Babasoonist - 15 taplands? Doesn't that feel sluggish to you? I run 10 in some decks and getting triple tapland opening hands can be ugly.
Elk - All the cards resolved by WW enter the battlefield simultaneously. The issue for battledriver is whether it can be triggered by other creatures that enter the battlefield simultaneously. It should work, but I am never confident about Duels implementing things properly.
Forum poster Griselbrand was talking about a deck that incorporated Sheoldred and Warstorm Surge in Jund colors. So I whipped up a decklist that leans on blasting station to establish control / keep the board clear while you set up.
I have worked on blasting station decks in other colors but I wanted to give this one a Jund flavor. I get bored with fat creature decks. The station adds flexibility and control in a number of matchups. It also ensures that you can resurrect creatures repeatedly via Sheoldred if you so wish.
I don't look at the cards individually but think of them as little packages that work really well together.
The graveyard package will help with card advantage, consistency, and reusing key cards. 4 Satyrs, 2 treasured find, vengevine and sheoldred.
The control/stall package helps you set up with cards that are individually very powerful, so that you are not too reliant on combos. Ground assault shoots just about anything down, and brain maggot gives you intelligence and the chance to cripple your opponent by removing key cards.
The surging station/ aggro package is designed to give you cards that are flexible as threats or answers, and occasionally win games out of the blue by stealing enemy creatures. Krenko's command, vengevine, rabble rouser and especially sprouting thrinax are solid creatures that work really well with blasting station. Blasting station and surge allow your creatures to double as burn spells. And act of treason fits in here due to the synergy with blasting station.
I think the deck still needs some work but has potential. Blasting station is just hilarious with Thrinax. Instant 4 damage for 0 mana, or enter combat with a behemoth like Brimaz and come out on top.
What I notice right away as I look at this list is the mana curve. A deck with 16 two drops and 11 three drops does not need 25 land. But I don't see a whole lot I am missing out on at 4-5 mana, except for maybe shadowborn demon. I like the jolly green collossus as a 5 mana stabilizer but triple green is too steep. Masked admirers is potentially a big source of card advantage and an even bigger mana sink. Anyway I am open to feedback.