A Magic the Gathering blog, talking about Pyromancer Ascension (when that was legal), Mono Red (pre-delver), and now... We'll see!
Sunday, November 11, 2012
Jund, starting Decklist
This decklist has 37 non-land, and 26 land, which means it has three cards to cut.
The spells in this list are incredible, and the best creatures are very good.
The problem is that we have a grand total of 13 creatures, 16 if you count the keyrunes, which I'm not sure I would advise. The Keyrune is very good on defense, assassinating Thragtusks left and right, and it's okay as an attacker once you run out of gas (and better with instant speed removal, which this deck doesn't have any of....). The problem is if you want to cast your spells, Keyrune doesn't block very well, because either it's tapped for mana, or you tapped your other lands, and don't have enough to activate it.
There also aren't more than 4 of the same creature type in the deck, meaning your caverns won't be super-high power.
This deck needs creatures, that's for sure.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment