If you consider visionaries as cantrip it also reduce your library size from 60 to 56. meaning, that you have 4.28 removals instead of 4 removals. it also important because you only have 8 cards that put stuff in your graveyard, visionaries increase the chance that you will get one, which is essential here. also, running bushwacker+battledriver, they suddenly have non negligible power, and at worst they cantrip, chump block and increase creature count in graveyard.
If you're playing a graveyard deck then Shadowborn is conspicuous by his absence. And you're devoting too many slots to non-creature spells which makes your Spawnings weaker.
I don't think these Spider decks need Beastmaster Ascension, but I still see them in a lot of lists. If you have 7+ Spiders in play then you're in good shape, and if you don't Ascension doesn't do anything.
I'd also think about cutting Cultivate; at only two copies you generally won't see it early enough to fix your mana and you have Wayfinder to help fix your colors anyway.
My suggestions:
-2 Cultivate -2 Beastmaster Ascension -2 Flesh to Dust
The number of removal cards doesn't go down, but you increase your creature count by five. Visionary is also a great card with Rescue from the Underworld because you get the EtB again if you sacrifice it.
Great suggestions! Actually, as I think about it, I did fit in shadowborn after a few games. I'll try it without the beastmaster/cultivate - you're right, the more creatures, the better!
This deck has been very impressive. 3 of the games I won I was literally stuck with 4 lands forever (if not the entire game) and the Jailbreakers/Gatekeepers kept me in it until finally getting more land or just winning on their own along with cheap destroys/burn.
My main idea was to build around the Jailbreakers/Gatekeepers and from there took a couple ideas from my Gruul build and some of the control Grixis builds and previous listed Jund builds to come up with this beast. Enjoy!
Any suggestions are welcome and feel free to take it out for a spin!
Since I am playing Jund in Neo's League I decided to re-visit an old favorite of mine. Still a lot of fun to play but I did make a couple edits. I went back to 25 land, adding an extra Swamp, as I found myself stuck at 6 lands waiting for that 7th land too many times. Sometimes stuck on 3 waiting for the 4th. Hitting 4 and 7 opens up this deck immensely.
The second thing I edited was taking out the Shocks for Ulcerate. With all the life-gain, I figured why bother with Shock when Ulcerate is better when you have the life to pay for it? Hence the extra Swamp for my 25th land.
A couple things I have been thinking about (they may or may not be good ideas, lol). One I was thinking of going back down to 24 lands and adding a singelton Darksteel Ingot. What do you guys think?
Also, and this I'm even more unsure about but it might be worth trying...should I take out the Ogre Jailbreakers for Liliana's Specter? Obviously the toughness and damage goes down but I get the evasiveness of Flying and the discard which should never be underestimated. However the cost is double with Specter as well, but, it also costs 1 less overall. What do you guys think?
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iOS Username: minddrifter Steam Profile Name: minddrifter BattleTag: minddrifter#1397 NGA: Formerly known as "Nebula"
Based on my experience, it's hard to hit a BB early for the specter in a tri-color build. So, a lot of times you'll find that hit 4 lands is actually easier than hit 2 swamps/black gates. I wouldn't to that switch myself. Love the specter but Jailbreaker is awesome for his cost and totally deserves a spot in this build. 4/4 for 4 is massive in current meta.
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"God takes care of himself and you of you" - Isaac Brock
Based on my experience, it's hard to hit a BB early for the specter in a tri-color build. So, a lot of times you'll find that hit 4 lands is actually easier than hit 2 swamps/black gates. I wouldn't to that switch myself. Love the specter but Jailbreaker is awesome for his cost and totally deserves a spot in this build. 4/4 for 4 is massive in current meta.
100% with lexxx here. The card is a workhorse in the meta for helping smooth out consistency in builds.
here's a deck i just kind of threw together and have been testing that is actually doing fairly well:
Please put your deck list in card or deck tags so that people can read it easier. Most people tend to just ignore deck lists that aren't autocarded. People don't tend to remember every card by name, hehe.
