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Sideboarding Jund Mana Ramp

July 2, 2009

The future of beloved Jund Mana Ramp is uncertain due to M10 coming soon (sadly I probably won’t even get to play it in its current form in a PTQ). However some friends have asked for a sideboarding guide. Here goes!

For easy reference, here is the Jund Mana Ramp deck list I would play:

2 Makeshift Mannequin
3 Shriekmaw

4 Broodmate Dragon
4 Kitchen Finks

4 Chameleon Colossus
4 Civic Wayfinder
4 Cloudthresher
4 Rampant Growth

4 Banefire
3 Volcanic Fallout

4 Fire-Lit Thicket
8 Forest
2 Mountain
4 Savage Land
2 Swamp
4 Treetop Village

sb:
1 Shriekmaw
1 Terror
4 Anathemancer
1 Karrthus, Tyrant of Jund
4 Primal Command
3 Caldera Hellion
1 Volcanic Fallout

By popular demand, the sideboarding swaps for the Jund Mana Ramp deck…

B/W Tokens
+3 Caldera Hellion
+1 Volcanic Fallout
+1 Terror
-3 Shriekmaw
-2 Banefire

B/W Tokens is a deck where Jund Mana Ramp is a slight but not overwhelming favorite. The main problem is that you can get stuck with Shriekmaw hands that are worthless against B/W Tokens. Volcanic Fallout is okay but nothing special, usually trading one for one with Spectral Procession but not doing a whole lot else.

That said, Jund tends to win the games where B/W has a “regular” draw on basis of card quality. They play something, you play something better. Most of the time you will want to kill Ajani Goldmane in any way you can as quickly as you can.

The games Jund loses are usually games where the opponent has a very disruptive Tidehollow Sculler draw or locks you out with infinite Ajani + Persist creatures.

Sideboarding we just swap Shriekmaw (very bad) for Caldera Hellion (very good). One thing you might consider doing is to NOT Devour with Caldera Hellion, allowing it to die. This can give you a future option of Makeshift Mannequin, especially on the opponent’s turn. Terror is pretty good because it can kill like a 10/10 Mutavault.

Cascade Swans
+4 Anathemancer
+1 Shriekmaw
+1 Terror
+4 Primal Command
-3 Broodmate Dragon
-4 Cloudthresher
-3 Volcanic Fallout

This is pretty impossible.

ElfBall
+3 Caldera Hellion
+1 Shriekmaw
+1 Terror
+1 Volcanic Fallout
-4 Cloudthresher
-2 Chameleon Colossus

I’ve never played agaisnt ElfBall with Jund but this is how I would side.

Elves
+3 Caldera Hellion
+1 Shriekmaw
+1 Terror
+1 Karrthus, Tyrant of Jund
-3 Cloudthresher
-3 Volcanic Fallout

Elves is a much more competitive matchup than most of the other creature decks because they [also] have Chameleon Colossus. I have personally never lost a game where I drew so much as one Shriekmaw; I am willing to use Shriekmaw for defensive speed. Basically you want to stretch most of Phase II with a better board and keep damage off (remember they can kill you with Profane Command).

Sideboarding is a bit tricky; you are taking out creature kill and swapping in different creature kill. You need all your Banefires to kill Chameleon Colossus and in some cases first turn mana accelerators depending on the tenor of the game. I would be fine playing versus Elves any round but it is not a super easy matchup like G/W Tokens or Five-color Blood.

Fae
+1 Anathemancer
+1 Terror
+1 Volcanic Fallout
-3 Shriekmaw

Fae is a favorable matchup for Jund Mana Ramp… and you still lose some of the time. Terror is in for Mistbind Clique (their main threat against you).

Five-color Blood
+1 Shriekmaw
+1 Terror
+4 Anathemancer
+2 Primal Command
-4 Cloudthresher
-1 Banefire
-3 Volcanic Fallout

Five-color Blood is a blissfully easy matchup main deck and it just gets better sideboarded. Remember the original tension our group described RE: Civic Wayfinder v. Bloodbraid Elf. Five-color Blood might be able to sting you with Sygg, River Cutthroat, but if you are going to lose, it will usually involve being on the wrong end of a Putrid Leech (I never have though). You want to tax the Leech as much as possible with Kitchen Finks and Civic Wayfinder. If you can stick a Chameleon Colossus at any point (and presumably defend it from Cruel Ultimatum) you can’t really lose. I have withstood Cruel Ultimatum out of Five-color Blood several times. Just not a dangerous matchup for Jund Mana Ramp.

