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Check out my deck for some ideas.
As to the things you mentioned specifically:
Dark Betrayal is a nice 3 or 4 of sideboard card right now with the sheer volume of black devotion decks running amok.
Gruul Charm Is rarely ever worth the slot.
Abrupt Decay - Get four of these as soon as you can. They hit such a mind-boggling array of relevant things.
Putrefy - Almost as good as abrupt decay. Get them in there too (unless you don't want that much removal)
If you seriously want to run a jund deck in standard competitively, you're gonna have to eventually throw down the money for the shocklands. It sucks but it's true.
If you have ideas on my deck too, let me know. I'm trying to pull together all of the Jund players I find to work out what does best.
Thanks for the comment! I really like the Greatbow Doyen combined with Jagged-Scar Archers combo so i think im going to leave it in for a while. Fog would be nice though to save some blockers while i build up. Thanks again =)
Made some changes:
After a couple sample drafts, some archetypes became pretty obvious, and some cards seemed clearly out of place, or not fun to play against. As i had mentioned, one of the goals for this cube is to be fun and encouraging for everyone. Because of this im trying to remove the leas fun cards: cards that directly counter and prevent your archetype from working. Eg. there is no graveyard hate in this cube, as red green and black all use it frequently, but not to the point to be broken.
So... lets see the changes.
1: in white
Enchantments aren't too common in this cube, and none of them break the game. Because of this Keening Apparition really just a plain old 2/2. Attended Knight is a lot more interesting. With some focus on having lots of small creatures Attended Knight fits in perfectly. With this focus on tokens and swarms of creatures Midnight Haunting seemed like a perfect fit. Another card that i found lackluster, and never found its way into any of the sample draft decks was Kor Cartographer . Although an interesting idea to have white ramp, it was too slow to be useful at all, and it wasn't what the colour needed.
2: in blue
With blue, I had noticed there were cards that were rather stock and boring, or just plain useless. Cancel was really just a filler card, and Peel from Reality was just worse than everything else, as there really isn't all that many good enter the battlefield effects right now. Ninja of the Deep Hours and Tandem Lookout provide more of what blue was looking for. focused on card draw, fliers and bounce. having these damage to cards creatures really got blue more access to what it wanted. They also allow blue to work even better with other colours as each colour has its own way of getting things through, and these cards make otherwise less than optimal cards such as Tormented Soul even more playable in a deck built around it.
3: in black
As i had mentioned im trying to get rid of the "unfun" cards in this cube. I consider Human Frailty one of these "unfun" cards. Considering that a humans are so prevalent throughout the cube having a one mana kill anything spell just wasn't really fun for any of the aggressive human decks out there. Another card that i found to be an issue is Ultimate Price . Considering there are a total of 20 multicoloured cards in the cube, and not all of them are creatures, Ultimate Price served as a 2 mana kill absolutely anything in the game. In order to offset this loss in removal, I added Diabolic Edict as it still fills that slot, only is a lot more fair. I filled Human Frailty 's spot with Shadow Guildmage in order to encourage more multicolour play, while being useful in either black red, or black blue, and best in grixis.
4: in red
This change is pretty simple. I found both Searing Blaze and Deathbellow Raider kind of boring. So in order to make things a little more exciting I added Thunderscape Apprentice and Thorn-Thrash Viashino . Both of these encourage multicoloured drafts as well as archetype drafting.
5: in green
One of the things I realized I really liked about green in the cube is having cards such as Urborg Elf where the options it provides you are more numerous. Because of this i found Scorned Villager Flip to be less open than Druid of the Anima . As another change, I thought Spider Spawning would be a perfect fit to the green black sacrifice and graveyard based decks. Looking for one of the weaker and less fitting cards in the cube i removed Fog for it never really fits into any deck seamlessly so i think it was the easiest card to bring out.
