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    Standard Jund

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    jdoucette24

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    Standard Jund

    Post  jdoucette24 on Sun Feb 28, 2010 9:32 am

    I know this is a pretty stock list at this point but it is still the real deal in standard. i wouldnt mind some more main deck game against the UW Control List that im sure will become popular

    Stunned! (standard jund)
    4 putrid leech
    4 sprouting thrinax
    4 bloodbraid elf
    3 broodmate dragon

    4 lightning bolt
    4 blightning
    3 terminate
    3 maelstrom pulse
    3 garruk wildspeaker
    2 bituminous blast

    4 savage lands
    4 verdant catacomb
    4 dragonskull summit
    4 raging ravine
    4 swamp
    3 mountain
    3 forest

    sideboard
    4 goblin ruinblaster
    4 duress
    3 malakir bloodwitch
    2 mind rot
    2 deathmark
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    Conelead

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    Re: Standard Jund

    Post  Conelead on Sun Feb 28, 2010 1:16 pm

    No one plays Bit Blast now. Siege-Gang Commander seems to be the 5-drop of choice.
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    jdoucette24

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    Re: Standard Jund

    Post  jdoucette24 on Sun Feb 28, 2010 1:18 pm

    yea i noticed that as well. its a total blank against control
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    jdoucette24

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    Re: Standard Jund

    Post  jdoucette24 on Mon Mar 01, 2010 12:23 am

    drop 2 bit blast and have 2 siege gang and that is my list.
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    Conelead

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    Re: Standard Jund

    Post  Conelead on Mon Mar 01, 2010 12:33 am

    Seems fine. I don't want to play this deck, as the mirror is still a bunch of coin flips.
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    jdoucette24

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    Re: Standard Jund

    Post  jdoucette24 on Mon Mar 01, 2010 12:37 am

    yea it is but a UW control mirror doesnt exactly sound fun either
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    Conelead

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    Re: Standard Jund

    Post  Conelead on Mon Mar 01, 2010 12:38 am

    What are you talking about? Draw-go mirrors are da bomb, fo shizzle.
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    jdoucette24

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    Re: Standard Jund

    Post  jdoucette24 on Wed Mar 10, 2010 2:42 pm

    i cut the mind rots in the board. they are a very weak blightning. 2 bit blast in the board is better vs. the mirror and vampires, plus any of the other creature strategies.

    bloodwitch is the shit
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    Conelead

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    Re: Standard Jund

    Post  Conelead on Wed Mar 10, 2010 3:01 pm

    Meh on Bloodwitch. *casts Day of Judgment*
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    jdoucette24

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    Re: Standard Jund

    Post  jdoucette24 on Wed Mar 10, 2010 3:03 pm

    true but other than bouncing with jace, thats the only answer. it wins games
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    Conelead

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    Re: Standard Jund

    Post  Conelead on Wed Mar 10, 2010 3:05 pm

    It wins games, I would still rather have Day of Judgment in my deck.
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    jdoucette24

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    Re: Standard Jund

    Post  jdoucette24 on Mon Apr 05, 2010 12:14 pm

    so i will certainly be playing Jund for standard. The deck is made and i know how to play it decently. Here is what im thinking

    4 putrid leech
    4 sprouting thrinax
    4 bloodbraid elf
    3 siege gang commander
    3 broodmate dragon

    4 lightning bolt
    4 blightning
    3 maelstrom pulse
    3 terminate
    2 garruk wildspeaker

    4 savage lands
    4 verdant catacomb
    4 raging ravine
    3 dragonskull summit
    1 lavaclaw reaches
    1 rootbound crag
    3 forest
    3 mountain
    3 swamp

    4 duress
    4 goblin ruinblaster
    3 malakir bloodwitch
    2 deathmark

    the last two sideboard slots could be more deathmark, maybe bit blast, maybe thought hemorhedge. it is totally up in the air. however i would like something that is good for the jund mirror
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    Conelead

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    Re: Standard Jund

    Post  Conelead on Mon Apr 05, 2010 2:24 pm

    Grim Discovery
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    jdoucette24

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    Re: Standard Jund

    Post  jdoucette24 on Thu Apr 22, 2010 2:20 pm

    im fairly certain that my main deck will not change at all with the addition of Eldrazzi. I like running the extra removal. duress may get the boot as more control decks are running additional creatures. might need a sacrifice outlet like consuming vapors to get the Ulamogs, Emrakuls, and Sphinx of Jwar Isles
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    Conelead

