232
8/6/2022
Lurrus ChubbyJund
Deck Size: 61
Vintage
Est deck cost: $92850.25
No deck tags
232
8/6/2022
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Artifact

Qty: 5 Price: $66529.95
Black Lotus

{T}, Sacrifice this artifact: Add three mana of any one color.

Artifact
Black Lotus (leb) 233
Lotus Petal

{T}, Sacrifice this artifact: Add one mana of any color.

Artifact
Lotus Petal (tmp) 294
Mox Emerald

{T}: Add {G}.

Artifact
Mox Emerald (leb) 262
Mox Jet

{T}: Add {B}.

Artifact
Mox Jet (leb) 263
Mox Ruby

{T}: Add {R}.

Artifact
Mox Ruby (leb) 265

Artifact

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Instant

Qty: 10 Price: $770.90
Abrupt Decay

This spell can't be countered. Destroy target nonland permanent with mana value 3 or less.

Instant
Abrupt Decay (tsr) 370
Assassin's Trophy

Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.

Instant
Assassin's Trophy (grn) 152
Force of Vigor

If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost. Destroy up to two target artifacts and/or enchantments.

Instant
Force of Vigor (h1r) 21
Lightning Bolt

Lightning Bolt deals 3 damage to any target.

Instant
Lightning Bolt (leb) 162
Mental Misstep

({U/P} can be paid with either {U} or 2 life.) Counter target spell with mana value 1.

Instant
Mental Misstep (nph) 38

Instant

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Companion

Qty: 1 Price: $1.99
Lurrus of the Dream-Den

Companion — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} as a sorcery.) Lifelink Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.

Creature
Lurrus of the Dream-Den (iko) 226

Companion

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Land

Qty: 19 Price: $21924.81
Badlands

({T}: Add {B} or {R}.)

Land
Badlands (leb) 278
Bayou

({T}: Add {B} or {G}.)

Land
Bayou (leb) 279
Boseiju, Who Endures

{T}: Add {G}. Channel — {1}{G}, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.

Land
Boseiju, Who Endures (neo) 266
Strip Mine

{T}: Add {C}. {T}, Sacrifice this land: Destroy target land.

Land
Strip Mine (atq) 82a
Taiga

({T}: Add {R} or {G}.)

Land
Taiga (leb) 283
Verdant Catacombs

{T}, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.

Land
Verdant Catacombs (mh2) 440
Wasteland

{T}: Add {C}. {T}, Sacrifice this land: Destroy target nonbasic land.

Land
Wasteland (tmp) 330
Wooded Foothills

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (ons) 330

Land

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Creature

Qty: 15 Price: $386.85
Collector Ouphe

Activated abilities of artifacts can't be activated.

Creature
Collector Ouphe (mh1) 158
Dark Confidant

At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.

Creature
Dark Confidant (g11) 6
Deathrite Shaman

{T}: Exile target land card from a graveyard. Add one mana of any color. {B}, {T}: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life. {G}, {T}: Exile target creature card from a graveyard. You gain 2 life.

Creature
Deathrite Shaman (rtr) 213
Ragavan, Nimble Pilferer

Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card. Dash {1}{R} (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)

Creature
Ragavan, Nimble Pilferer (mh2) 138
Tarmogoyf

Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.

Creature
Tarmogoyf (fut) 153

Creature

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Planeswalker

Qty: 3 Price: $68.97
Wrenn and Six

+1: Return up to one target land card from your graveyard to your hand. −1: Wrenn and Six deals 1 damage to any target. −7: You get an emblem with "Instant and sorcery cards in your graveyard have retrace." (You may cast instant and sorcery cards from your graveyard by discarding a land card in addition to paying their other costs.)

Planeswalker
Wrenn and Six (mh1) 217

Planeswalker

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Enchantment

Qty: 2 Price: $0.98
Cindervines

Whenever an opponent casts a noncreature spell, this enchantment deals 1 damage to that player. {1}, Sacrifice this enchantment: Destroy target artifact or enchantment. This enchantment deals 2 damage to that permanent's controller.

Enchantment
Cindervines (rna) 161

Enchantment

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Sorcery

Qty: 6 Price: $93.94
Inquisition of Kozilek

Target player reveals their hand. You choose a nonland card from it with mana value 3 or less. That player discards that card.

Sorcery
Inquisition of Kozilek (roe) 115
Thoughtseize

Target player reveals their hand. You choose a nonland card from it. That player discards that card. You lose 2 life.