Quote:
To autocard cards use card tags. For example: [c]Bloodflow Connoisseur[/c] becomes Bloodflow Connoisseur.
To autocard entire deck lists use deck tags. For example: [deck]10 x Island 3 x Maritime Guard 2 x Bident of Thassa[/deck] becomes: 10 x Island 3 x Maritime Guard 2 x Bident of Thassa
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"Don't underestimate the aerodynamic qualities of the common goblin."
fair enough, i thought most people in the deck building forum would have a pretty intimate knowledge of what every card does by now
While most of us do, not all of us do (especially new comers browsing.) On top of that, it is easy to forget about a card here or there, or at least 1 aspect (was that 3 or 4 cmc? I forget.) So it is nice to have them linked. If the name doesn't trigger my memory as to what a card does, often the card art/visualization will trigger it. So there's many reasons as to why linking the cards is a good practice to get into, especially if you are looking for advice.
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iOS Username: minddrifter Steam Profile Name: minddrifter BattleTag: minddrifter#1397 NGA: Formerly known as "Nebula"
In the tournament being hosted by Neosilk i was tasked with creating a Jund build to compete against my Opponent and i was nervous as all three color decks make me. I came here and looked at some of the builds and there were many great looking builds but of all my decks i always go with small creatures and win in some fashion like that and that is what i noticed here. So i thought, i wonder what i can do with all the biggest or best creatures in the 3 colors cause my only thinking at that moment was i have cultivate for ramp! yay!
A Description for new players or those wanting to see how a deck building process works (this is just my way and is not in anyway expert advise, just a friendly method of how one could end up doing it.)
Spoiler
So once i realised that these 3 colors have the best creatures i put them in the deck with 4 cultivates. Done! only i needed alot more to actually be done... so i thought what does this color combination have for multicolored cards...and yup best removals and Treasured find? I thought what do i want treasured find for i just want to put my big creatures down i mean i guess i could pick them back up from the graveyard worst case? so i threw them all in. what the hell lets see where i can go with it. From there i remember seeing rescue from the Underworld and thought hey that would work too! so now im looking at 6 spells that bring my creatures back...awsome!
So then i wanted more ramp, well Satyr wayfinder is a ramp card. but he discards 3 to get a land? hmm, ok i can start seeing the synergy here with my recursion effects! what if i use my self mill as a filter for the big guys i want and put them on the field. yup 4 of them! Now i want more self mill as this idea is brewing in my head...lets look at what we have for options...necromancer's assistant? hell yea! 8 sources of self mill, 6 sources of recusion, 6 sources of removal and some big scary monsters? I think i like where this is going!!! numbers are looking even so far on the interface but im still not there for the 60 so what can i do now to act as "fillers" if you will. Well i should probably look at my land count and figure out what i want. Guildgates rock in this 3 color format as each produces 2 options. sure il throw in a couple of each and figure out the rest based on 24 lands, why? because i thought thats a good solid count for lands especially with this many high costing bombs. so i fill in based on what i have so far.
I then go back to the spells cause i still have some room and need to complete a 60 card deck, so what can i do, while cycling through i see some Elvish visionaries, thats a sound card, gives me a body and a draw. I also spot alot of other great choices but i dont jump the gun, i want to look at what every color has to offer and see my options. Then i scroll over it and it hits me, Saruli Gatekeepers. It was like laying eyes on the lover to be and knew it was meant to be. With the gates i have this guy is going to work wonders. So i add 4 and i then add another gate of each and adjust lands accordingly.
