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Showing posts with label Jund. Show all posts
Showing posts with label Jund. Show all posts
Saturday, April 30, 2016
Sunday, February 7, 2016
Why You Should Play Loam in Your Punishing Jund Sideboard
A few weeks ago I lent my Punishing Jund deck to a friend for Legacy FNM. Midway through the tournament he asked what a singleton Life from the Loam was doing in the sideboard. I couldn't give a proper answer since I was in the middle of the match, but I think I responded with something along the lines of "it does everything".
I too used to ponder the purpose of the occasional 1-of Loam I saw in Jund sideboards. As an Aggro Loam player in particular, I scoffed at the notion of jamming Loam as an afterthought in such an "unoptimized" Loam deck. I read some arguments in its favor online, and was convinced enough to try it out myself at the 2015 GP Providence Legacy side event. It made one appearance in five rounds, during which I Wasted someone into oblivion. That was enough to get me to play it in a few more tournaments, and I soon found it fulfilled a surprisingly diverse and flexible role in the deck I wasn't even aware of, and took for granted playing Aggro Loam.
One set of prevalent decks Loam is very strong against are Delver decks. As long as you have mana in play you will be in a good position to out-muscle a Delver deck with your spells, and no card allows to you hit land drops and recover from Wasteland better than Loam. Once you survive to the mid-late game, Loam also turns into a win-con. Since Delver decks have no basics, once you get ahead on board you can Loam back your own Wastelands with impunity to destroy all their lands. If you play a Sylvan Library maindeck, I think it is an easy swap for a sideboard Loam. Lands are more important than cards in Delver matchups since you're often dying with spells in hand, and Loam also has a painless, immediate effect.
Loam is another powerful tool in many midrange matchups like Shardless BUG and Death & Taxes. These matchups are often very grindy, with Wastelands playing an important role on either end of the table. Dredging Loam in conjunction with Liliana of the Veil offers an avenue of gaining incremental advantage, enabling you to increase Liliana's loyalty while preserving important spells in hand by discarding Loam or accompanying lands. The downside of Dredging is in fact quite small in this deck. Your deck is quite streamlined and redundant, so turning over a few copies of a card doesn't hurt much. On the other hand, Dredging can increase Tarmogoyf's power by adding a card type to the graveyard, provide fresh fuel for Deathrite Shaman, or hit Grove of the Burnwillows/Punishing Fire to turn on your removal engine.
There are several decks in Legacy revolving around crucial lands where bolstering your Wasteland plan with Loam becomes paramount since you generally will only be playing 3 Wastelands. These matchups include Infect (Inkmoth Nexus), MUD (Ancient Tomb, City of Traitors, Cloudpost), Turbo Eldrazi (Cloudpost, Vesuva, Eye of Ugin, Karakas), and Lands (Rishadan Port, Maze of Ith, Dark Depths). In the case of Lands, the ability to also fight back against their oppressive mana denial will make or break games.
Tl;dr - Loam fulfills a unique role in the deck by offering utility across an impressive breadth of matchups.
I too used to ponder the purpose of the occasional 1-of Loam I saw in Jund sideboards. As an Aggro Loam player in particular, I scoffed at the notion of jamming Loam as an afterthought in such an "unoptimized" Loam deck. I read some arguments in its favor online, and was convinced enough to try it out myself at the 2015 GP Providence Legacy side event. It made one appearance in five rounds, during which I Wasted someone into oblivion. That was enough to get me to play it in a few more tournaments, and I soon found it fulfilled a surprisingly diverse and flexible role in the deck I wasn't even aware of, and took for granted playing Aggro Loam.
One set of prevalent decks Loam is very strong against are Delver decks. As long as you have mana in play you will be in a good position to out-muscle a Delver deck with your spells, and no card allows to you hit land drops and recover from Wasteland better than Loam. Once you survive to the mid-late game, Loam also turns into a win-con. Since Delver decks have no basics, once you get ahead on board you can Loam back your own Wastelands with impunity to destroy all their lands. If you play a Sylvan Library maindeck, I think it is an easy swap for a sideboard Loam. Lands are more important than cards in Delver matchups since you're often dying with spells in hand, and Loam also has a painless, immediate effect.
Loam is another powerful tool in many midrange matchups like Shardless BUG and Death & Taxes. These matchups are often very grindy, with Wastelands playing an important role on either end of the table. Dredging Loam in conjunction with Liliana of the Veil offers an avenue of gaining incremental advantage, enabling you to increase Liliana's loyalty while preserving important spells in hand by discarding Loam or accompanying lands. The downside of Dredging is in fact quite small in this deck. Your deck is quite streamlined and redundant, so turning over a few copies of a card doesn't hurt much. On the other hand, Dredging can increase Tarmogoyf's power by adding a card type to the graveyard, provide fresh fuel for Deathrite Shaman, or hit Grove of the Burnwillows/Punishing Fire to turn on your removal engine.