Sorcery
Thoughtseize (tsr) 334

Sorcery

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Sideboard

Qty: 14 Price: $3071.86
Abrupt Decay

This spell can't be countered. Destroy target nonland permanent with mana value 3 or less.

Instant
Abrupt Decay (tsr) 370
Alpine Moon

As this enchantment enters, choose a nonbasic land card name. Lands your opponents control with the chosen name lose all land types and abilities, and they gain "{T}: Add one mana of any color."

Enchantment
Alpine Moon (m19) 128
Chains of Mephistopheles

If a player would draw a card except the first one they draw in each of their draw steps, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they mill a card.

Enchantment
Chains of Mephistopheles (leg) 91
Endurance

Flash Reach When this creature enters, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order. Evoke—Exile a green card from your hand.

Creature
Endurance (mh2) 157
Grafdigger's Cage

Creature cards in graveyards and libraries can't enter the battlefield. Players can't cast spells from graveyards or libraries.

Artifact
Grafdigger's Cage (dka) 149
Pithing Needle

As this artifact enters, choose a card name. Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.

Artifact
Pithing Needle (sok) 158
Pyroblast

Choose one — • Counter target spell if it's blue. • Destroy target permanent if it's blue.

Instant
Pyroblast (ice) 213
Surgical Extraction

({B/P} can be paid with either {B} or 2 life.) Choose target card in a graveyard other than a basic land card. Search its owner's graveyard, hand, and library for any number of cards with the same name as that card and exile them. Then that player shuffles.

Instant
Surgical Extraction (nph) 74

Sideboard

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Deck Info

Deck stats

2 pips - 1 card0
8 mana - 6 cards
1 pip - 1 card0
8 mana - 6 cards
18 pips - 17 cards
14 mana - 12 cards
10 pips - 10 cards
13 mana - 11 cards
25 pips - 22 cards
13 mana - 11 cards
0 pips - 0 cards
5 mana - 5 cards
Card NameQtyOdds
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Description

