01 August 2009

The new Black: Speedball Review/T2 Jund Rock

After taking Speedball to FNM for two weeks in a row, I've realized that it generally beats the hell out of almost every deck in the format... except the two top decks; GW Overrun and WW. It's just two decks, not that much of a problem, right? Wrong. Those two decks make up at least 40% of the current meta, which means that even though Speedball does well against everything else, it still loses to a huge chunk of people at local tournaments. What's a planeswalker to do!?

Go black.

According to several sources, one of the few decks that stands a chance against these big white horse-c*cks is Jund Rock, a RBG aggro variant rather similar to my own, i.e. things with haste, things with cascade, etc. The difference is that when you splash black into the mix, you have access to several wonderfully powerful cards such as Putrid Leech, Terminate, Jund Charm, and Bituminous Blast, which can turn the tide of a game easily. Here's my tentative list.

Creatures- 20
----------
4 Putrid Leech
4 Hellspark Elemental
4 Boggart Ram-Gang
4 Hell's Thunder
4 Bloodbraid Elf

Instants/Sorceries- 18
----------
4 Lightning Bolt
4 Terminate
4 Colossal Might
3 Bituminous Blast
3 Sign in Blood

Lands- 22
----------
4 Dragonskull Summit
4 Rootbound Crag
5 Swamp
5 Forest
4 Mountain

Most of the heavy hitters are still here, such as Boggart Ram-Gang, Bloodbraid Elf, and Hellspark Elemental, with a new addition to the lineup; Putrid Leech. He's just a 2/2 for GB on the surface, but pay two life and it becomes a hefty 4/4, letting it deal with pretty much any card played before turn 4 or sometimes even 5. The noncreature spells, however, see the most changes. Terminates and Bituminous Blast give the deck much needed removal and even added cascade, and Sign in blood gives you card draw and can even kill an opponent in a pinch. Sideboarding mass removal (preferably in the form of Jund Charm) lets you throw sweepers out to keep WW in check. Overall the deck sacrifices a bit of speed (though not much) to give the player a more controlled game and alot more survivability. Of course it still retains the capacity for unpredictable, explosive, game ending turns. Wheres the fun without something like that?

On a good hand, you can realistically pull off a turn 4 or 5 kill, just like Speedball, however the advantage comes in disrupting their win-con and being able to kick ass and take names late in the game. Actually, less taking names, we don't care about names. And much more ass-kickery. Here here!

No comments:

Post a Comment