Im still looking to complete the deck as i have a couple of spots open and i see that i have more creatures than spells which is ok but i felt like with charmbreaker devils he wouldn't be much use as he was one of the initially added "big monsters" that i liked. So i checked out what each color had for sorceries or instants and saw spider spawning. Which has 2 of the colors im using, and synergizes with the whole idea of my deck so far. yes i want 3!!! and thats it complete. But i liked Anger of the Gods aswell. you know what, i am going to add in 1 copy of Anger of the Gods!
but i am over by 3 to make 63... well i suppose i could take out a spider spawning and a cultivate. that brings me down to 61, but i want to keep everything else. can i touch the lands? i mean whats one land right? first i need to check if my deck can allow me to do that without hurting me too much. well i have the cultivates and wayfinders which is 7 sources of ramp, i have treasured find in an emergancy so i could possibly count that as 10...that sounds good, -1 land and adjust accordingly. Now its time to take this for a spin and see how it does!!
The Deck Functions Really well and i have had a ton of fun playing it. -Gatekeepers are a great 4 drop with tough 4 and life gain of 7 its the perfect stall/body while you build your mana and gy for your bombs. -dont be afraid to rescue your satyrs or gatekeepers, if you need to ramp up more or stall longer thats perfectly fine. you will be able to accumilate enough mana to cast your bombs straight from hand so dont think that you "need" to get thrm from your gy. -Spider Spawning isn't really meant as a win con. more as trumps and bodies for your rescues if your early guys needed to trump for survival. that doesn't mean they cant win you the game cause they abolutely can, there are decks built around it though that do it much better. -dont be afraid to use your auger sprees. they are there to remove threats, use your early guys as trumps, augers for mid and ground assualts for late. sometimes the need to use them at different intervals in the game arises and thats fine, you have treasured find there and devils if they hit the board. -personally i have enjoyed Runescarred the most here. i love rescuing him wether from the gy or using him as the body to fetch from the gy his etb effect is awsome, and allows you to grab the things you need. -the mana base has been consistant and the amount of times i have gotten mana screwed hasnt been more than any other deck it happens to.
Thanks for checking it out. I wanted to add in that tid bit of how i built as a sort of trial and see how it looked for new players, wether something like that helps at all or is a waste of time
I wanted to build a deck around the concept of the combo Bloodflow Connoisseur, Warstorm Surge, and Phytotitan. This is what happened. I really feel like this deck needs some help, and I'd super appreciate it if you guys would lend your assistance in making this deck better.
I tested this deck for a bit with Undying Evil because they seemed to be a good fit, but in reality I almost never found myself casting them. Plus, there were only nine or so creatures that I had in here that didn't already have Undying or didn't die with +1/+1 counters already on them, so it was kind of iffy in the first place. I was also thinking about trying to add in another sac outlet, like Blasting Station, or cards like Rune-Scarred Demon to fetch combo pieces, but I'm having a hard time figuring out what I would remove to do so. I'm thinking about dropping the Rescue from the Underworld since I don't dump creatures into my graveyard already, but they're useful for if my Inferno Titan got killed, or to reset a creature with Undying by sending it into the underworld to come back all fresh and +1/+1-counter-less for more sacrificing. I'm also iffy about the Ogre Battledriver; in theory, he can really assist my dudes who consistently come back, especially in concert with Warstorm Surge, but in playtesting he feels like he hasn't really been pulling his weight.
Off the top of my head I'd replace Rescue for some Act of treason. You have Bloodflow and Fling, they all work really well together. And although I've never done it or seen it done. Will Warstorm trigger when you act of treason a creature? If so I may have to help you with this build soon as I can, sounds to fun to ignore. lol
Act of treason, Trigger Warstorm, attack with creature, Then Fling it in there face. lol Say on a Terra Stomper, wouldn't that be like 24 Damage? for 6 mana?
I was thinking about Act of Treason and the like but then it'd just feel like a steal-and-sac with some green splashed in, and that's not really what I'm going for.
It's also occurred to me that Vengevine probably doesn't fit very well because, as stated before, I don't dump things in the graveyard, and a lot of my creatures are a little more expensive so it's less likely for me to be dropping two creatures a turn while already having cast Vengevine and proceeded to have gotten him killed.
