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PostPosted: Sun Jan 11, 2015 9:43 am 
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Thanks haha. I was considering cutting muse as it is too slow here. May cut those and a land for 3 Juggernaut. Thoughts?
Hakeem928 wrote:
knar-gnar wrote:
This is my Jund list hakeem demanded I post. It is a "blast" to play!

2 Bloodghast
2 Graveborn Muse
4 Viscera Stagger
3 Hellspark Elemental
4 Krenko's Command
2 Goblin Rabblemaster
2 Ogre Battledriver
4 Young Wolf
3 Blasting Station
3 Sprouting Thrinax
3 Kathari Bomber
3 Ground Assault

6 Swamp
7 Mountain
2 Forest
3 Savage Lands
2 Gruul Guildgate
2 Rakdos Guildgate
2 Golgari Guildgate

Discuss if inclined! Thanks


This thing beat me handily a couple of times last night, it's really good. Thrinax plus Station is insane value. The pilot's half-decent as well. ;)


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PostPosted: Sun Jan 11, 2015 9:50 am 
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Adding Juggernaut is a good call, but I still like the Muse. She may be slow but she's a great way to fight through disruption. Cut one Bomber, one Viscera Dragger, and one land for the 'Nauts?

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PostPosted: Sun Jan 11, 2015 10:25 am 
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I could see cutting bomber, but dragger does too much work here. I like muse as well, and it can pull me out of a slump. Maybe a land and a bomber for 2 'nauts? I need to smooth the mana as well.


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PostPosted: Sun Jan 11, 2015 11:20 am 
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Is it me, or is this list 59 cards?:)


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PostPosted: Sun Jan 11, 2015 11:48 am 
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stormbreath


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PostPosted: Sun Jan 11, 2015 11:49 am 
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But you can't curve T1 Young Wolf, T2 Bloodghast! Hakeemypoo.. :P

Nice looking build though knargar, that looks like the direction I should have taken my jund list. I instead dropped green and went for a red/black aggro variant with the same concept.

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PostPosted: Sun Jan 11, 2015 11:55 am 
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Fair point 2best, but after losing to it I don't think it matters. :)

Young Wolf is just really cool with Blasting Station, better than Arsonist I believe. Obviously your deck wasn't running green, though, but I think you should try this out.

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PostPosted: Sun Jan 11, 2015 12:00 pm 
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I think I have an unfair distaste for ogre battle driver that I should probably reconsider.

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PostPosted: Sun Jan 11, 2015 12:05 pm 
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Sac your Thrinax and get nine hasty power, yum.

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PostPosted: Sun Jan 11, 2015 12:12 pm 
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2bestest wrote:
I think I have an unfair distaste for ogre battle driver that I should probably reconsider.


What is this blasphemy?

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PostPosted: Sun Jan 11, 2015 4:53 pm 
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Battledriver is great with the thrinax and station, yes. But being able to through 3+ 5/x creatures with haste out of your grave at once, krenko's command and rabblemaster...he works really well here.


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PostPosted: Sun Jan 11, 2015 5:35 pm 
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my issues was back when I ran him, he rarely got his ability off because he was handled immediately virtually every time. But I do understand that isn't the best reason to rule him out.

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PostPosted: Sun Jan 11, 2015 5:39 pm 
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Cutting a creature because it "dies to removal" isn't where you want to be. If a creature always dies to removal, that's because it's a good creature!

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PostPosted: Sun Jan 11, 2015 5:56 pm 
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Hakeem928 wrote:
Cutting a creature because it "dies to removal" isn't where you want to be. If a creature always dies to removal, that's because it's a good creature!


I am aware of that. However some are better than others. This is one of those because it is not nearly as easy to remove as certain other cards such as the blue 1/1 that grows from draw.

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PostPosted: Sun Jan 11, 2015 6:14 pm 
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But Skulker is super slow. If you opponent doesn't deal with your Battledriver immediately then you probably just win.

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PostPosted: Sun Jan 11, 2015 9:01 pm 
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Battledriver is the absolute core of my new build. It's weird as it wasn't even a consideration at first. I just did a trial substitution with the Graveborn Muse as that card wasn't working too well, and the Battledriver was an easy fit as they were equal costs, bodies and rarities. Only after testing did I realise it literally takes the entire deck up a tier.

For anyone who hasn't taken it for a spin, I'd say It's now up there with my Seance and Faerie decks as one of my most powerful builds. I'm also happy that it's found its own identity instead of just being a pile of good cards as originally intended. The mixture of haste, graveyard tricks and KO cards is really unique, and is a nightmare to anticipate.


