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View Full Version : Block Jund Control <Any Advice would be amazeing!>


DorianNairod
04-23-2009, 12:01 PM
Lands: 19
x3 Jund Panarama
x4 Savage Lands
x5 Forest
x4 Mountan
x3 Swamp

Creatures: 8
x4 Broodmate Dragon
x4 Spellbreaker Behemoth

Instants: 8
x4 Terminate
x4 Jund Charm

Sorcerys: 14
x4 Malestrom Pulse
x4 Blightning
x4 Lavalanche
x2 Banefire

Artifact: 7
x3 Firewild Borderpost
x2 Veinfire Borderpost
x2 Obelisk Of Jund

Enchantment: 4
x4 Passed Abundance


Sideboard: 15
x4 Thought Hemorage
x4 Anathemancer
x3 Bloodbraid Elf - Could use some help on this slot.
x2 Banefire
x2 Violent ultimatum

Iggy
04-23-2009, 02:25 PM
Goodluck getting 4xMaelstorm Pulse but anyway on to the deck. I could see you splashing some white for O-ring and wooly Thoctar. Bloodbrai elf is actualy pretty cool I would play him MD. Also Bituminous blast might work IDK though I havent tested him.Volcanic fallout might be nice as a 2 of md that way you can hit bants accel and do some damage to an elspeth in play. It's pretty awesome to say have some one not block for elspeth and then when damage is on the stack you say fallout.I woul proly go 4 panorama as well unless you go Naya/Jund.

DorianNairod
04-23-2009, 02:56 PM
The Maelstorm Pulse is covered. As for the splash, it's been running real smooth. with the three colors. I think fallout might need to take a slot in the sideboard, but jund charm is more versitile.

Iggy
04-23-2009, 07:00 PM
Yeah youre probaly right about the fallouts just curious how much did you get pulses for?

DorianNairod
04-23-2009, 08:45 PM
55.07 on e-bay pre-order

Catastrophe_2
04-24-2009, 03:30 PM
I'm doubting the efficiency of Spellbreaker Behemoth. Sure, Indestructible is nice, but not when the best removal spells in Block are RFG... And your opponent's bound to have a lot of removal by the time you play it. The only decks who don't play White are Blightning (who'll just ignore the guy and kill you with Banefire) and Jund (who will probably have bigger stuff anyways). I'd say cutting them for Elvish Visionaries. They come down early, let you dig a bit in your deck and serve as a road-bump against faster decks.

I'd also cut the three Panoramas for more Basics. Your Borderposts should be fine for the mana-fixing part, and more Basics will allow you to play them more consistently. Otherwise, just run more Obelisks of Jund.

I think that Resounding Thunder would fit well in the deck. Early-game it can remove annoying creatures like Wild Nacatl, while end-game it's a massive and uncounterable burn spell who cantrips.

As for the 3 slots in the Sideboard, I'd consider Slave of Bolas. Stealing their Whoolly Thoctar and then killing it is worth it IMO.

DorianNairod
04-25-2009, 12:51 AM
Your thinking spearbraker. "Spellbreaker is a 5/5 for 4, that cant be countered.

Catastrophe_2
04-25-2009, 02:35 PM
Your thinking spearbraker. "Spellbreaker is a 5/5 for 4, that cant be countered.

>.<

Crap.

Still, he is going to eat removal as soon as he comes down. Counterspells aren't prominent enough in Block IMO to justify this guy, at least not in my meta (Standard's something else though). I'd personally rather run Thornling in a controllish build.

poketo
04-26-2009, 09:20 AM
One must for almost any control deck is a board clearing card or something like that. Use 4 of Volcanic Fallout if you have them and Magma Spray because a 1 drop instant is good for to combo with that making their creatures go bye bye from the game.

You might want 1 or 2 more lands because some of your creatures can cost a lot and if you can't have a spell to control during your opponents turn you will be a sitting duck if they fear it to much.

With your artifacts you may want some Obelisk of Alara... It lets you make your creatures bigger/triple pings/ -2/-2 oppontents creatures so it can be versitile in multi color decks...

(This is what I usually do, but I do not have my cards with me to look up everything)

Catastrophe_2
04-26-2009, 02:45 PM
One must for almost any control deck is a board clearing card or something like that. Use 4 of Volcanic Fallout if you have them and Magma Spray because a 1 drop instant is good for to combo with that making their creatures go bye bye from the game.


He has 4 copies of Jund Charm, which is pretty much Fallout without the "non-counterable" part (and how relevant is that in Block?).

EMOvite Emily
04-26-2009, 03:34 PM
Lands: 19
x3 Jund Panarama
x4 Savage Lands
x5 Forest
x4 Mountan
x3 Swamp

Creatures: 8
x4 Broodmate Dragon
x4 Spellbreaker Behemoth

Instants: 8
x4 Terminate
x4 Jund Charm

Sorcerys: 14
x4 Malestrom Pulse
x4 Blightning
x4 Lavalanche
x2 Banefire

Artifact: 7
x3 Firewild Borderpost
x2 Veinfire Borderpost
x2 Obelisk Of Jund

Enchantment: 4
x4 Passed Abundance


Sideboard: 15
x4 Thought Hemorage
x4 Anathemancer
x3 Bloodbraid Elf - Could use some help on this slot.
x2 Banefire
x2 Violent ultimatum

That looks way to tiny. you would be dead before you could use your heavy hitters. If you ran it like it was, you would be toat in a few short truns. I would revamp ot, and fit in other creatures that work around your deck theme. I'm sry, I'm noly new o magic, so i'm really limted on aid.

poketo
04-26-2009, 07:53 PM
He has 4 copies of Jund Charm, which is pretty much Fallout without the "non-counterable" part (and how relevant is that in Block?).

Sorry I don't use many of the charms due to 1ofs and I like BWG as the favorited colors...

Well with the new set coming I will be glad for what updates will be coming to the metagame.

DorianNairod
04-27-2009, 11:23 AM
>.<

Crap.

Still, he is going to eat removal as soon as he comes down. Counterspells aren't prominent enough in Block IMO to justify this guy, at least not in my meta (Standard's something else though). I'd personally rather run Thornling in a controllish build.

Justify him? He's a 5/5 for 4. O.o