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Since you're running aggro, Abzan Falconer trumps Tuskguard Captain . Every point of damage matters, so swinging over head with no blocks is better than losing the extra damage. Phalanx Leader doesn't do much in this deck. You want to pop out one or two creatures and focus on protecting them and turning them into huge beaters. You goal is to push one or two creatures through consistently enough to end the game asap, which is why I make my next recommendation. Ranger's Guile is nice for protection but doesn't offer enough for what you need. Feat of Resistance Gives you the protection you want as well as evasion when you need to swing in for lethal. Also, with one hardened scales out this will drop 4 counters on your creature. That means with One Akroan Skyguard out, 4 mana open, and 2 counters already on it, you could drop Feat making 6 counters, then Solidarity of Heroes To boost it up to 17 counters which will usually end the game. I have a deck very similar to this and honestly, I find the temples to be too slow and limit what I can do. Also, if you want a decent little draw engine, Warriors' Lesson works pretty well.
As for the sideboard, Erase works wonders. Gets rid of Purphoros, Whip of Erebos, Jeskai Ascendancy, or any other enchantment giving you problems. Savage Punch is a cheap card that can get rid of some of their blockers, Plummet for taking care of Stormbreath.
I get that it's a challenge to Jund decks, so you might want to put a comma in there (Beat this, Jund), otherwise it looks like you're challenging people to beat your Jund deck. Anyway, just sayin'. Your deck seems good, I'm a big fan of creature heavy decks that can mock the place of non-creature spells (i.e. Polukranos having some removal and Coursers gaining you life). I built a very powerful GU deck that's basically all creatures that do stuff other than just being big (e.g. Arbor Colossus has a built in Plummet ). I still think you might benefit from a few key non-creature cards like Stoke the Flames or Setessan Tactics , both very good cards in the current meta. Also, no Fleece Brothers? Nyx-Fleece Ram and Fleecemane Lion are both very good against aggro decks, with the latter having the added bonus of being able to dodge removal. If you were to run those, you wouldn't have to worry about being "too slow" with Scry lands. I think the scrying is too important in three colors to not run at least 8 (I always run the full 12). The Ram will also gain you some of that pain land life back. On a final note, I don't think Jund is really all that good in Standard right now. I feel like it took a big drop off this past rotation. Anyway, that's just my opinion, I'm sure there are some good Jund decks out there, but nothing like the last cycle.
I really like what you have done with it. Now I would say to just test it a lot and you will start to see what works and what doesn't. I think the sideboard needs some adjustment. For each card, just ask yourself what decks you would bring it in against. If you can't answer that question you probably shouldn't play. The best way to find that out though is by playing this deck against a bunch of others.
I don't think you need Nyx-Fleece Ram . That is a card that attempts to force the game to go long which is not what you want; you want a short game.
I don't really like Plummet either. Only destroying a creature with flying is a little too restricted, especially since there is not a flying themed deck in the format. I think Setessan Tactics or Devouring Light would be better. Test all three and see which one works out the best.
I also think you should play Feat of Resistance instead of Warriors' Lesson . I like where you're going with the card draw but Warriors' Lesson is a little too circumstantial. You would be better off with another spell that protects your creatures. If it was me I would play 4 Feat of Resistance and 2 Titanic Growth but again just test it and see what you like. I know some people prefer to play Gods Willing over Feat of Resistance mainly because it cost one less mana, which I agree is very good but I personally am willing to pay an extra one to put a +1/+1 counter on a creature. Again that is a preference thing, neither option is really better than the other.
I like the progress you have made. Just keep testing and keep improving. And remember there is no such thing as a perfect deck so you can always make it better.
I would go Plummet instead of windstorm, but there really is no way to get around the hexproof unless they are out of cards.
To the ones that care I've decided to replace Plummet with Windstorm because it affects all fliers and is more relevant play against multiple guys . Like today I sat and watched a hornets nest smash into my 16/16 and have a poop ton of hornets but I over came the challenge :)
Hornet Queen is a winner but if you dont want to run her you can always use Plummet or the aforementioned tactics. There are several flying removal cards in green right now so there are sideboard options. I would just run multiple copies of the queen as she a game winner as well as a way to stop those pesky fliers.
The meta seems to be shifting overhead. Mantis Rider and Sarkhan, the Dragonspeaker are everywhere. Wingmate Roc & Ashcloud Phoenix are poking their heads out. Oh yeah and Stormbreath Dragon still exists.
So here I sit as an MGD enthusiast looking for answers. Arbor Colossus is the only response until you Chord of Calling your Hornet Queen or someone swings into your Hornet Nest on the ground. (I even see people Lightning Strike their own Goblin Rabblemaster to avoid that. Then there is just monstrous on Polukranos, World Eater to kill the threat or hit your own Hornet Nest
There is some removal opportunity for the sideboard in the form of Plummet , Windstorm and Skyreaping but I would love some more mainboard options. The rest of the reach or flying dudes are lackluster at best and don't really get rid of the threats on their own.
So I see these options
Splash a color. Black - for Hero's Downfall , white for Banishing Light . I have done decks with both and MGD is just far more consistent. I could bring in red. It enables some more flying dudes for me. Gives me burn removal and ways to burn my nest for deathtouch dudes. The added benefit is I regain access to Xenagos, the Reveler
Deal with game 1 and side in my only options heavy.
Say goodbye to ramp. (Not gonna happen)
Would love to here others take on this.
My girlfriend and I had a matchup where she was Blue Beats (my other deck posted in my folder here) and I was 3WTD.
Game 1 she kicked my ass; fast and furiously. Now came time for the sideboard.
The sideboard won the game.
|0.02 TIX||0.02 TIX|
|Avg. draft pick||7.98|
|Avg. cube pick||12.9|
|Commander / EDH||Legal|
|2012 Core Set||Common|
|2011 Core Set||Common|