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    Re: Standard Jund

    Post  Conelead on Thu Apr 22, 2010 4:49 pm

    You need some number of Trace of Abundance/Rampant Growth.
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    adamt

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    Re: Standard Jund

    Post  adamt on Tue Apr 27, 2010 2:11 pm

    Conelead wrote:You need some number of Trace of Abundance/Rampant Growth.

    this list just won the Detroit Midwest Masters series tournament this past weekend (ie the first big tournie with RoE)

    http://forums.mtgsalvation.com/blog.php?b=3584


    4x Verdant Catacombs
    4x Savage Lands
    2x Rootbound Crag
    1x Dragonskull Summit
    4x Raging Ravine
    2x Lavaclaw Reaches
    3x Swamp
    3x Mountain
    3x Forest

    Creatures - 18
    4x Bloodbraid Elf
    4x Sprouting Thrinax
    4x Putrid Leech
    3x Goblin Ruinblaster
    3x Broodmate Dragon

    Spells - 16
    4x Blightning
    4x Lightning Bolt
    3x Maelstrom Pulse
    2x Terminate
    2x Trace of Abundance
    1x Momentous Fall (should probably just be a 4th Ruinblaster)

    SB
    2x Great Sable Stag
    2x Thought Hemorrhage
    2x Duress
    2x Consume the Meek
    2x Doomblade
    1x Terminate
    1x Maelstrom Pulse
    1x Baslisk Collar
    1x Goblin Ruinblaster
    1x Acidic Slime

    he had this to say about the traces:

    They are pretty insane. UW folds hard to them on a raging ravine. They are good against Ruinblaster, Spreading Seas, spot removal, etc.


    the Top 8 was:

    Jund
    Jund
    Jund
    BW aggro? (apparently had stuff like student of warfare, steppe lynx, and discard)
    Bant/Mythic
    UW control
    UW control
    UW control

    The finals was Jund v. tap out UW control and the semis was Bant v. Jund and UW v. UW.
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    jdoucette24

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    Re: Standard Jund

    Post  jdoucette24 on Thu Apr 29, 2010 9:19 am

    ok ive converted. Trace of Abundance is wicked good. solid ramp spell that protects your most important land. here is what im playing on sunday

    4 leech
    4 thrinax
    4 bbe
    3 siege gang
    3 broodmate

    4 bolt
    4 blightning
    3 terminate
    3 pulse
    2 trace

    4 s. lands
    4 catacomb
    4 ravine
    3 summit
    1 reachs
    3 forest
    3 mountain
    3 swamp
    1 crag

    4 ruinblaster
    3 deathmark
    3 bloodwitch
    3 vapors
    2 grim discovery
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    adamt

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    Re: Standard Jund

    Post  adamt on Thu Apr 29, 2010 9:52 am

    the only thing id prolly change is - siegegang/-1 broodmate for 2 bit blasts or some other hard removal (terminate/doomblade/whatevs) as the hardest thing this deck will face is getting through a 0/4 wall this weekend.
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    jdoucette24

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    Re: Standard Jund

    Post  jdoucette24 on Thu Apr 29, 2010 10:52 am

    well i still have more removal then most decks with still running 3 terminates. al ot of people are cutting those entirely. i wouldnt mind finding space for 2 bit blast as that is clearly awesome
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    Winterhalter

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    Re: Standard Jund

    Post  Winterhalter on Thu May 06, 2010 1:47 pm

    Despite playing wicked badly in T8, I still think the list I played had a lot right. Here's what I recommend going forward:

    4 Putrid Leech
    4 Sprouting Thrinax
    4 Bloodbraid Elf
    3 Siege-Gang Commander
    3 Broodmate Dragon

    4 Lightning Bolt
    2 Terminate
    4 Blightning
    3 Maelstrom Pulse
    2 Garruk Wildspeaker

    3 Dragonskull Summit
    1 Lavaclaw Reaches
    1 Oran-Rief, the Vastwood
    4 Raging Ravine
    4 Savage Lands
    4 Verdant Catacombs

    3 Forest
    3 Mountain
    4 Swamp

    3 Duress
    3 Grim Discovery
    1 Doom Blade
    2 Terminate
    1 Maelstrom Pulse
    2 Bituminous Blast
    3 Malakir Bloodwitch

