Post Rotation Jund

Started by respawned, September 01, 2013, 02:10:47 AM

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DylanW18

The difference between sorcery and instant is so crucial though, if they play walkers. It depends on the curve of the deck though

Agrajagzz9

First off dome blade should be main in come capacity. Like at least 3. 2 mana instant removal is rare and powerful. Second the theros card read the bones is strictly better than alters reap and forts perfectly into the deck. Last I would max out cards like life bane zombie and the like. Hand destruction is so good right now. Ad by controlling hands ad creatures you are covered on all bases

Agrajagzz9

Also veraska is super weak and should be maybe a 1 of. Do Chandra instead because she is extra draw and takes out dorks and life bane zombies as well as young pyromancer. Golgari charm is also weak put in doom blade for those and move then to the side

respawned

Quote from: Agrajagzz9 on September 14, 2013, 08:42:22 PM
Also veraska is super weak and should be maybe a 1 of. Do Chandra instead because she is extra draw and takes out dorks and life bane zombies as well as young pyromancer. Golgari charm is also weak put in doom blade for those and move then to the side

I can see your point on vraska...already taken her down to two in my newest revision...but have disagree on the charm...creature protection is vital when running so few...only 12 that can attack...and it covers detention sphere...but even with that aside it's an extra kill spell with the enchantment creatures coming in theros

Weldrodson

How much do u think thought seize is going to decrease in price

respawned

Quote from: Weldrodson on September 14, 2013, 09:38:17 PM
How much do u think thought seize is going to decrease in price

You can preorder for $30 at starcity

Agrajagzz9

Thought seize will not e over 30 in standard. Also you are meta gaming way to much with charm. Not all of the enchantments are standard playable and of the few that are playable half are indestructable. Regening creatures are good I guess but it is so reactive to what other people are playing that you will get blown out. Def side in against control matches but they are dead in aggro. You really want the removal spell more.

Lannomanon

Deff need some card draw for a control deck(read the bones, underworld connections). You might also wanna consider a different removal package as well, switch a few decays for main board putrifys, one or two doom blades.

Four charms main deck is way overkill. Sadly there just aren't gonna be enough of the new creature/enchanents played in constructed to make that worth more than side board for that aspect, and when it comes to regen, things are gonna get killed, it's just part of the game, and there are better ways to play around it. Playing the control deck from the defensive is just a bad outlook to have going into it.

A new card I like for black control even as a one of is the black god. He turns off so many clock increasers with the no opponent life gain(sphinx's rev, unflinching courage, etc) as well as making devour flesh a way more versatile card all around. He is another card draw source, and all that is before he even turns into a creature.

Any two of  {Desecration Demon},  {Lifebane Zombie}, and  {Underworld Connections} turns him on. Pretty easy to make happen in jund really.

I don't know how to feel about the new lands yet other than to say I don't like more than a few guild gates in any deck. There's nothing worse than top decking something like that when you need one more mana.

As for creatures I like the line up. Ooze would be a solid fit here, and I would always love to see a one of sire in jund, but I might be the only one left

respawned

Changed and updated lineup...barely resembles first build lol

Pirate John

Quote from: respawned on September 19, 2013, 08:36:16 AM
Changed and updated lineup...barely resembles first build lol

Much much weaker early game and no thragtusk to make up for it. Besides that, its still kinda weird. Play test it with proxies

Lannomanon

I would prob cut the  {Liliana's Reaver} for  {Lifebane Zombie} and the hydras for  {Gray Merchant of Asphodel}  maybe one god and one whip for  {Scavenging Ooze}  and a return or two for doom blades.

I love jund and honesty had kinda given up on it post rotation, but I think I will build this to play the first week after.

respawned

#56
Really wanted the reaver in but in the end it felt like I was forcing it when I knew lifebane was better...pulled underworld connections and one god for {read the bones}...pulled one {hero's downfall} and one rakdos's return in favor of {ultimate price} (which I feel will be better than doom blade due to devotion)...I will perfect this deck lol

Edit: also changed the sideboard a bit