Jund dash pretty viable in standard

Standard forum

Posted on March 30, 2015, 11:37 p.m. by IndepenentMeta

So I went ahead and bought some dash stuff. And let me tell you dash jund could very well be a thing in standard. Anybody care to give some feedback?

HolyFalcon says... #2

'Dash' isnt really an archetype. It might be a common theme, but the deck is really just aggro. I'm on mobile, so no linking.

FRF Kolaghan

That thing that makes dash cheaper

Lightning berserker

Cards like become immense

Forget the whole archetype thing, I was wrong.

March 30, 2015 11:42 p.m.

Why Jund? Does green have any dash cards that I'm missing?

March 30, 2015 11:46 p.m.

HolyFalcon says... #4

It has that one that's so fast it wasn't printed :O

March 30, 2015 11:47 p.m.

IndepenentMeta says... #5

Well I'm using it to mana ramp with satyr wayfinder and using commune with the gods to help me find the dashers. Also theres nemesis of the mortal's for beat stick presence. Also some access to pretty good buff spells. Become immense, mortals resolve, titanic growth, sesstianian tactics. A lot of little toolbox stuffFAMOUSWATERMELON

March 30, 2015 11:51 p.m.

TurboFagoot says... #6

lol

Good luck with that.

March 30, 2015 11:52 p.m.

IndepenentMeta says... #7

Lol its like they never Learn...

March 30, 2015 11:57 p.m.

TheHroth says... #8

Have fun.

March 31, 2015 midnight

JexInfinite says... #9

Hypocrisy at it's finest.

And dash is pretty ungood outside of limited.

March 31, 2015 12:05 a.m.

bigguy99 says... #10

You don't need pump spells in an aggro deck. You need creature spells. More creatures = more damage, so that's the route you want to go down. I imagine it'd be something like RDW splashing black? I don't really play Standard much.

March 31, 2015 12:08 a.m.

TheHroth says... #11

@bigguy99

He's a troll

March 31, 2015 12:12 a.m.

Yeah man I've been noticing that. Im wondering why people haven't teched monastery swiftspear. She's actually pretty viable in aggro decks.

March 31, 2015 1:13 a.m.

In using copies of mortals resolve to avoid distruction on the dash. On 6 mana is usually the best time to dash in. You have one answer left and if they don't block it it usually means 4-6 damage. Which can add up. Or if they re tapped out and dash you don't even need a mortal's resolve unless they have a creature with death touch. But that's the way I'm playing it

March 31, 2015 1:16 a.m.

HolyFalcon says... #14

Did you just say something about people not playing Swiftspear? Cause they do.

March 31, 2015 1:43 a.m.

JexInfinite says... #15

Monastery Swiftspear is played in standard, modern and legacy. Everyone respects its power.

March 31, 2015 1:45 a.m.

HolyFalcon says... #16

Just play aggro, with dash subtheme. Better yet, just use cards that give everything haste, like DTK kolaghan and hammer of purphoros.

March 31, 2015 1:47 a.m.

Yeah but in their builds I've seen people run heelcutter or reckless imp over her , which btw sounds like a bad move to me. They don't have prowlers, nor can you use them on an opening play for the aggro. Idk IMO don't think it's good or viable just cause it says dash.

March 31, 2015 1:58 a.m.

lemmingllama says... #18

In an all-in Dash build, Lightning Berserker is the weapon of choice normally since you won't be running enough non-creatures to hit Monastery Swiftspears prowess triggers.

Anyways, B/R Dash is much more viable than Jund Dash, the green doesn't really add a lot of extra value, and Nemesis of Mortals just isn't very good for Standard. I would run Soul of Innistrad if you want a large beatstick, since you could get back some of your fallen dashers and redo it again. Or just not bother with really large creatures since you want to use small creatures that can punch through instead.

March 31, 2015 7:18 a.m.

Nemesis of the mortals is more than viable in standard that's what I was using to win my fnm's. Idk what your talking bout? But you have to test play the deck for your self that why you could find out how nemesis synergies with the deck

March 31, 2015 10:49 a.m.

HolyFalcon says... #20

Not really, unless you start chump blocking a lot.

March 31, 2015 10:52 a.m.

Seems like a dead draw that's gonna be hard to get off your hand till u hit your 6th land. Nemesis you have to make sure you keep 2 g up then just mill with satyr wayfinder or commune. I usually hit it by the third turn with the right hand.

March 31, 2015 10:52 a.m.

That's what u use the satyrs for.. They don't really add anything onto the board once you grab a land so they make good chump blocks for the -1 from nemesis ability

March 31, 2015 10:54 a.m.

HolyFalcon says... #23

Ah, that is a nice interaction. Makes for a very nice t3 5/5 with no downside at the best.

March 31, 2015 10:56 a.m.

Till like turn 4-5 that's usually when they start drawing answers. That why I'm teching damnable pact to help me draw into some answers for my answers. If that makes sense.

March 31, 2015 11:14 a.m.

Jund dash here's my build I just need a few things on that list and I'm done with it

March 31, 2015 11:16 a.m.

Time for a new shtick.

April 2, 2015 1:29 a.m.

You gonna try it out?

April 2, 2015 1:35 a.m.

Nope :-)

April 2, 2015 1:45 a.m.

This discussion has been closed