Fog
+4 Anathemancer
+1 Volcanic Fallout
+4 Primal Command
-3 Shriekmaw
-4 Broodmate Dragon
-2 Chameleon Colossus

Fog is a deceptively super easy matchup. In Game One you basically need to do six damage fair and square. If you can do six damage you can usually win with Volcanic Fallout, Cloudthresher, Banefire, and Makeshift Mannequin. Always evoke Cloudthresher — that sets you up for Makeshift Mannequin (you can’t really ever get creature damage in once you are at six mana). If you have to discard, discard stuff like Broodmate Dragon; you are just never going to get damage in that way.

Primal Command is good many different ways. Drawing extra and then braining their Howling Mines is fine. Shuffling your deck up in the middle of Stage Two (successfully) is basically game right then and there (they will deck).

Anathemancer is better than most of the other creatures even if they don’t have a lot of nonbasics. You really just need to sneak in a small amount of damage to dominate them, and they will be less apt to blow a Fog on a two damage packet than, say, a doubled-up Chameleon Colossus.

G/W Tokens
+3 Caldera Hellion
+1 Volcanic Fallout
+1 Shriekmaw
+1 Terror
-2 Chameleon Colossus
-4 Banefire

G/W Tokens is an extremely easy matchup. I am not sure which is easier, G/W Tokens or Five-color Blood but they are both extremely easy and you almost can’t lose. So if this is the case, play so they can’t kill you out of nowhere with an Overrun, because it’s one of the only ways they can ever win. Unlike B/W Tokens they don’t have a persistent source of creatures or any way to keep you from demolishing them turn after turn with superior spells.

Sideboarded you just max out on creature kill and kill all their guys (i.e. the only way they can win).

Jund Mana Ramp
+1 Shriekmaw
+1 Terror
+1 Karrthus, Tyrant of Jund
+4 Primal Command
-4 Kitchen Finks
-3 Volcanic Fallout

This sideboarding strategy assumes they are running some terrible Fertile Ground deck with no Chameleon Colossus; if they have Chameleon Colossus you have to leave in all your Kitchen Finks, so instead pull Black removal.

Red Decks
+1 Shriekmaw
+1 Terror
+4 Primal Command
-4 Cloudthresher
-2 Volcanic Fallout

You are about a 20-25% dog game one; you are that much of a favorite sideboarded. You want to gain seven and grab Broodmate Dragons to race.

Reflecting Pool Control
+4 Anathemancer
+1 Karrthus, Tyrant of Jund
+4 Primal Command
-3 Shriekmaw
-3 Kitchen Finks
-3 Volcanic Fallout

Reflecting Pool Control is one of the easier matchups for Jund Mana Ramp. Philosophically you need to utilize your Trish cards (Civic Wayfinder et al) to keep pace with Reflecting Pool Control’s card advantage while establishing what pressure you can. You can usually jockey for a fair amount of damage with Treetop Villages. The most annoying thing is if they can hurt you with a Plumeveil; that will usually take a lot of wind out of your sails. That said, you are heavily favored main if you can get them anywhere near where you need to get them and then point Banefire. Their deck is quite slow so you can often hit multiple Banefires to win. Shriekmaw is not nearly as bad as it seems because you need to suppress Walls, plus Shriekmaw has fear; nevertheless we side him out.

Sideboarded you can really only lose if they have a large number of varied sideboard cards, viz. Pithing Needle and Runed Halo AND THEY DRAW THEM. Your offense is irresistable otherwise, with Anathemancers and Banefires as near-auto-wins. If they tap for Broodmate Dragon you kill them with Karrthus (if you are a miser like WillPop anyway), and you basically win any game you can stick a Primal Command (usually Time Walk + Anathemancer).

White Weenie
+3 Caldera Hellion
+1 Volcanic Fallout
+1 Shriekmaw
+1 Terror
-2 Broodmate Dragon
-4 Banefire

Sideboarding White Weenie is slightly different from sideboarding G/W Tokens. White Weenie is a harder matchup than G/W because Burrenton Forge-Tender can kold your sweep, plus White Weenie can get really wicked fast draws like Isamaru, Wizened Cenn, Procession, Ajani, and so on. Therefore we side out Broodmate Dragon and leave in Chameleon Colossus on basis of speed. You just want a faster body on the board.

