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PostPosted: Fri Dec 25, 2015 12:18 pm 
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DJ0045 wrote:
So I replied in Sultai, but now that I'm thinking about it more, it might try this as a deck that just splashes red for ignition only, keeping the GB elements mostly intact. So I'll try it and let you know how it went.

Also, big high five to you sir!


Thanks!:)

Problem is, splashing red for a RR casting cost is problematic...that's why it ended green being the almost splashed color, all its fundamental cards for the engine (basically, From Beyond and that's it) are one G after all


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PostPosted: Fri Dec 25, 2015 12:39 pm 
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DJ0045 wrote:
So I replied in Sultai, but now that I'm thinking about it more, it might try this as a deck that just splashes red for ignition only, keeping the GB elements mostly intact. So I'll try it and let you know how it went.

Also, big high five to you sir!


Thanks!:)

Problem is, splashing red for a RR casting cost is problematic...that's why it ended green being the almost splashed color, all its fundamental cards for the engine (basically, From Beyond and that's it) are one G after all


Well you need 13 sources to splash red for just ignition alone. So you have a point. But with all of the draw in the deck, I would be too worried about seeing it in time for the big swing. :-)

It's certainly a bigger investment than tutelage in the other build, which needs only nine. So you might be right. It may not be possible to do it smoothly the way I'd like to.


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PostPosted: Sat Dec 26, 2015 1:56 pm 
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Still making adjustments, I put there two Forerunners, they add welcomed early punch (2cc lacked it) and make Abos scarier. Added a second forest for Nissa (facepalm) and cut one land, 23 seems to work fine, the curve isn't too high and Carriers, Abbots, Nissa and From Beyonds help a lot

Huskabonition 2.0

2 x Vampiric Rites
3 x Bone Splinters
2 x Carrier Thrall
2 x Forerunner of slaughter
2 x Corpse Hauler
1 x Liliana, Heretical Healer
4 x Nantuko husk
2 x Smothering Abomination
1 x Ob Nixilis Reignited

2 x Perilous Myr

2 x Abbot of Keral Keep
2 x Ghirapur Gearcrafter
3 x Thopter Engineer
2 x Pia and Kiran Nalaar
2 x Act of treason
2 x Chandra's Ignition

1 x Nissa, Vastwood Seer
2 x From Beyond

6 x Swamp
5 x Mountain
2 x Forest
2 x Smoldering Marsh
2 x Woodland cemetary
2 x Rootbound crag
2 x Dragonskull summit
2 x Evolving wilds



Definitely Haulers stays...not only for the scarce Abos, but re-PiaK is also a really strong play in a lot of scenarios... or the Myrs for that Jace/Chandra etc... I love to sack a Myr, Haul it back and sack it again, for 4 damage removal/finish

Having plenty of fun, looks strong, 5-0 for the moment...I think Red suits pretty good the basic concept, huskless/riteless Act+Bone it's so strong as a surprise play against the big creature meta...

And red makes the deck less combo dependant, at this point imho it can work as beatdown instead of combo against weak opponent's hands, which is a huge plus

I mean, for example, many variations: t1 Rites t2 Runner, t3 Ingenieer t4 PiaK and say with an Act in the hand...and better pray for a sweeper, bro...


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PostPosted: Mon Dec 28, 2015 6:25 am 
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Okay, starting with this base for Dark Bondage (Jund Elemental Bond deck):

3 x Jaddi Offshoot
4 x Gatecreeper Vine
3 x Fleshbag Marauder
3 x Deadbridge Shaman
1 x Nissa, Vastwood Seer
3 x Elemental Bond
2 x Radiant Flames
1 x Akoum Firebird
2 x Woodland Wanderer
2 x Dust Stalker
3 x Grove Rumbler
3 x Zendikar Incarnate
2 x Flameshadow Conjuring
1 x Ob Nixilis Reignited
1 x Greenwarden of Murasa
1 x Plated Crusher
1 x Omnath, Locus of Rage
1 x Island
1 x Swamp
2 x Mountain
7 x Forest
2 x Smoldering Marsh
2 x Cinder Glade
2 x Woodland Cemetary
2 x Rootbound Crag
2 x Dragonskull Summit
1 x Mortuary Mire
1 x Simic Guildgate
1 x Evolving Wilds


The off-colour lands are for 4th Wanderer counter if possible/needed, Dust Stalker is nice for repeatedly triggering the draw from Bond. Have pondered cutting something for Skyrider Elf but unsure if necessary or desirable.