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PostPosted: Sun Jan 11, 2015 9:19 pm 
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Updated my list. Streamlined the mana and removed muses, a bomber and a land for 3 Juggernauts and vengevine. Also added stormbreath to the list, though it was always in the deck, I just forgot to type it in. It does much better now with just the straight beatdown plan, and the naught has pseudo vigilance with blasting station. Interacts to well with bomber and hellspark as well. Vengevine is a great, explosive beater, and easily recurrable.


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PostPosted: Mon Jan 12, 2015 1:08 am 
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knar-gnar wrote:
Updated my list. Streamlined the mana and removed muses, a bomber and a land for 3 Juggernauts and vengevine. Also added stormbreath to the list, though it was always in the deck, I just forgot to type it in. It does much better now with just the straight beatdown plan, and the naught has pseudo vigilance with blasting station. Interacts to well with bomber and hellspark as well. Vengevine is a great, explosive beater, and easily recurrable.


So I've been playing the deck a fair bit with some of the suggestions I made and adding the Juggy was great. After reading this, removing the Muses was not. I'd cut 1 Juggernaut and 1 Dragger (but Vengevine might be the right choice) to keep them in there. They were all-stars as usual and helped draw into enablers and fueled blasting station triggers. Of course for the enjoyment of it and that this deck just has to go forward, I thew in 3 Fling for the Ground Assault. Lots of fun synergy and can go to the dome too. I monkeyed with mana and put it into the deck editor with those changes (I've only got a few games in though with the mana this way so it may need revision again):

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

Jund

A one vs. one deck for Magic 2015.

60 Cards (27 :creature: , 10 :instant: , 23 :land:)

Cost 4 cards
■■■■
Young Wolf1/1
Cost 12 cards
■■
Bloodghast2/1
■■■
Hellspark Elemental3/1
■■■
Fling
■■■■
Krenko's Command
Cost 10 cards
■■
Goblin Rabblemaster2/2
■■■■
Kathari Bomber2/2
■■■
Sprouting Thrinax3/3
■■■
Blasting Station
Cost 10 cards
■■
Galvanic Juggernaut5/5
■■
Graveborn Muse3/3
■■
Ogre Battledriver3/3
Vengevine4/3
■■■
Viscera Dragger3/3
Cost 1 card
Stormbreath Dragon4/4
Land23 cards
■■■
Gruul Guildgate
■■■
Rakdos Guildgate
■■■
Savage Lands
4
Forest
5
Mountain
5
Swamp



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PostPosted: Mon Jan 12, 2015 3:43 am 
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Fling doesnt readily handle silver bullet creatures like baneslayer, brimaz, inferno titan...you need ground assault to answer these the vast majority of the time. I have not missed the muses, i dedicated to the beatdown plan and I am pleased.

The beauty of the deck is the versatility blasting station can provide, allowing us to go on a full on assault, picking off blockers, pinging your dead creatures to nickle and dime health, all while being able to shift out of beatdown into control against another aggro deck. I always out-tempo them.


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PostPosted: Mon Jan 12, 2015 4:20 am 
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knar-gnar wrote:
Fling doesnt readily handle silver bullet creatures like baneslayer, brimaz, inferno titan...you need ground assault to answer these the vast majority of the time. I have not missed the muses, i dedicated to the beatdown plan and I am pleased.

The beauty of the deck is the versatility blasting station can provide, allowing us to go on a full on assault, picking off blockers, pinging your dead creatures to nickle and dime health, all while being able to shift out of beatdown into control against another aggro deck. I always out-tempo them.



Like I said, Fling is just a fun option and I'm not contesting that ground assault is the better (and correct) choice. Fling is still conditional on having targets and then conditional on their power at the time. Its still good times though hasting a small army, forcing bad blocks and then tossing around damage.

I did give the 'no muse' some time before working them back in. The beatdown plan needs to keep gas. Blasting station is only 3 in the deck and Ogre Battledriver is only 2. Muse is slow in certain decks but not this deck (the deck is not a consistent turn 4 or 5 winner) . It deals with spent hands, slow boards, draws into your enablers, fuels the enablers and still has a decent body in your P/T range. I'm not talking from a point of theorycrafting either. I did spend time playing the deck (and it's a lot of fun) and had couple matches where Muse got me back in the game (even had hard cast Draggers for additional draw). Now if you want to keep the Dragger or the Juggernaut then I'd look to Vengevine. If both Juggy and Dragger need to stay, then I'd look to the Kathari as another target (Kathari where fun though). If it matters though, I felt quite comfortable with only 2 Juggies and didn't notice the missing Dragger at all.


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