This post has been de-listed
It is no longer included in search results and normal feeds (front page, hot posts, subreddit posts, etc). It remains visible only via the author's post history.
Well this is my take on standard jund as I have noticed a few brews floating around and I thought I would share my take and hopefully get some good advice.
http://tappedout.net/mtg-decks/22-09-16-jundem/?cat=type&sort=type
Ok, I know, it is 63 cards but I honestly have wanted them all there every time. I started minus the ruinous path and found that I really only had four types four emerakul and wanted to lived the dream of turn five emmy in standard. Doesn't come up often but it has and it is nice.
So obligatory card break down:
Grim flayer: is card is just very solid good better, sculpts your draws and helps you fuel an emmy if needed.
Sylvan advocate: Card is still good and even better without instant speed reflector mage, also has great synergy with Nissa, VF.
Tireless tracker: This card is great here as it gives us artifacts for disintegrating our opponents and their creatures. It also draws cards and can win games on its own.
Emrakul, the promised end: We can have a turn five emrakul via a cracked vessel on three hitting the perfect types, play Chandra on four and up tick on five bam seven mana. Wins games
Harnessed lightning: Combos with aetherhub early interaction
Unlicensed Disintegration: This card is the real deal kills things easy and gives you reach.
Vessel of Nascency: Another enchantment helps hit lands and whatever you need at the time.
Oath of Nissa: Helps us hit our very restrictive colors for our planeswalkers and lets you filter some cards.
Chandra, Torch of defiance: The hype is real on this one. It protects itself, provides pseudo card advantage, ramps you, and wins the game on ult.
Liliana, the last hope: we all have seen what she can do and I don't think that changes
Nissa, Vital force: I think she needs to have more copies of her in the main as all of her abilities are relevant. I couldn't tell you the amount of times that on turn five I plus Chandra drop here, untap a land, play lili, go from one planewalker on board to three is a bit of a back breaker.
As for the land base do you guys think it is worth squeezing in evolving wilds? I have been happy with aether hub imo.
I have not played near as many games as I have wanted with it, but I have played against an updated sultai emerage, some weak agro strategies. But what I am worried about is smuggler's copter and its effect on walkers, hence the three natural state in the board. Speaking of sideboards I think it is kinds of a waste to build before a tuned meta but I need something for week one.
Anyways thanks for reading and would love any feedback!
Subreddit
Post Details
- Posted
- 8 years ago
- Reddit URL
- View post on reddit.com
- External URL
- reddit.com/r/spikes/comm...