Figured if I put this here rather than the Johnny idea thread, someone more interested in something along these lines might care since no one there did.

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PostPosted: Sat Jan 09, 2016 11:29 am 
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If you're gonna keep all the landfall cards, you should adjust your manabase towards running 4x Evolving Wilds. I would definitely remove the guildgate, probably for another Mire.


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PostPosted: Fri Jan 15, 2016 2:36 pm 
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I think I've finally got Jund crats at a place i'm happy with:

1 drops
4x blisterpod

2 drops
3x gatecreeper vine
2x evolutionary leap
3x carrier thrall

3 drops
4x nantuko husk
4x act of treason
2x reclamation sage
2x thopter engineer
1x lilliana, heretical healer
1x nissa, vastwood seer
4 drops
1x flameshadow conjuring
2x from beyond
2x smothering abomination
3x eyeless watcher

5 drops
2x brood butcher

4x mountains
4x swamps
5x forests
2x smoldering marsh
2x cinder glade
2x rootbound crag
2x dragonskull summit
2x woodland cemetery
1x rogues passage

The mana base hasn't let me down yet but in a world of acid moss and sadness it's definitely safer to run the gatecreepers over the dragon fodder even though you could probably get away with it if you're feeling dangerous.
I don't like running 2 reclamation sages but we need them to nail the evolees/vampiric rites that blank our steal spells. Brood butcher is still amazing as it makes fuel and can also be an emergency sac outlet if you need one that can be tutored up for.
Also expect that Rogue's passage is always in your starting hand, the deck hates you. Thoughts?

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PostPosted: Wed Jan 27, 2016 11:54 pm 
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I focused my Jund crats a bit more toward card draw, since draw is really what is needed to both find and fuel the husks and/or abomination (aka our beloved smother!)

1 drops
4x blisterpod

2 drops
4x perilous myr
3x gatecreeper vine
4x elvish visionary
2x evolutionary leap
3x carrier thrall

3 drops
4x nantuko husk
3x act of treason
1x liliana, heretical healer
1x nissa, vastwood seer

4 drops
2x flameshadow conjuring
2x from beyond
2x smothering abomination

5 drops
1x ob nixilis reignited

2x mountain
4x swamp
4x forest
2x smoldering marsh
2x cinder glade
2x rootbound crag
2x dragonskull summit
2x woodland cemetery
1x rogue's passage
3x evolving wilds

Key points about this deck:
  • There are a relatively large number of ways to get card draw: Nissa/Ob Nixilis, 2 evoleap, 2 abominations + 2 from beyond to tutor them, 2 flameshadow + 4 visionaries + 3 gatecreepers. Odds of getting at least one of these online are pretty good.
  • Flameshadow can do a lot of work in this deck. There are a lot of low-cost green/black fodder creatures, so it's relatively easy to afford the cost of duplicating them. These fodder creatures mostly have enter-the-board or on-death effects, so the tokens all give extra value beyond just being husk/leap bait or sacrificial attackers. Flameshadow also means one needs less fodder to keep the husk(s) fuelled, gives new husks and abominations a haste effect, and eases recovery from a board wipe. It doesn't cost much to take turn 4 off to cast flameshadow, when you are likely to have established some board presence on turns 1-3 and to follow up with additional inexpensive creatures rather than with fatties. Flameshadow is a lot more affordable than vampiric rites, both in terms of mana cost and in terms of chewing up husk fodder, so I prefer it from that perspective.
  • Because there is a lot of card draw, the full set of acts of treason seems less necessary. I find I don't want to be holding a lot of these as they don't help keep the engine running; I'd rather use it as a finisher than plan to use it as a kill spell. The 'steal/sac a fatty' angle is mostly a backup plan to the 'pressure-with-husk' angle.