6: multicoloured changes
This is where there are the most significant changes. In Orzhov, both One Thousand Lashes and Orzhov Charm were never played, so I decided that they needed cards with more punch. Tidehollow Sculler and Unmake and both a little more powerful, and more interesting to draft. For Dimir, Far / Away was much too powerful. The nature of the split card allowed either blue or black decks to play it and be happy with it. The idea of the multicoloured cards in this cube is to be the more outstanding and showy cards. Thus I've decided to try Agony Warp in its place, as it can do some crazy things to combat, and only the dimir decks really want to use it. Similar to Orzhov, the Simic multicolour cards were lackluster, and never got played. Both Lorescale Coatl and Gaea's Skyfolk are being replaced with hopefully more impactful Elusive Krasis and Temporal Spring . Yet again, the multicoloured cards are supposed to be the flashy and powerful cards in the cube. For Gruul, Pit Fight fell into neither category. Instead Ghor-Clan Rampager is taking its place. Back to the idea of getting rid of "unfun" cards, Blightning is no fun to play against, and it didnt really have a home. Now, Shambling Remains with take its spot fulfilling rolles in the agressive Rakdos decks as well as the sacrifice and graveyard based decks.
And finally, I've added 3 cards to the cube that aren't replacing anything else. Because there is currently no real strong support for WUBRG decks, i decided to add in Kaleidostone in order to try and support that a little, as well as serve as slow mana fixing as well as a can-trip. In order to accommodate for the sacrifice based decks, Altar of Dementia has been added. It offers more to both anyone trying to just play the sacrifice game, or the mill game. And finally, I'm trying Blasted Landscape for the moment. Because so much of the cube is mono coloured, many decks can take the price of colourless mana, and the cycling that it gives to any deck could make it more reliable, if it can deal with the harm to the mana. This trade off I think provides real skill testing in order to see if players can evaluate effectively the value of something like Blasted Landscape in their deck.
Congrats on making it to the bottom :P and thank you for reading
I completely forgot about creature hate xD I was tired when I posted this. But yeah, I do love Gift of Immortality and Indestructibility , maybe in like a Maze's End deck with Fog , Defend the Hearth , Riot Control , the populate one from RtR, and something to find it, like Diabolic Tutor , to work on getting it set up. Gives Treasured Find another target besides all your fogs
Vines of Vastwood over Titanic Growth you have enough forest to have that card in. I myself have an infect deck B/G though and that card amongst others helps win me the game plus gives you protection and +4/4 if kicked...Also Groundswell is a great card as well to speed up your essentially second turn if you have Glistener Elf on the board. That with a Mutagenic Growth and a Gods Willing will be automatic +7 poison counters unless of course Fog haha!
Good deck we should share some ideas! here's my infect deck Kog'Maw Infestation
+1 man Love budget decks like these.
Alamitre - Yeah, no one wants to trade me for a playset. It was also tough find the Evictions in my area, too. I really think I just got lucky more than anything. I find it interesting that the Perimeter wasn't working for you... would you mind explaining how it wasn't measuring up?
Shayceus - When you use a planeswalker in a deck like this, it is really supposed to come down after a boardwipe, and probably with some back-up insurance (after all, that is anywhere from nine to thirteen cards in the deck, counting all of AEtherize , Fog , Merciless Eviction , and possibly a set of Supreme Verdict . Also, it is very easy for Elspeth to protect herself and can easily act as a board-wipe for an over-extending midrange deck. Also, that is some pretty sick interaction between the Perimeter and the Kruphix, but what is your gameplan and ideal plays with it?
Generally, I find Crackling Perimeter very useful, especially as a sideboard card (but maybe that's just because I used to run Voyaging Satyr and Prophet of Kruphix ; unfortunately my meta sucks for that. Still have a Prophet in my sideboard tho).
|Avg. draft pick||8.32|
|Avg. cube pick||13.49|
|Commander / EDH||Legal|
|2012 Core Set||Common|
|2011 Core Set||Common|
|2010 Core Set||Common|
|Classic Sixth Edition||Common|
|Limited Edition Beta||Common|
|Limited Edition Alpha||Common|