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[For Funsies] Jund Burn (RBg)

Posted: Tue Sep 03, 2013 7:49 pm
by Aodh
I wanna' play Bump in the Night and Huntmaster of the Fells before rotation, so I'm building a deck with both of them for fun. Here's the rough draft I've developed and I'd like some help before I take it to TNM this week, and FNM next.

[deck]Creatures
4 Deathrite Shaman
4 Chandra's Phoenix
4 Huntmaster of the Fells

Spells
4 Bump in the Night
4 Shock
4 Pillar of Flame
4 Searing Spear
4 Skullcrack
4 Flames of the Firebrand

Lands
4 Blood Crypt
4 Dragonskull Summit
4 Overgrown Tomb
2 Woodland Cemetery
4 Stomping Ground
2 Rootbound Crag
2 Mountain
1 Swamp
1 Stensia Bloodhall

Sideboard
1 Stensia Bloodhall
1 Abrupt Decay
1 Putrefy
2 Duress
1 Appetite for Brains
1 Underworld Connections
1 Toil // Trouble
1 Mizzium Mortars
1 Slaughter Games
2 Dreadbore
1 Doom Blade
1 Mark of Mutiny
1 Scavenging Ooze[/deck]

Main areas of concern are:

(1) the mana - the
numbers are right: 16 red with 10 leaders, 15 black with 9 leaders, and 12 green. I'm mostly concerned if there are too many shocklands, but with 16 one-mana spells, it might be mandatory.
(2) the sideboard - seems super random, but it has a little bit of everything I want. Essentially, I want 8 slots for aggro (to swap BitN and SC for) and 8-12 slots for control (to swap PoF, FotF, and HotF for).

What do ya'll think?

Posted: Tue Sep 03, 2013 8:09 pm
by redthirst
Regarding the mana, do what every other successful 3-color deck is doing: max out on every dual available and don't even worry about basics.

It's not like anyone is running Ghost Quarter or the 3 basic lands in the deck are going to keep Burning Earth from killing you any faster.

Posted: Tue Sep 03, 2013 8:20 pm
by Aodh
I don't think that's necessarily what I want to be doing. The only thing that would do is increase my green count, while reducing my turn-1 black and red sources. With eight 1-drops in each color, I really believe I want 10+ sources to cast them. The basics are there for this reason, not in fear of Ghost Quarter nor Burning Earth.

Posted: Tue Sep 03, 2013 8:37 pm
by redthirst
Fair enough, but it's also not like you just have to cast those 1 cc spells on turn 1 either - chances are that in a 24 land deck that tops its curve at 4 mana you'll have plenty of opportunities to tack on a burn spell to whatever else you're doing that turn... you know, as long as you have the right color mana.

Also, Chandra Pyromaster's +1 is dinky but repeatable burn that gets Phoenix back and keeps something that could kill Huntmaster from blocking and her +0 is basically "draw a card" in this. I'd try to squeeze in about 3.

Posted: Tue Sep 03, 2013 8:44 pm
by Aodh
I definitely agree concerning Chandra; only have one for now, but I'll try to find more. Would you just swap her in for the UC and Toil // Trouble?

Posted: Tue Sep 03, 2013 8:46 pm
by redthirst
Put her in the MD - drop some number of Shock, Bump, Skullcrack, and/or Flames for her.

Speaking of the SB, what's with all the one-ofs?

Posted: Tue Sep 03, 2013 8:53 pm
by Aodh
Indecisive and wanted 8 cards for aggro and 12 for control, which mandates 5 overlap. What do you suggest?

Posted: Tue Sep 03, 2013 9:00 pm
by redthirst
You can overlap 4-ofs, though.

Dreadbore is good against anything so up its number. Underworld Connections is ridiculous against Control so play 3-4 if you want to beat Control.

Rakdos's Return should probably see some slots as should Olivia Voldaren.

Walk me through your current SB plan.

Posted: Tue Sep 03, 2013 9:19 pm
by Aodh
Aggro: -4 BitN, -4 SC; +1 Bloodhall, +6 removal, +1 Ooze
Jund/Charlie Murphy: -4 DRS, -4 HotF, -3 FotF; +1 Bloodhall, +1 Mark, +1 AfB, +1 UC, +1 T//T, +6 removal
UW: -4 PoF, -4 FotF; +4 discard, +2 card advantage, +1 decay for exile effects, +1 Sgames
Hexproof: -3 HotF; + 2 duress, +1 decay
Midrange: -4 Flames, -2 Pillar; +6 removal