I'm sure further tweaks-to-taste are possible, e.g. to add that last act of treason, or a copy of vampiric rites, or reclamation sage, or a mid-size eldrazi like brood butcher or deathless behemoth or oblivion sower, but so far this is running pretty well as-is. The risk with From Beyond is that you will tutor something only to have that tutor target be removed before it can do anything, so that might be a place to trim to find room for something else.


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PostPosted: Sun Jan 31, 2016 8:33 pm 
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So, I've been messing around with this lately and my only losses were to a thopter deck when I should have mull'd and a U/W midrange-mill deck which used ingest to keep me off my lands. So, that's about 15+ games with 2 losses.

Jund Monsters

Creatures x30
3x Carrier Thrall
3x Gatecreeper Vine
2x Elvish Visionary
1x Nissa, Vastwood Seer
2x Reclamation Sage
2x Pia and Kiran Nalaar
2x Woodland Wanderer
1x Dust Stalker
2x Gilt-Leaf Winnower
2x Embermaw Hellion
2x Outland Colossus
2x Kothophed, Soul Hoarder
1x Woodland Bellower
1x Oblivion Sower
2x Gaea's Revenge
2x Plated Crusher

Noncreatures x6
2x Evolutionary Leap
1x Radiant Flames
1x Languish
2x Chandra's Ignition

Lands x24
2x Swamp
3x Mountain
6x Forest
2x Smoldering Marsh
2x Cinder Glade
2x Woodland Cemetery
2x Rootbound Crag
2x Dragonskull Summit
3x Evolving Wilds

My inspiration for this was all the annoying thopter decks I've been seeing around; I wanted to play an aggressive deck that could still utilize 2 pairs of sweepers. You'll notice that I've since changed the theory of the deck around by dropping each sweeper down to 1 copy (unless you count Ignition), the reason for that being that my creatures applied enough pressure that I didn't need to clear the board since they would need to keep leaving up blockers. The second benefit was that I had too many threats for control decks to remove, making them spend time surviving rather than searching for a win condition of their own. This deck plays best against anything that isn't on an Ulamog track, which I'd noticed was becoming a little less common while I was climbing back up the ladder. And even in that match-up, unless they actually draw the Ulamog/Omnath, you have a pretty good chance to beat them with your own creatures. Dust Stalker used to be at 2, but I really felt that I needed a second Kothophed after I won two games in a row because of his giant butt in the sky. Feel free to try it out and lemme know what you think.

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PostPosted: Mon Feb 01, 2016 8:20 am 
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I like that concept! And being irritated by thopters and Ulamogs that might be just the deck I need :) Will certainly try it.

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PostPosted: Wed Feb 03, 2016 7:25 am 
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Are Radiant Flames and Chandra's Ignition really worth playing the Embermaws, or am I missing something?


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PostPosted: Wed Feb 03, 2016 2:45 pm 
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The Nalaars?


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PostPosted: Thu Feb 04, 2016 1:28 am 
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Oh, wait. I had seen them, but had discarded them right away. A 2/2 red body would've been an insult to even consider as a reason for inclusion, and the thopters are colorless. Yet, I just realized, I completely forgot about their ability, which also provides Red damage.
Thanks for the hint, Barney. Now I understand. Gives me food for thought.


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PostPosted: Thu Feb 04, 2016 4:50 pm 
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I wish I had thought of it in my 2nd game versus peepee. I totally forgot about it for the first time ever I think. Could WOULD have won me that game. Stupid Nalaars. I'm glad they're dead.


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PostPosted: Tue Mar 22, 2016 2:25 am 
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This is my take on Elemental Bond in Jund. Too much Johnny for Spike, I think - but it's fun vs AI, or other JFF decks.

