I couldn't buy the Jadine article too much because of a bunch of things she mentioned; finally dropping flayers (when they haven't really been real cards for Jund in months), picking Kalitas over huntmaster despite acknowledging the fact that Kalitas eats a fatal push pretty terribly, and having both blood moon and fulminators in the SB for tron when neither of them really solve the issue of being too slow for the god hand on the draw.
Any tips on side boarding versus UWx control? I'm on a typical Jund splash white for souls and ranger build and it feels like I want to bring almost my entire sideboard in, which can't be right. And what do I cut? The obvious ones would be the decays, tarfires, TBR, but do I still keep the pushes for collonades even though I can bring in fulminators?
Has there been an established guide for which color combination of Death's Shadow works best in certain situations? For example, does Jund DS work best in an open meta, compared to Grixis DS which is more suited for control? Or if Esper DS wins out the DS mirrors?
Yeah, the deck just seems like a nice change of pace/ gameplay from what I usually play. Truth be told, I was more interested in Eternal Command but didn't want to open myself up to the exploitable weaknesses of a deck that relies both on an artifact and its graveyard. I guess I won't rush into building the deck and wait for a better meta for it.
That's what I figured, thanks. That was a surprisingly quick reply for a thread that hasn't been posted in in a while lol. Are people still playing this deck? I'm really interested in playing RUG colors in modern but I can't find enough recent content about it, tbh. Like, for example, how does this handle DS? Hope that you can roast it? Steal it with a shackles and kill it that way?
They can remove it in response to the fetch unless, of course, they are tapped out. I'd leave my fetchland uncracked if I have Tracker out. They're going to try and be tricky, casting removal in response to your fetch, so it's best to not give them that chance and not crack for a land at their end step. Instead, just go take your turn regularly so you can play a land from hand. Most good control player won't try to 'get you' out of the 2nd clue, anyway, and just accept that it's coming.
Has anyone tinkered with adding Elder Deep-Fiend in a BUG list? It skews the mana towards a heavier blue splash, but blue does Hedron Crab and Skaab Ruinator. Emerging with a vengevine either endstep or your own mainphase to tap 4 blockers then bringing it immediately back seems pretty strong but it might be too convoluted to set up.
Anyone have any thoughts on the Death's Shadow Jund match-up? It appears to be the break out deck of the weekend; does their creature base of basically 8 goyfs + 4 goyf tutors finally give us a real reason to play Fatal Push?
How do we win post-board?
Thanks for the replies!