{"ops":[{"insert":"When in Doubt, ChubbyJund 'em, Out!"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWhat's the wincon? ...Goyf\n\nT1 Thoughtsieze, T2 Goyf. Somehow in the most rigged format, the most basic play will win you a lot of games.\n\nThe Deck and the Vintage Format"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nI originally built this list to beat PO back when "},{"attributes":{"bold":true},"insert":"Cindervines"},{"insert":" came out and just got into Vintage and couldn't afford "},{"attributes":{"bold":true},"insert":"Force of Will. "},{"insert":"I also must give a shout out to the player ChubbyRain who 5-0'd with a Cindervines Jund list many years ago in Vintage, and has inspired me to keep trucking with the most fun deck you can play in Vintage And while the power creep has made all decks better, the addition of "},{"attributes":{"bold":true},"insert":"Collector Ouphe"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Force of Vigor"},{"insert":" has made this deck an actual force in the format (pun intended). Most importantly, it made matchups against PO or any blue based combo almost an autowin. And oh! how I reveled in constantly beating the most hated deck in the format...at the time anyway.\n\nThe format has changed a lot since I first started playing Jund. In a paradoxical way, the format is somehow slower and more aggressive at the same time. When I first built this deck, the only relevant creature decks were White Eldrazi, BUG and even Merfolk Fish--everything else was a combo deck. It's also worth pointing out here how Dredge has gone from being a combo deck in the format to being just an aggro deck today.\n\nI think a lot of that paradox is owed to the presence of Urza's Saga. This format centric card is both a blessing and curse for this deck: It's good because opposing Saga's are very easy to remove as they are lands and enchantments, and blowing them up grows the "},{"attributes":{"bold":true},"insert":"Goyf"},{"insert":" reliably to a 5/6. It's bad because it has given decks many more outs and win conditions than this deck was traditionally used to playing against. I'm not complaining, it's just different. And different is good.\n\nAnother thing is the rise of just \"Tinker\"\nA card that's always been around, and always been busted since it's been printed, but somehow recently has just outclassed almost everycard in the format as far as raw power. If I Thoughtsieze and see Tinker and Ancestral Recall in the same hand, I'm 100% just taking Tinker--something that wasn't always the case a couple years ago. Bolases Citadel is definitely a reason for this, but also this has a lot to do with the rise of "},{"attributes":{"bold":true},"insert":"Sphinx of the Steel Wind"},{"insert":" in the format. A card that was definitely played, but didn't really gain a lot of popularity until "},{"attributes":{"bold":true},"insert":"Boseiju, Who Endures"},{"insert":" got printed...\tI don't understand it either!\n\nStrengths"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nA lot of decks can't fight main deck Force of Vigor, Collector Ouphe and Cindervines, AND go up against the constant pressure of Goyf, Bob and now Ragavan. I do find this odd considering it's Vintage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Since you're playing a rogue deck, you're favored in a lot of Game 1's simply because many decks pack great Vintage level cards main, but are dead against you. This also makes your targeted hand disruption even more effective."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Despite not playing Blue, you are playing a lot of \"Power\" in DRS, Ragavan, Lurrus, and W&6. Cards that will really give your opponents fits trying to figure out their own plan."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWeaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n Decks that can gum up the board. Urza's Saga has really given this deck a few headaches."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"No basics, and it's hard to fix this. Green is the center of the deck, but all the 1 drops are Black and Red. I try to justify no basics with DRS, W&6, and Ragavan...but it is still a problem."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"No blue. As much as I want to be a Jund meathead, you really are loosing out on a lot of power and interaction not playing Blue. And while this decks preys on Blue based decks as you'll see in the matchup section, it also just can't fight some combo decks that Blue decks typically have no trouble with."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nMIddling..."},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n A ncessary evil is playing \"Six\" Thoughtsieze. Given the nature of Vintage, it's absolutely necessary to not only set yourself up, but stop your opponent from doing their thing. This is even more true now with the relevance of Tinker."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The strength here is that we use Thoughtsieze here which is a 1 for 1 while most other decks use a 2 for 1. And we almost always hit something we don't EVER want to see with targeted discard."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The weakness here is that it is active instead of being reactive. What I mean is, it's not always, but definitely feels better better to cast Tarmogoyf leaving up FoW rather than Thoughtsieze into Tarmogoyf, especially when they are drawing a card next turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nMatchups"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nA couple of things I'd like to make clear first:\n\n1) No deck is invincible in Magic, and that wholeheartedly holds true in Vintage. As the great Seth Manfield once said, \"Sometimes you just get Vintaged.