Juhnny-Bond-Lately:

Creatures = 25
2x Akoum Stonewaker
3x Forerunner of Slaughter
2x Wasteland Strangler
2x Fleshbag Marauder
4x Dominator Drone
3x Vile Aggregate
2x Smothering Abomination
1x Akoum Firebird
2x Dust Stalker
1x Barrage Tyrant
1x Brood Butcher
2x Gilt-Leaf Winnower

Other Spells = 11
2x Slab Hammer
3x Elemental Bond
4x Touch of the Void
1x From Beyond
1x Chandra's Ignition

Land = 24
6x Swamp
3x Mountain
3x Forrest
2x Smoldering Marsh
2x Rootbound Crag
2x Woodland Cemetery
2x Looming Spires
2x Mortuary Mire
2x Evolving Wilds


The Deck wants you to be aggressive and constantly throwing creatures at your opponent. Trading is always a good option, because if the game goes long, you'll find ways to keep refilling your hand and pulling creatures back from your graveyard (Bond/Slab/Mire).

Barrage Tyrant is a recent addition, and I haven't actually drawn him yet in a game so I'm not positive how he feels on the board. I believe the sac for damage ability will work very well here though. I was running a pair Priest of the Blood Rites in the deck, but the sacrifice options I had in weren't consistent enough and he ended up hurting me more than he helped, so I replaced him with a second Winnower and the Tyrant. I like Gilt-Leaf Winnower so much in this deck that I'm considering finding a way to work Retreat to Hagra in just so I can broaden the range of creatures I can kill with her (deathtouch would benefit me too with aggressive creature trading, and the life swap could help swing close games...).

Originally I only had 1 copy of From Beyond unlocked, which made it in just to feed Smothering Abomination or swell Vile Aggregate. I now have the second copy available, but frequently end games with Beyond still in my hand because I keep having better plays and not really needing it... Could be one to cut altogether. Not sure it's worth the odd occasions I don't have Bond out already and am not just willing to trade Abomination with another creature or have him magnet some removal.

Chandra's Ignition is another one I don't feel 100% about. Radiant Flames might be a better play here. I like the ability to hit the player, and still keep a creature of mine on the board, but since most of my creatures are 3 power - Flames might work just as effectively, at a cheaper cost.

Brood Butcher is also on the question block. She's good here in theory, but like Beyond, she ends in hand quite often. Bond tends to give me better aggressive plays.

Dust Stalker is an all-pro in this deck; I welcome a board wipe when I'm holding him. He'll wreck out the gates with the board clean, and with an Elemental Bond in play - the opponent's board wiper is your card to victory. Feel free to yell Seppuku! at your opponent through the aether when this happens.

The deck does tend to fight itself a little bit with the blend of devoid/colored creatures, but haven't found better colorless fits. Akoum Stonewaker is too good in this deck, as is Fleshbag Marauder. Nettle Drone, maybe, but on the surface I don't like him better than the waker or the bag; same with Juggernaut, who might be a smarter Spike play. When you get Slab Hammer recurring Mortuary Mire with a Marauder in your graveyard, it's muy bueno. Stonewaker just loves the Hammer too.

Vile Aggregate doesn't usually get too big for me in this deck (though sometimes is aided by my favorite Hammer-to-get-Johnny-with), but I don't find it too difficult to get his ingest to hit a few times. That coupled with Touch of the Void allows Wasteland Strangler to work. If the situation asks you to play the Strangler before you can get an exiled card, the Mire and the Hammer can get him back later for you.

Let me know what you think. Suggestions are welcome.

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PostPosted: Wed Mar 23, 2016 2:23 pm 
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Made the following changes: -1 From Beyond, -1 Chandra's Ignition, -1 Brood Butcher, -1 Vile Aggregate, +2 Retreat to Hagra, +2 Radiant Flames

This is my take on Elemental Bond in Jund. Too much Johnny for Spike, I think - but it's fun vs AI, or other JFF decks.

