
2 Tectonic Edge
Artifacts
1 Lashwrithe
1 Batterskull
Creatures
4 Gatekeeper of Malakir
4 Korlash, Heir to Blackblade
1 Phyrexian Metamorph
1 Wurmcoil Engine
Enchantments
3 Phyrexian Arena
4 Inquisition of Kozilek
2 Smother
1 Doom Blade
1 Go for the Throat
4 Disfigure
2 Consume the Meek
2 Wrench Mind
2 Duress
2 Sign in Blood
3 Nihil Spellbomb
1 Phyrexian Metamorph
4 Vampire Nighthawk
1 Duress
2 Extirpate
2 Sudden Death
2 Unmake
A very budget list so no LotV or Damnation but it works fairly well in our semi-competitive meta.