\" Sure, you have your good matchups, but one fun aspect of Vintage is that every deck is perfectly capable of beating another--you just have to find that line of play and cross your fingers.\n\n2) Obviously, in any matchup you expect "},{"attributes":{"bold":true},"insert":"Saga"},{"insert":", always play all the "},{"attributes":{"bold":true},"insert":"Alpine Moon's "},{"insert":"and a full set of "},{"attributes":{"bold":true},"insert":"Goyf"},{"insert":"'s. Not all these lists below will be dead set on playing Saga, so I'm not assuming all these decks are playing Saga. I have to admit, this flexibility is one of the fun things of the Vintage format.\n\nAny matchup where you see a lot less creatures, "},{"attributes":{"bold":true},"insert":"Bob "},{"insert":"will likely be superior to "},{"attributes":{"bold":true},"insert":"Goyf. "},{"insert":"Sideboard accordingly.\n\n"},{"attributes":{"underline":true},"insert":"The Good"},{"attributes":{"header":3},"insert":"\n"},{"insert":"To utter satisfaction, this deck preys upon the Blue combo decks of the format. Vintage Jund is a deck where you generally don't care about fighting "},{"attributes":{"bold":true},"insert":"Force of Will, "},{"insert":"and the constant pressure makes spinning their wheels a bad plan of attack.\n\nPO"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"In"},{"insert":"\nChains of Mephistopheles x2\nPyroblast x2\nPithing Needle\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nLightning Bolt x2\nAssassin's Trophy x2\nWrenn and Six\n\nDPS (Storm)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"In"},{"insert":"\nChains of Mephistopheles x2\nSurgical Extraction x2\nGrafdigger's Cage x3 --> I always expect Blightsteel and/or Sphinx post SB\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nAbrupt Decay x2\nAssassin's Trophy x2\nWrenn and Six x2\nAlpine Moon\n\nOath"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"In"},{"insert":"\nChains of Mephistopheles x2\nPyroblast x2\nGrafdigger's Cage x3\nAbrupt Decay\nPithing Needle --> Oko\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nLightning Bolt x2\nTarmogoyf x4\nForce of Vigor\nWrenn and Six\nAlpine Moon\n\n"},{"attributes":{"bold":true},"insert":"Breach"},{"attributes":{"header":3},"insert":"\n"},{"insert":"While this is a Blue based combo deck, it can be a little harder to navigate than simply landing a Cindervines and saying go. Breach has many different venues to get the same win. Chains of Mephistopheles is not the best here--I've seen a guy Ancestral Recall damn well knowing Chains was in play.\n\n"},{"attributes":{"bold":true},"insert":"In"},{"insert":"\nSurgical Extraction x2\nPyroblast x2\nGrafdigger's Cage x3\nAbrupt Decay\nAlpine Moon\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nLightning Bolt x2\nAssassin's Trophy x2\nWrenn and Six x3\nForce of Vigor x2\n\n\n"},{"attributes":{"bold":true},"insert":"BUG"},{"insert":"\nThis is the closest you'll get to a mirror match. And for a mirror, you are generally favored since you have more pressure and most of BUG's interaction are 2 for 1's. Your sideboard plan is better then theirs Game 2 as well.\n\nThe real hard part of this matchup is the "},{"attributes":{"bold":true},"insert":"Deathright Shaman"},{"insert":" fight. Whoever lands the"},{"attributes":{"bold":true},"insert":" DRS "},{"insert":"first generally has control of the game until you find removal for it.\n\nAnother note is that"},{"attributes":{"bold":true},"insert":" Chains of Mephistopheles"},{"insert":" isn't bad here if you see a lot of cantrips and/or "},{"attributes":{"bold":true},"insert":"Treasure Cruise. "},{"insert":"I would trade out "},{"attributes":{"bold":true},"insert":"Collector Ouphes"},{"insert":" for "},{"attributes":{"bold":true},"insert":"Chains"},{"insert":" in this case.\n\n"},{"attributes":{"bold":true},"insert":"In"},{"insert":"\nAbrupt Decay\nPyroblast x2\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nForce of Vigor x3\n\n\nWhite Weenie Hatebears"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A deck that tries to take advantage of the unfairness of Vintage by hating it out. Fortunately for us, we play a very fair game. Just take out the "},{"attributes":{"bold":true},"insert":"FoV "},{"insert":"and put in anything remotely useful.\n\n"},{"attributes":{"bold":true},"insert":"In"},{"insert":"\nAbrupt Decay\nPithing Needle --> Mother of Runes\nAlpine Moon --> Wasteland, Ghost Quarter, Karakas\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nForce of Vigor x3\n\n\n8Cast"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Another style of deck we are generally favored against are the artifact decks. All the wastelands and Force of Vigors main deck really can put a hurting to many artifact centric strategies.\n\n"},{"attributes":{"bold":true},"insert":"In"},{"insert":"\nChains of Mephistopheles x2\nPyroblast x2\nPithing Needle\nAlpine Moon\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nInquisition of Kozilek x2\nAbrupt Decay x2\nWrenn and Six\nAssassin's Trophy\n\n\nPrison Shops"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The Shops match ups are generally good for us since all our cards do something Game 1, and the lock out pieces of Shops are not backbreaking.