Juhnny-Bond-Lately:

Creatures = 23
2x Akoum Stonewaker
3x Forerunner of Slaughter
4x Dominator Drone
2x Wasteland Strangler
2x Vile Aggregate
2x Fleshbag Marauder
1x Akoum Firebird
2x Dust Stalker
2x Smothering Abomination
2x Gilt-Leaf Winnower
1x Barrage Tyrant

Other Spells = 13
2x Slab Hammer
4x Touch of the Void
2x Radiant Flames
2x Retreat to Hagra
3x Elemental Bond

Land = 24
6x Swamp
3x Mountain
3x Forrest
2x Smoldering Marsh
2x Rootbound Crag
2x Woodland Cemetery
2x Looming Spires
2x Mortuary Mire
2x Evolving Wilds


Played some matches against the AI, and have been happy with the changes so far. Was worried my motivation to include Hagra just to allow Winnower to kill anything not elfy/hexproof/indestructible wouldn't be justified enough outside of that, but deathtouch really helps the deck stay aggressive - and the card obviously synergizes well with the Hammer in play. Plus forces limited enchantment removal to make choices.

Flames functioned as a strict upgrade over Ignition in the matches I played. Being able to sweep aggro as early as turn 3 helps more than anything Ignition was doing for me. The deck really wants to explode after a sweeper, so I'm milling around the idea of working a pair of Languish's into it too.

With Beyond, I either needed to (a) commit to Aggregate swell and/or Abomination draw and add a second copy - or (b) accept Abomination as just an evasive attacker that Forefunner can turn into a hasty 5 drop, and Aggregate in his roll as an early defensive play that gets better with Hammer and helps me put something into exile for the Strangler. I already have decks built for (a), and I don't need this one to do everything (Abomination draw becomes redundant with a Bond out, and I don't need a swollen Aggregate as a win condition in this deck), so I haven't missed Beyond here.

The one cut I may end up changing later is Aggregate from 3 to 2. He plays well here despite typically only being in the 1-4 range in power, and I had considered cutting a Drone instead - but Drone's 2 drain into play ability is a great fit for this deck, and I like that I can take 5 life off my opponent without attacking when I play him with Tyrant on the board.

General deck cons: High density of 3 CMC cards can create a bottleneck early. Have not played this deck against top tier decks and have doubts that building around Bond can truly be successful against them. Not confident I can turn this Johnny into Spike...
General deck pros: High density of 3 CMC cards permits EXPLOSIONS! after a sweeper, and allows you to really get crazy with Bond turn 6+. Deck doesn't need more than 6 mana for anything (or >5 mana for anything but Firebird's emergence from graveyard), so you have options with the Hammer early that won't absolutely cripple you later. Fun to pilot.

I'm not savvy with the land calculator. I usually do a general approximation of what lands I'll need with my color quantities, and tweak if I find myself repeatedly frustrated missing a type in games. I haven't found myself hurting very often land wise, but still wonder what may work better. If anyone who's better with those land maths than me is reading this, can you please give me suggestions on what you would run?

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PostPosted: Thu Mar 31, 2016 4:58 pm 
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Last iteration of my Huskabonition crats, plays strong, probably one of my best

3 x Blisterpod
2 x Bone Splinters

3 x perilous myr
3 x gatecreeper vine
3 x elvish visionary
2 x evolutionary leap
3 x carrier thrall
1 x shadows of the past

1 x Liliana, Heretical Healer
4 x Nantuko husk
3 x Act of treason

2 x Smothering Abomination
2 x From beyond
2 x Pia and Kira Nalaan

1 x Ob Nixilis Reignited
1 x Chandra's Ignition


4 x Swamp
3 x Mountain
3 x Forest

2 x Cinder Glade
2 x Smoldering Marsh
2 x Woodland cemetary
2 x Rootbound crag
2 x Dragonskull summit
4 x Evolving wilds


Really similar to the bunch that have evolved with playtesting, like ZedF's above, CGB's one etc...when the Myrs go out, I guess P&K will be on the verge of being cut too :(


