You don't ever wish you had the visionaries for added early defense and draw? What about cunnings? Ever a time when you wish you could ping 1 dmg at some tokens or ping that 1 dmg that you need to take out that creature thats out of reach of shock/ground assualt/augre?
Cunnings have been great in my Jund/ Shocks, Angers, Visionary, and cunnings can really help with faster decks.
I played 8 more games yesterday with this build and went 7-1. So now my total is 18-2. I have not needed any sort of
Elvish Visionary for draw or early defense in this build for 2 reasons: The first I usually have at least 1 or 2 burns/destroys for anything that comes out early that is a *true* threat. Secondly, with the
Saruli Gatekeepers, taking damage for the first 3 turns after getting rid of what threat that may be tough to handle more than makes up for the damage I take. Not to mention
Anger of the Gods will rock weenie/aggro builds. With the Gatekeepers also being a 2/4, once it comes out, it is basically an indestructible wall in this meta lol. If someone wastes destroy/burn on it, all the better.
As far as something being out of reach of
Shock,
Ground Assault, or
Auger Spree it is pretty much never. Shock of course can be out of reach here and there but it is usually used for the 99% of 2 toughness creatures, lol. Ok, maybe not quite 99%, but they are everywhere! Plus Shock is useful any time I'm blocked/blocking with a Gatekeepers/Jailbreaker. When you get to Auger there is next to nothing it can't kill outside the late-game bombs, which is why I pretty much always save Ground Assault for last when using my destroys unless I absolutely have to use it early. So it can literally kill anything, especially with 4
Cultivates, it is rare that I don't see at least 1. Then of course there's the 2
Flesh to Dust if anything gets past the other stuff. I've not one single time said "Man, if I just had a
Cunning Sparkmage right now I would be in better shape". Not with this build, I do like Sparkmage elsewhere!
On top of all of that, I tend to get plenty of draw from
Graveborn Muse and between those, thinning with Cultivates, and tutoring with
Rune-Scarred Demon I am pretty much never without an answer to something my opponent plays. The times I do go extended amounts of time searching for the right answer I am almost always going to gain 7 life at least once if not 2-3 times over with the Gatekeepers and later
Pelakka Wurms.
The life/defense of the Gatekeepers keep me alive long enough to get to the late game where this deck will end fairly quickly after an already battered opponent is "grasping for straws".
Ogre Jailbreakers will bring on very strong pressure and will kill nearly anything that blocks them (especially with a Shock or Spree in hand). The opponent can only get smacked in the face for 4 damage so many times before they have to start blocking and sacrificing what few stragglers they may have left. And then the big guys come in to play (queue for RQ, lol).
There's been a couple games where the magic gods didn't grant me a Muse, Cultivate, or a 5th land where I literally won on the backs of the Gatekeepers/Jailbreakers supported with the Shocks, Sprees, and Assaults. Which was basically the game-plan when making this deck. Add in early support before and a few bombs after the "4-drop" area (that is just stupid strong when you have 12 gates) and you are good to go.