    Some notes:

    No mana ramp spells: Aside from the conventional argument about being a bad cascade, far more important is the fact that these cards are often simply irrelevant when cast. They require you to spend mana, a card, and time (in addition to a business slot, from a deck-construction perspective) doing something that often has a minimal impact on the game state. The spells into which you want to ramp are the big ones (SGC, Broodmate), and Garruk accomplishes this goal while simultaneously being able to act as a token army or Overrun in circumstances where ramping would be irrelevant. Trace of Abundance does not actually stop Ruinblaster or Seas, and simply replacing the land you lose is fine (or buying it back with Grim Discovery in post-board mirrors). Note that Trace is replaced by Garruk and a land, so that you'll either have a card that is fine at replacing lost mana when you have 4 land (more relevant vs. Seas), or simply a replacement land. The only real argument left for Trace is giving a man-land shroud vs. U/W, but I wouldn't play an aura that gave a land shroud, so I'm not willing to play Trace just for this marginal upside.

    No Ruinblaster: The flip-side to this is not bothering with trying to destroy lands. While this admittedly makes you a little weaker vs. opposing man lands, this often doesn't matter as not playing him gives you more creatures and removal that actually matter (which removal can ice a manland anyway). The problem with Ruinblaster is that a 2/1 haste is simply not that impressive in any relevant standard matchup, so you're often effectively just casting Lay Waste. It's kind of like casting Mystic Snake in EDH, for those of you that play that format - when does a stupid 2/2 have any impact on the board? In the Jund mirror, Grim Discovery simply trumps Ruinblaster, and almost every other creature is better than him; vs. U/W, setting them back 1 land is simply not enough of a loss to set them back. I suspect that people playing Ruinblaster are doing things like going turn 2 Trace, turn 3 Blaster, which is admittedly very good, or remembering games where they played multiple Ruinblasters, but both of these are designing your deck with the best case scenario in mind. In short, on average, Ruinblaster often = Lay Waste, which just isn't good enough for a fast-paced format based around powerful spells.

    Mulligans: I mulled a ton on Sunday, and I can firmly attest that while doing so is kinda harmful, it's not nearly as bad as keeping some of the hands I see people keep. I would suggest two things. First, for the most part, never keep a hand that needs to draw a land that produces a particular color in order to cast its relevant spells. I see a lot of people say "well, if I draw a green source, this hand is great." I think this is foolish, mathematically speaking, since the hand is often going to be only around 65% to actually do anything relevant toward winning the game. The relevant outcomes are: 65% of the time I get to play a normalish game, even though I'll probably lose some tempo to having to play my spells in a weird order due to mana constraints; 35% of the time I just straight up lose the game. This hardly seems a better gamble than a random six. Second, in some matchups, I advocate mulling very aggressively for certain cards. In particular, vs. U/W and Time Sieve, I think it is correct to mulligan moderately aggressively for turn 2 Putrid Leech (or at least turn 3 Thrinax), especially vs. Sieve, because they will give you a bunch of extra cards via Howling Mine and Jace.
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    Chris

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    Re: Standard Jund

    Post  Chris on Thu May 06, 2010 4:21 pm

    Did you end up cutting jund charm altogether or just think that that's correct going forward? Did you play agains any decent players with comob?
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    Winterhalter

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    Re: Standard Jund

    Post  Winterhalter on Thu May 06, 2010 8:20 pm

    I played Jund Charm and it sucked. I never wanted it. Hence, it is no more.

    I played against Polymorph and Time Sieve and beat both.
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    jdoucette24

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    Re: Standard Jund

    Post  jdoucette24 on Fri May 07, 2010 9:23 am

    what were your sideboard plans against the combo decks? im trying to figure out if pulse and terminate stay in against polymorph. neither can kill emrakul but terminate can kill whatever they are polymorphing and pulse can get awakening zone
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    JohnJackson

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    Re: Standard Jund

    Post  JohnJackson on Fri May 07, 2010 7:16 pm

    You've got to have all your removal (especially instant speed removal). Cut your high drops to do it, because after turn 4 or so, you've got to hold up removal or they threaten to just win.
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    jdoucette24

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    Re: Standard Jund

    Post  jdoucette24 on Sat May 08, 2010 11:10 am

    yea that makes sense. seems like putrid leech and Co. got to provide the beats while you disrupt their combo

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