I was thinking about Act of Treason and the like but then it'd just feel like a steal-and-sac with some green splashed in, and that's not really what I'm going for.
It's also occurred to me that Vengevine probably doesn't fit very well because, as stated before, I don't dump things in the graveyard, and a lot of my creatures are a little more expensive so it's less likely for me to be dropping two creatures a turn while already having cast Vengevine and proceeded to have gotten him killed.
Vengevine is more than just a creature that can return from the graveyard, he is also a hasted 4-power creature for 4 mana.
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"Don't underestimate the aerodynamic qualities of the common goblin."
I really think that midrange is the strongest archetype in the game and this list is really the child of my extensive testing with Abzan lifegain. Swapping the white for red means that we lose the sweepers and Angelic Edict, but we get to pick up Ground Assault, Cunning Sparkmage, and Inferno Titan. Losing Angelic Accord and Lone Missionary means that we get to stuff even more bombs into the deck, like Arbor Colossus and Indulgent Tormentor.
Let's look at the choices:
Satyr Wayfinder and Elvish Visionary are two-drops that replace themselves and help with hitting the critical early land drops.
Ground Assault is very strong removal in this format and is relevant at all stages of the game.
Cultivate is necessary to fix, thin, and lets us play our bombs earlier.
Cunning Sparkmage is excellent against all the weenies in the meta and generally demands an answer from all decks because he provides inevitability on his own.
Dead Reckoning is a nod to the fact that we're playing Wayfinders and can sometimes mill a key creature; it's a nice complement to the deck's removal package, lets us rebuy lost or milled threats, and is a nice toolbox card because we're playing Rune-Scarred Demons. I debated between this and Treasured Find, but this deck wins with its creatures so the additional piece of removal is welcome.
Graveborn Muse is a poor man's Bloodgift Demon in this metagame, but if not answered provides a steady stream of card advantage that is difficult to overcome. We have the trio of Pelakka Wurms to buy back lost life, as well.
Vengevine is just a great creature and with the manabase so heavily into green to support Colossoi and Wurms he's extremely difficult to exclude.
Arbor Colossus is just a bomb, plain and simple.
Indulgent Tormentor is a card that I've wanted to play with, but it has felt lackluster whenever I've tried it because of that toughness and how easy it is to just sacrifice a token to it. This deck aims to negate that by overloading the opponent's removal package with must-answer threats and nuking those tokens with Cunning Sparkmage.
Shadowborn Demon is removal and can let us sacrifice those early two-drop utility creatures once they've outlived their usefulness.
Rescue from the Underworld is another toolbox card in the same vein as Dead Reckoning; as Monk1410 said in the Abzan thread, casting a Rune-Scarred Demon fetching this is a filthy play.
Once we get above five mana, it's just a pile of bombs; Inferno Titan, Pelakka Wurm, Rune-Scarred Demon, Griselbrand, and Kozilek are the meat of the deck and all provide tremendous value.
Joined: Oct 31, 2013 Posts: 7350 Location: Newfoundland
Okay, so I'm 6-1 right now (lost the first game because I didn't prime my deck) and my impressions are that this deck is bomb-tastic. Cunning Sparkmage hasn't been doing a lot of work and I have found myself wanting moar cards, so I'm going to drop them for three copies of Phyrexian Rager. I've had Dead Reckoning in my hand a few times, and it has worked, but it has been underwhelming. Rescue from the Underworld, however, is just amazing so I'm going to add a second copy in place of the Reckoning.
EDIT - nvm, I'm going to add the fourth Rager instead of the second Rescue; getting to the lategame consistently is more important and Rescue is fine as a toolbox piece.
Are you getting mana for Griselbrand and Kozilek consistently? It seems you can win the game way before they get online with things like Stormbreath Dragon (really, this should be in every Red deck with more than 22 lands).
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