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
5 comments ↓
So, if this deck were to, say, lose only treetop village, would it still be viable?
On a related note, if there where a card that read, hypothetically:
Land
{T}: Add 1 to your mana pool.
5, {T}, Sacrifice ~: Put a 3/4 colorless Gargoyle artifact creature token with flying onto the battlefield.
Would that act as a pretty suitable replacement for said Village? Just hypothetically of course.
Sideboarding Jund Mana Ramp…
Your story has been summoned to the battlefield – Trackback from MTGBattlefield…
Sorry, this isn’t about Jund Mana Ramp. I was listening to a podcast recently and you were mentioning an Esper-based deck you were using that involved, as you said, “8 Opts” which I assume are Architects of Will and Glassdust Hulk, eventually getting to Sharuum shenanigans. This card is on the Visual Spoiler on the mothership:
Open the Vaults 4WW
Sorcery
Return all artifact and enchantment cards from all graveyards to the battlefield under their owners’ control.
A card like this says Flagship to me, do you think it might contribute to the “8 Opt” Esper deck?
Out of curiosity, with the seven black permanents you have in the deck, plus another six in the sideboard, did you ever consider Dark Temper as a kill card for opposing Chameleon Colossi?
Here’s a copy of your deck I have been working on for the post-rotation standard.
// Lands
4 [ALA] Savage Lands
4 [SHM] Fire-Lit Thicket
2 [8E] Swamp (4)
5 [CHK] Mountain (2)
9 [M10] Forest (1)
// Creatures
4 [ALA] Broodmate Dragon
4 [SHM] Kitchen Finks
2 [ALA] Caldera Hellion
4 [M10] Borderland Ranger
1 [CFX] Thornling
1 [M10] Siege-Gang Commander
// Spells
4 [SHM] Firespout
3 [CFX] Banefire
4 [8E] Rampant Growth
4 [AT] Lightning Bolt
2 [LRW] Primal Command
4 [ARB] Maelstrom Pulse
// Sideboard
SB: 2 [ALA] Caldera Hellion
SB: 1 [CFX] Banefire
SB: 3 [M10] Doom Blade
SB: 2 [LRW] Primal Command
SB: 4 [M10] Great Sable Stag
SB: 3 [10E] Pithing Needle
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