\n\n"},{"attributes":{"bold":true},"insert":"In"},{"insert":"\nPithing Needle\nAlpine Moon\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nAbrupt Decay x2\n\nAggro Shops"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As far as the \"good\" matchups go, this usually is an all out slug fest and is very 50-50. I generally don't like "},{"attributes":{"bold":true},"insert":"Thoughtsieze"},{"insert":" here. What you're relying on here are "},{"attributes":{"bold":true},"insert":"Goyf"},{"insert":"'s to punch through, "},{"attributes":{"bold":true},"insert":"Shaman"},{"insert":"'s to gain life, and hard casting "},{"attributes":{"bold":true},"insert":"Force of Vigor's"},{"insert":" for blow out wins. Oh, and that their only lands are "},{"attributes":{"bold":true},"insert":"Ancient Tomb's."},{"insert":"\n\nThe only reason I would still consider this a \"good\" matchup is because Game 1 is very beatable with every main deck card being useful. "},{"attributes":{"bold":true},"insert":"Tarmogyof"},{"insert":"'s crazy good in this here, "},{"attributes":{"bold":true},"insert":"W&6"},{"insert":" does a lot of work picking off"},{"attributes":{"bold":true},"insert":" Revokers"},{"insert":" while fighting "},{"attributes":{"bold":true},"insert":"Wasteland"},{"insert":", and"},{"attributes":{"bold":true},"insert":" Force of Vigor"},{"insert":" making complete blow outs.\n\nIt's worth noting that "},{"attributes":{"bold":true},"insert":"Thoughtsieze"},{"insert":" could be better if you happen to know they're playing "},{"attributes":{"bold":true},"insert":"Wurmcoil's"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Skysovernes."},{"insert":"\n\nOne other consideration are "},{"attributes":{"bold":true},"insert":"Sergical Extraction"},{"insert":" here. Since Shops usually plays a lot of 4 of's, it could a odd tool to hit card's out of their hand as well.\n\n"},{"attributes":{"bold":true},"insert":"In"},{"insert":"\nPithing Needle\nAlpine Moon\nAbrupt Decay\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nThoughtsieze x2\nMental Misstep\n\n"},{"attributes":{"underline":true},"insert":"The Bad"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Here are the decks that consistently fire off raw power and can beat you out as an aggressor Game1. Your only saving grace in these matchups are often their lack of interaction for you.\n\nHogaak"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Force of Vigor"},{"insert":" is generally bad here, except when you get to blow up"},{"attributes":{"bold":true},"insert":" Hollow One"},{"insert":"'s. "},{"attributes":{"bold":true},"insert":"FoV"},{"insert":" gets better after Game 1 since they'll play 4 "},{"attributes":{"bold":true},"insert":"Leyline of the Void "},{"insert":"too"},{"attributes":{"bold":true},"insert":"."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"In"},{"insert":"\nSurgical Extraction x2\nGrafdigger's Cage x3\nEndurence x2\nPithing Needle --> Bazaar\nLurrus of the Dream Den\nAlpine Moon --> Bazaar\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nThoughtsieze x4\nInquisition x2\nCollector Ouphe x2\nForce of Vigor\nAbrupt Decay\n\nPitch Dredge"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Same shit really, only difference is you can make the case that "},{"attributes":{"bold":true},"insert":"Abrupt Decay"},{"insert":" is more useful here since your playing against "},{"attributes":{"bold":true},"insert":"Force of Will"},{"insert":" and many creatures under 3 CMC.\n\n"},{"attributes":{"bold":true},"insert":"Thoughtsieze"},{"insert":" could also be more useful here to pick apart their interaction.\n\n"},{"attributes":{"bold":true},"insert":"In"},{"insert":"\nSurgical Extraction x2\nGrafdigger's Cage x3\nEndurence x2\nPithing Needle --> Bazaar\nLurrus of the Dream Den\nAlpine Moon --> Bazaar\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nThoughtsieze x4\nInquisition x2\nCollector Ouphe x2\nAbrupt Decay\nForce of Vigor\n\nArchon/Stoneforge Aggro"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Similar to WW hate, this deck tries to capitalize on hating out all the unfair decks for the win. Why this is a much harder matchup is simply how much better the cards are here. You can't beat "},{"attributes":{"bold":true},"insert":"Stone Forge "},{"insert":"if they get to cheat in a big equipment. "},{"attributes":{"bold":true},"insert":"Noble Hierarch"},{"insert":" + "},{"attributes":{"bold":true},"insert":"Archon of Emeria "},{"insert":"is also really tough to fight against when your game plan is going toe-to-toe.\n\nAlso similar to WW hate, your only real game plan post Game1 is to take out "},{"attributes":{"bold":true},"insert":"FoV"},{"insert":" and add anything useful.\n\n"},{"attributes":{"bold":true},"insert":"In"},{"insert":"\nAbrupt Decay\nPithing Needle\nAlpine Moon\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nForce of Vigor x3\n\nStandstill"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBirdblade"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I Have no experience playing against this deck, but I imagine it will be similar to playing against W/G Archon except you get the power of Pyroblast. and since it's very cantrippy, "},{"attributes":{"bold":true},"insert":"Chains"},{"insert":" could be good here too.\n\nIn"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Abrupt Decay\nPithing Needle\nChains of Mephistopheles x2\nPyroblast x2\n\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nForce of Vigor x3\nWrenn and Six x3\n\n\n"},{"attributes":{"underline":true},"insert":"The Ugly"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The decks where not playing blue really puts you at a disadvantage, and "},{"attributes":{"bold":true},"insert":"Force of Vigor, Ouphe"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Lurrus"},{"insert":" can't make up for it. These are decks that can win extremely fast AND our ability to interact with them is lacking.