That’s it!

LOVE
MIKE

Currently Reading: Nikolai Dante: Hell and High Water

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Acidic Slime and Other Mismatched Topics

June 30, 2009

This is kind of one-half (okay, one-third) a review of M10 uncommon Ooze Acidic Slime (a card with like one hundred mismatched facets) and a couple of, you know, mismatched facets from life and times in the New York Magic scene. And Twitter!

Okay, to start, Acidic Slime:

Pretty cool card, right?

Aesthetics:
So what is Acidic Slime? Is it merely an overcosted Viridian Shaman? I mean if you were going to blow up a Mistvein Borderpost, the 2/2 you would want for that job would typically cost two mana less. Is Acidic Slime actually cool, then? Personally, I think it’s cool.

So… Why?

Basically this card is basicaly what you would expect for five mana: a Stone Rain plus.

Right now people are making Top 8s of Constructed Grand Prixs with five mana Stone Rains (basically) that do something else. For example you can go Stone Rain (Fallow Earth, really) and search up a guy, call it a day. Or you can Stone Rain (Wasteland, really) and nug all the little ones for two. People are doing that and it is fine.

Acidic Slime is the same kind of Stone Rain plus: Blow up a land, you have something left over, and it’s not that bad.

So how “plus” is the plus in this case?

Aesthetically it’s kind of weird-tacular. You can’t blow up creatures? Full on um, okay… on that one. Why can’t I fudge up a fella? I guess that’s not very Green, killing creatures and whatnot; so they gave Acidic Slime’s body the ability to beat up whoever. Deathtouch and all that.

Where Can I See This Fitting In?
In a sense Acidic Slime is kind of a narrower Primal Command. Narrower in that instead of demolishing control decks, it is actually kind of dorky at control decks. However it is one of those nice two-for-one guys that I always like to play… Civic Wayfinder, Rhox Meditant, so on, and so forth. This is about as mid-range a creature card as you can summon up, but it will generally be a legitimate two-for-one. Unless you are getting brained out by Akroma, Angel of Bwatdown, you can usually take out a relevant card and scare off another relevant card… In the alternative at least soak up a relevant card. For example, Acidic Slime can brain a basic and sit around waiting to tussle with Chameleon Colossus. That one is well within its abilities.

Snap Judgment Rating:
Role Player, obviously. This isn’t any kind of a Staple (seems worse than Primal Command) yet it’s quite playable somewhere… The definition of Role Player, actually.


So I mentioned some multiple topics. For trick number two I will link to the interview I hinted at back in Five [Reasons to be Grateful] (with Flores)

Here is ye olde link: From the top: Mike Flores

Some notes:

  • It’s in Spanish
  • You gotta click the British flag for the ingrish version
  • It’s a LOL in places. A heartfelt LOL, but LOL nonetheless (I like to tangle with my library).
  • That is all

And now for the most important part of today’s post.

It was recently revealed by Will Price and BDM that Matt Wang, co-winner of the last Grand Prix Boston, has not paid his cake tax. For those of you who don’t know, in the New York area, we have a tradition that if you win a PTQ (or a States as I did one year) you buy cake and celebrate with your friends at the Top 8 Magic offices or thereabouts.

Yet the co-owner of Top 8 Magic — upon winning a Grand Prix — did no such thing!

Abominable, I know.

So here is what we have to do.

We have to shame Matt Wang into doing the right thing.

Here is a screen shot of a Twitter message I posted earlier today. If you click it, you travel to the wonderful world of Twitter.

If you don’t have a Twitter account yet, please join. It takes like one second.

Once you’ve joined, make sure you follow @fivewithflores (that’s me).

Whether or not you are a new or existing Twitter user, please Re-Tweet the message depicted above. Whenever chatting about food, cake, Magic: The Gathering, Matt Wang in general, whatever… use the hash tag #WangOwesCake.

Remember everybody: Wang Owes Cake. We need to band together to make sure he pays up.

