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PostPosted: Tue Sep 16, 2014 9:50 pm 
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Hakeem928 wrote:
Why aren't we talking about Auger Spree? In my list there are a bunch of fliers and tramplers with huge butts so it would be great removal with the upside of being a secondary "finisher burn spell" in some cases. I'm going to sub in a pair to replace the Gatekeepers.


I think Auger Spree is great, the decision between that and Gatekeepers is a metagame call. I do like Gatekeepers as a secondary threat/counterspell bait against true control, who knows how much of that is floating around though.

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PostPosted: Tue Sep 16, 2014 9:55 pm 
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Hakeem928 wrote:
Why aren't we talking about Auger Spree? In my list there are a bunch of fliers and tramplers with huge butts so it would be great removal with the upside of being a secondary "finisher burn spell" in some cases. I'm going to sub in a pair to replace the Gatekeepers.


It's been in my deck sicne the beginning and saved me a lot of times. Spell with such a great utility (removal or buffing your own guys) for 3cmc only is a godlbess.

I still run Gatekeepers though, but I have less interaction with GY in my Jund.

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PostPosted: Wed Sep 17, 2014 7:23 am 
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Hakeem928 wrote:


I've been working on a midrange Jund, try to make it different and not use the same Bombs, But took a break to try out yours. Performs a lot better but I made 3 Changes.
-2 Pellaka, -1 Griselbrand.
+1 auger, +2 Treasured Find.
A lot of fun, just want more bombs dammit. lol. but, guess until we get more Gonna see the same ones in most decks. But, I always felt Griselbrand was too much. May try to work him back in instead of 3 treasured find, I just like having one in hand.


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PostPosted: Wed Sep 17, 2014 11:03 am 
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Running :r::b: without a full set of auger spree is like running :r::g: without a full set of ground assault. I auto-assume this is being done, lol.

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PostPosted: Wed Sep 17, 2014 6:59 pm 
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I have really enjoyed Auger Spree in this list and Terra Stomper, while being stupidly powerful, feels like overkill; I have enough bombs.

-2 Terra Stomper
+2 Auger Spree

I think we're really close to a final deck list here, thanks to everyone who contributed to the evolution of this deck.

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PostPosted: Thu Sep 18, 2014 9:09 am 
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This is my list as it stands, I cut rescue from the underworld as I was tapping out a lot and waiting for a turn to come back was so slow. With the extra removal I went to 2 treasure find.


4 x Gruul Guildgate
4 x Golgari Guildgate
4 x Rakdos Guildgate
6 x Forest
3 x Swamp
3 x Mountain

4 x Elvish Visionary
4 x Satyr Wayfinder
3 x Ground Assault
2 x Treasured Find

4 x Cultivate
4 x Auger Spree
2 x Anger of the Gods

2 x Graveborn Muse

2 x Arbor Colossus
1 x Shadowborn Demon
1 x Stormbreath Dragon

1 x Inferno Titan

3 x Pelakka Wurm
2 x Rune-Scarred Demon

1 x Griselbrand


Last edited by Monk1410 on Thu Sep 18, 2014 4:50 pm, edited 1 time in total.

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PostPosted: Thu Sep 18, 2014 3:23 pm 
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I can get behind an extra Treasured Find in place of the Rescue, I think I'll make the same swap in my Abzan list.

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PostPosted: Sun Sep 21, 2014 9:10 pm 
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Hakeem,

I'm trying to wrap my head around the satyrs...are they necessary in this deck? With your build, you're only using 2 treasured finds, so you're milling a bunch of cards that you won't get back. Can you help me understand the logic there?

For now (because I'm frustrated with the satyrs), I'm messing around with a slightly modified build:

-4 satyr wayfinder
+2 volcanic geyser
+1 mountain
+1 treasured find

I was also thinking of perhaps replacing them with phyrexian ragers - premium cards, but the extra draw is nice, and then you're not dumping cards in the graveyard.


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PostPosted: Mon Sep 22, 2014 7:12 am 
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Satyrs are important for hitting your land drops on time and getting the correct coloured mana. The mill effect is almost irrelevant but can be good at making treasure find a demonic tutor.


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PostPosted: Tue Sep 23, 2014 7:42 pm 
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Yeah, I see their value, but not in this deck. You only have 2 gy draw cards, no rescues, no positive effect from having a large gy, etc. I've played probably 20 matches with the build that includes 2x volcanic geyser, and that card is winning the match almost 50% of the time. I'm not convinced that satyrs are a huge help here - you mill potentially 16 cards, including your only 2 graveyard draw cards.

If I didn't have volcanic geysers, I'd be inclined to put in darksteel amulets instead of satyrs if mana was really an issue, which doesn't really seem to be that big a deal for this deck.

