4 {Overgrown Tomb} 4 {Blood Crypt} 3 {Temple of Malice} 3 {Temple of Abandon} 4 {Stomping Ground}
17 lands
4 {Elvish Mystic} 2 {Polukranos, World Eater} 3 {Stormbreath Dragon} 4 {Sylvan Caryatid} 3 {Xenagos, God of Revels} 3 {Mogis, God of Slaughter} 3 {Courser of Kruphix} 3 {Desecration Demon} 4 {Zhur-Taa Druid} 4 {Burning-Tree Emissary}
33 creatures
2 {Domri Rade} 1 {Garruk, Caller of Beasts} 2 {Xenagos, the Reveler} 4 {Hero's Downfall}
9 other spells
Sideboard
Notes: #Imadeajunddeck
|
17 lands is super low... Have you playtested much?
{reaper of the wilds}.
Quote from: DylanW18 on January 29, 2014, 12:23:39 AM
17 lands is super low... Have you playtested much?
This. You don't want a turn four or five {Supreme Verdict} to drop you to one or two lands when you're running things like Garruk.
I haven't playtested much and currently this is just a concept. I'll add more lands to it because that seems to be what needs to happen
I would recommend around 21 lands with all the accel.
With such a high mana curve I'd do 22-23, even with mana ramp
23 and you'll end up spending a ton on land before the other pieces :/
Ran Jund all last fall, mana fixing is huge, can't start a game without all 3 colors in mana in hand or you can get royally screwed
Then other times you get 2 spike jesters and a madcap and they have no removal till t4/t5