\n\nDoomsday"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I know this deck is generally weak to Doomsday, but what deck isn't at the moment? There's a few of key's to fighting Doomsday.\n\n1) Hitting them as hard as you can as fast as you can. Obviously rip their hand apart if you have the chance, but focus on really getting them down to less then 10 life as soon as possible. Doomsday often can't win the same turn they play Doomsday, and if they play Doomsday going to 5, you can often just finish them off the next turn.\n\n2) Getting them off 2 Islands to deny them of "},{"attributes":{"bold":true},"insert":"Gush. "},{"insert":"This comes down to luck, but just be cognizant of it if you have "},{"attributes":{"bold":true},"insert":"Wastelands. "},{"insert":"Anotother crazy plan is naming Underground Sea with Alpine Moon. They typically only play 1 Island Main.\n\n3) Timing your hate. "},{"attributes":{"bold":true},"insert":"Chains, Endurence, and Surgical Extraction "},{"insert":"aren't bad at any point in this matchup, but they are often better once Doomsday has been played. The reason for this is that it messes up their pile and basically gives you a couple of extra turns. Hopefully that's enough to close out the game.\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"In"},{"insert":"\nChains of Mephistopheles x2\nPyroblast x2\nSurgical Extraction x2\nEndurence x2\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nForce of Vigor x3\nAbrupt decay x2\nWrenn and Six x3\n\n\n\nOops!"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I WANT EVERYTHING!\n\nAn absolutely awful match, but exciting at the same time. Cheers to all the souls sporting the "},{"attributes":{"bold":true},"insert":"People Cannon! "},{"insert":"Although the deck has gone more to an old school Dredge combo style win with "},{"attributes":{"bold":true},"insert":"Dread Return"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Thassa's Oracle."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"In"},{"insert":"\nPyroblast x2\nSurgical Extraction x2\nEndurence x2\nGrafdigger's Cage x3\nPithing Needle\n"},{"attributes":{"bold":true},"insert":"Out"},{"insert":"\nAssassin's Trophy x2\nAbrupt Decay x2\nWrenn and Six x3\nDark Confidant x2\nRagavan\n\n\nSome Food for Thought and Possible Changes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n\nBob"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis card is insane. I've played this deck for around 4 years now, and I honestly don't think I've ever lost a game where I've layed down Bob turn 1. And I've had some very, very sketchy keeps.\n\nI used to unquestionabley play 4 Bobs, but times have changed. I play 2 Bobs now and I personally don't like it. Ragavan and W&6 have the possibility to steal games more reliably than Bob, theoretically, but my experience is that an unanswered Bob will win you pretty much any game.\n\nI would like to play 3, but I'm not sure what to cut.\n\nScavenging Ooze"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n100% I should cut a Goyf for a Scooze. Especially now with the Ragavans dying in multiples. One day I might do this, and it feels right, but the more aggressive Vintage has become, the better Goyf gets...yeah, that doesn't quote make sense to me either. \n\nI just know a lot of games all I pray for is a Goyf that will likely end the game in 2 turns. Scavenging Ooze doesn't quite have the same umph. Sure it's more controlling, and has potential to be more threatening...but just ripping a Scooze isn't gonna get you there a lot of the time.\n\nCindervines"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nI used to play 3, now I play 2. I will NOT. EVER. Ever play less than 2.\n\nIf you play a Vintage challenge, 50% of the decks you play can't beat this card. I sincerely mean that. Even if it's not doing 10 points of damage, it'll still take out something relevant...Oath! Bolases Citadel! Underworld Breach! Hollow One! Urza's Saga!\n\nNot only is this card a 1 card win-con, it's cheap uncounterable interaction once it lands...And it grows the Goyf! I've Thoughtsized a FoW many games just to let this card land, and have won all those games ( I Think anyway...I probably made that up.)\n\nTrust me, PLAY THIS CARD! ALL HAIL CHUBBYRAIN!!!!\n\nAlpine Moon"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nI want to play 1 main board. The presence of Urza's Saga is everywhere. EVERYWHERE. All the decks of old are just revisions of the same deck with Urza's Saga. Saga 2 Card Monte, PO Saga, Saga Aggro Shops, DPS with Saga...you get the picture. \n\nI honestly think Alpine Moon could be better than Mental Misstep. So I'll likely make that change...and just loose 1 more out against Doomsday and Oops!. Hedging your bets is a big part of any game of Magic if you ask me. Another option would be taking out an Inquisition, though I really don't want to go down to 5 discard spells. \n\n\nEngineered Explosives"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nCan just flatline Saga Golems or Mentor Monks with flexibility to do more. Interesting option for sure.\n\nBoseiju, Who Endures"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nWhen I get enough funds, I'll probably play 2 of these main and take out a Wasteland.\n"}]}
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