Curious to hear Hakeem's thoughts behind including the satyrs?


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PostPosted: Tue Sep 23, 2014 10:08 pm 
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You should stop thinking Satyr's self-mill as a drawback if you don't have 'yard interactions.

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PostPosted: Tue Sep 23, 2014 10:16 pm 
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Hitting your land drops on time and being able to cast your spells on time is more important than the explosive late-game potential of a card like Volcanic Geyser. You also have to keep in mind that Volcanic Geyser can't block a Foundry Street Denizen so it makes your mulligans worse (as compared to Satyr).

I think your problem is that you hate to see your outs in the graveyard. Just pretend that the cards you mill instead go onto the bottom of your library where you can't see them, with the upside of being recoverable through Treasured Find.

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PostPosted: Fri Sep 26, 2014 8:21 pm 
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Hakeem928 wrote:
Hitting your land drops on time and being able to cast your spells on time is more important than the explosive late-game potential of a card like Volcanic Geyser. You also have to keep in mind that Volcanic Geyser can't block a Foundry Street Denizen so it makes your mulligans worse (as compared to Satyr).

I think your problem is that you hate to see your outs in the graveyard. Just pretend that the cards you mill instead go onto the bottom of your library where you can't see them, with the upside of being recoverable through Treasured Find.


I think the concern Ballz has is that the 4 Wayfinders together are going to be milling 12-16 cards into your graveyard(depending on how many land plays you get out of them), but you'll only be able to get at most 2 cards back out via your Treasured Finds, and that's assuming your Treasured Finds don't get milled. I haven't playtested the deck like you have, so for all I know the extra land opportunities do outweigh the potential drawbacks, but I can see why someone might consider them a risky choice at first glance.


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PostPosted: Sat Sep 27, 2014 7:01 am 
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There's not much risk involved, as mill decks are rare and relatively weak.


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PostPosted: Sat Sep 27, 2014 9:11 am 
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Left4Doner wrote:
There's not much risk involved, as mill decks are rare and relatively weak.

I think he was only speaking of the milling from the wayfinders, not playing vs. actual mill decks (which as you said, are pretty weak and rarely seen).

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PostPosted: Sun Oct 05, 2014 7:08 am 
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Fix mana, kill stuff, drop bombs:

[manapie 90 -w -u b r g][/manapie]

Jund Midrange

A one vs. one deck for Magic 2015.

60 Cards (21 :creature: , 15 :instant: , 24 :land:)

Cost 13 cards
■■■■
Elvish Visionary1/1
■■■■
Satyr Wayfinder1/1
■■■
Ground Assault
■■
Treasured Find
Cost 10 cards
■■
Anger of the Gods
■■■■
Cultivate
■■■■
Resounding Thunder
Cost 2 cards
■■
Graveborn Muse3/3
Cost 4 cards
■■
Arbor Colossus6/6
Shadowborn Demon5/6
Stormbreath Dragon4/4
Cost 1 card
Inferno Titan6/6
Cost 5 cards
■■■
Pelakka Wurm7/7
■■
Rune-Scarred Demon6/6
Cost 1 card
Griselbrand7/7
Land24 cards
■■■
Golgari Guildgate
■■■
Gruul Guildgate
■■■
Rakdos Guildgate
■■■
Savage Lands
6
Forest
3
Mountain
3
Swamp

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Last edited by Hakeem928 on Sat Nov 22, 2014 3:37 pm, edited 1 time in total.

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PostPosted: Fri Oct 17, 2014 4:44 pm 
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[quote="Hakeem928"]Fix mana, kill stuff, drop bombs:

Man, I must say, this is a fine peace of deck u made. Been juggling with a build myself, but ur seems very consistent. Have tested it quite a bit now. By far my favorite deck so far in 2015.

Had Charmbreaker Devils[/code] in mine, and really liked it, brutal with Anger sweep. Also ran Elixir and that green 5cc sorcery +3/+3, trample and draw, but felt like overkill. But really fun spin deck I u got everything runnng.

Havent been logged in for a long time here on the forum. But its fun to see all the posters.

Keep up the good work! //Nyarl


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PostPosted: Fri Oct 17, 2014 6:13 pm 
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I haven't played the list in a while, but it is quite strong. It has access to the best removal in the game and most of the best bombs, along with excellent mana fixing. Glad you're enjoying it.

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PostPosted: Mon Oct 20, 2014 11:03 pm 
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I agree, this deck is SUPERB. This one and you're Abzan are two of the absolute best 3 color builds available EASILY.

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PostPosted: Tue Oct 21, 2014 8:53 am 
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Well that's because they're both based around the same :b::g: midrange core, which is the strongest archetype currently in the game in my opinion.

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