LOVE
MIKE

Currently Reading: Final Crisis

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Vampire Nocturnus and / or Drowned Catacomb

June 27, 2009

The rare M10 two-in-one: Here comes a preview / review of M10 Mythic Rare Vampire Nocturnus… as intersects with inevitable chase rare Drowned Catacomb! That is, BBB meets (b/u)!

Aesthetics:
The reason I decided to go over these two cards together is that when I originally started to review Vampire Nocturnus, I was immediately struck with a dramatically different design angle to this card, versus many recent sets, viz. Eventide and Alara Reborn. Vampire Nocturnus is a Black card with a capital b and greatly — make that gravely — incentivizes us to play heavy Black. Some obvious or not-so-obvious elements:

The mana cost - Vampire Nocturnus has BBB in its cost, heavy Black (and what we, in the old days, would have considered a Ritual’s worth of mana). This is not easy mana to produce. Compare to Boggart Ram-Gang, which also has a triple-colored cost, but is flexible in Red or Green, allowing it to be played in a variety of decks from straight Red Deck Wins to Five-color Blood.

Secondly, how good would Vampire Nocturnus have been as just a 3/3 creature for four mana that just allowed you to play with the top card of your library revealed? I don’t think it would have been very good at all… Kind of like the short bus version of a Wandering Eye.

What about the up-side? I think supeficial analysis will assume that Vampire Nocturnus — in a dedicated Black deck — will be 5/4 flying for four something like sixty percent of the time. Is this accurate? I’d actually rather not speculate as to the accuracy of that estimation, but instead ask if that is the proper up-side.

For example, what about playing multiple Vampires? Before you start to comment that that would be super lame, certainly you can imagine having two Vampire Nocturus in play, right?

This brings me to the second card in tonight’s preview / review: Drowned Catacomb.

Drowned Catacomb, like sister M10 dual land Glacial Fortress seems to be part of a cycle that incentivizes very different multi-land use than some previous cycles. For example Stomping Ground is only superficially a G/R land. Sure it was a G/R land in Standard, but in Extended it played every role from both sides of an Ancient Grudge in B/U decks thanks to four Bloodstained Mires, to a singleton Holy Strength for four Kird Apes via Windswept Heath and Wooded Foothills. The tri-land cycle from Shards of Alara (Arcane Sanctum et al) shattered the notion of mana discipline, and we found ourselves in a Block Pro Tour where every color was roughly as available as three colors, and a G/W attack deck might have been best just because it wasn’t the only deck in the room stumbling on all it’s comes-into-play-tapped lands.

Drowned Catacomb (and presumably its cycle) carry a similar, though not identical, incentive towards mana discipline. Drowned Catacomb is obviously more effective in a deck full of Swamps and Islands (and in most formats that means basic Swamps and Islands; to get significant value (that is, value beyond a Salt Marsh — which is the current level of “not good enough” dual land based on cards like Drowned Catacomb and the aformentioned Arcane Sanctum), you need to play significant Swamps and Islands.

Both M10 rares — both Mythic Rare Vampire Nocturnus and inevitable chase rare Drowned Catacomb — therefore seem to be pointing us in the same direction design-wise. It is just a question of whether or not the eventual metagame / format / players listen.

Where Do I See These Cards Fitting In?
I don’t think Vampire Nocturnus is the kind of card you can really splash or slide in as a catch-all role player. It’s Nocturnus or no, I think. That is, if you play this card, you will probably be playing four, and you will probably be playing four in a deck of one (or functionally one) color (even if that is like Ashenmoor Gougers and so on). That said, Vampire Nocturnus might be considered Flagship if it incentivizes players strongly enough to build in such a myopic way, maybe even to the point of including other non-Nocturnus Vampires. I can see this happening, but maybe not at Tier One.

As for Drowned Catacomb, it will be no less than heavily-adopted Role Player in some format. I don’t see Drowned Catacomb (or its buddies) as Staple to begin with in Standard, but it might gobble up spots currently occupied by Arcane Sanctum in, say, Faeries… but that is not at all clear because those decks often splash cards like Esper Charm. Drowned Catacomb can pair potentially with Watery Grave in Extended; it works with a Watery Grave in play much better than a Watery Grave works with it, of course. Obviously Drowned Catacomb has the potential for Staple (along with the rest of the cycle).

Snap Judgment Rating(s):
Per above.

LOVE
MIKE

Currently Reading: Nikolai Dante: The Great Game - Volume 2

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