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PostPosted: Thu Apr 07, 2016 4:22 am 
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:g: :r: :b: Jund Midrange :g: :r: :b:

Planeswalkers (3)
1 x Chandra, Flamecaller
1 x Ob Nixilis Reignited
1 x Arlinn Kord

Creatures (16)
2 x Deathcap Cultivator
2 x Sage of Ancient Lore
2 x Woodland Wanderer
2 x Outland Colossus
2 x Sylvan Advocate
1 x Greenwarden of Murasa
1 x Oblivion Sower
1 x Kalitas, Traitor of Ghet
1 x Flameblade Angel
1 x Baloth Null
1 x Nissa, Vastwood Seer

Spells (16)
4 x Natural Connection
3 x Grasp of Darkness
2 x Languish
2 x Radiant Flames
2 x Rolling Thunder
2 x Oblivion Strike
1x Pulse of Murasa

Land (25)

A pretty linear midrange deck. I was contemplating building around Gitrog and the twins, but I think that is more suited to ramp where getting land drops isn't a problem, plus building around 3 cards isn't optimal.

Not sure on my creature choices, as there are so many options now: feedback on this would be great!

EDIT: just realised Read the Bones isn't included so cut suggestions for this would be helpful.

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PostPosted: Sat Apr 09, 2016 4:49 pm 
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I too am trying to build around Gitrog specifically and Mina and Denn, Wildborn. Main problem with Gitrog is rarity restrictions and one main way i was attempting to exploit him was to play him in an Evo deck with very few creatures. Then was going to use mass tokens and Slab Hammer to repeatedly activate landfalls. Had minimal success in Green white red black but need to focus my idea a bit more so am looking at jund.
I even had the deck finely tuned to turbo out a quick Westvale Abbey by comboing with Ulvenwald Hydra and evo leap. I keep finding issues with creating this complex deck to break and bust gitrog despite his rarity restriction and figuring out how to hold off early game.


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PostPosted: Sun Apr 10, 2016 3:26 am 
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Haven't really posted on this; but yeah, there seems to be a Jund deck using Gitrog, Mina and Denn and all that stuff. Think it'll be Ramp, but I'm not 100% sure.

I don't think Slab Hammer is a great inclusion in a deck like that. You're not aggressive enough to attack with it every turn, and you should have other ways to enable landfall (e.g. Mina and Denn's ability). A card that might warrant inclusion into that deck is Devour in Flames.

I'll probably post a theorycraft later.

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PostPosted: Sun Apr 10, 2016 4:56 pm 
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Currently working on/testing this deck, I just threw the mana together but it seems fine. Shout out to 3B's for some key suggestions and testing help. :cloud9:

http://www.magicduelshelper.com/decklis ... bddf70a8ca

Jund Midrange

Creature(18):
3 x Duskwatch Recruiter
2 x Deathcap Cultivator
2 x Sylvan Advocate
2 x Tireless Tracker
1 x Nissa, Vastwood Seer
1 x Mindwrack Demon
1 x Akoum Firebird
2 x Mina and Denn, Wildborn
1 x The Gitrog Monster
1 x Ulvenwald Hydra
1 x Woodland Bellower
1 x Oblivion Sower

Instant(3):
2 x Grasp of Darkness
1 x Kozilek's Return

Sorcery(6):
2 x Radiant Flames
4 x Explosive Vegetation

Enchantment(5):
3 x Sinister Concoction
2 x Oath of Nissa

Planeswalker(3):
1 x Nissa, Voice of Zendikar
1 x Arlinn Kord
1 x Chandra, Flamecaller

Lands(25):
2 x Smoldering Marsh
4 x Swamp
2 x Cinder Glade
3 x Mountain
2 x Hissing Quagmire
5 x Forest
2 x Dragonskull Summit
2 x Rootbound Crag
3 x Evolving Wilds

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Last edited by WeCoexist on Sun Apr 10, 2016 5:34 pm, edited 1 time in total.

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