There are several decks in Legacy revolving around crucial lands where bolstering your Wasteland plan with Loam becomes paramount since you generally will only be playing 3 Wastelands. These matchups include Infect (Inkmoth Nexus), MUD (Ancient Tomb, City of Traitors, Cloudpost), Turbo Eldrazi (Cloudpost, Vesuva, Eye of Ugin, Karakas), and Lands (Rishadan Port, Maze of Ith, Dark Depths). In the case of Lands, the ability to also fight back against their oppressive mana denial will make or break games.
Tl;dr - Loam fulfills a unique role in the deck by offering utility across an impressive breadth of matchups.
Monday, October 26, 2015
Tournament Report: Eternal Extravaganza 3 with Punishing Jund, 10/24/15
Eternal Extravaganza 3 promised be exciting as one of the first major Legacy events following the banning of Dig Through Time. After a year of Delve-fueled madness, there was finally a prospect of a "return to normalcy" in the Legacy metagame.
I decided to stay on the Jund train as the deck has treated me very well over the last few months, and the demise of Omni-Tell as a Tier 1 deck has put it in a much stronger position. Expecting a lot of Shardless BUG and Blade players to come crawling out of the woodwork, I decided to play the 4th Punishing Fire in my maindeck flex slot. In the sideboard I wanted to try out Pernicious Deed instead of Toxic Deluge. Deluge is a great card but I was finding the life loss hurt a lot in this deck. Otherwise the list has remained basically unchanged for a while:
There were around 320 players present so the event would be a full nine rounds. Here is a lazy rundown of my matches:
Round 1: Omni-Tell (1-2)
People are still going to play this deck? Come on!!
Round 2: Canadian Thresh (2-0)
Game 2 I got to live the dream of Trinisphere/Loam lock.
Round 3: Death & Taxes (0-2)
I was in a strong position to win the second game, but at 8 life I proceeded to hit Bloodbraid Elf, Bloodbraid Elf off Bob triggers. Greatness at any cost.
Round 4: GW Maverick (2-1)
Round 5: Manaless Dredge (2-0)
Round 6: Aggro Loam (2-1)
Round 7: A.N.T. (2-0)
Real bad beats for my opponent. Game 1 he died to a totally non-interactive draw on my end after apparently bricking on all his cantrips. Game 2 I nut-drew him.
Round 8: Canadian Thresh (2-0)
Only Pernicious Deed action of the night in game 2 to clean up his board.
Round 9: Miracles (2-0)
Final Record: 7-2
I placed 23rd and was awarded a Tundra for my trouble. Overall it was a great event, and I hope to attend the next one!
I decided to stay on the Jund train as the deck has treated me very well over the last few months, and the demise of Omni-Tell as a Tier 1 deck has put it in a much stronger position. Expecting a lot of Shardless BUG and Blade players to come crawling out of the woodwork, I decided to play the 4th Punishing Fire in my maindeck flex slot. In the sideboard I wanted to try out Pernicious Deed instead of Toxic Deluge. Deluge is a great card but I was finding the life loss hurt a lot in this deck. Otherwise the list has remained basically unchanged for a while:
| PUNISHING JUND, 10/24/15 | |
|---|---|
|
|
|
|
There were around 320 players present so the event would be a full nine rounds. Here is a lazy rundown of my matches:
Round 1: Omni-Tell (1-2)
People are still going to play this deck? Come on!!
Round 2: Canadian Thresh (2-0)
Game 2 I got to live the dream of Trinisphere/Loam lock.
Round 3: Death & Taxes (0-2)
I was in a strong position to win the second game, but at 8 life I proceeded to hit Bloodbraid Elf, Bloodbraid Elf off Bob triggers. Greatness at any cost.
Round 4: GW Maverick (2-1)
Round 5: Manaless Dredge (2-0)
Round 6: Aggro Loam (2-1)
Round 7: A.N.T. (2-0)
Real bad beats for my opponent. Game 1 he died to a totally non-interactive draw on my end after apparently bricking on all his cantrips. Game 2 I nut-drew him.
Round 8: Canadian Thresh (2-0)
Only Pernicious Deed action of the night in game 2 to clean up his board.
Round 9: Miracles (2-0)
Final Record: 7-2
I placed 23rd and was awarded a Tundra for my trouble. Overall it was a great event, and I hope to attend the next one!
Saturday, September 19, 2015
Tournament Report: Legacy for Lotus with Punishing Jund
Another event at Die Hard Games, but this time a Lotus was on the line along with some other Eternal goodies. This won't be much of a report because I'm pretty tired.
4x Deathrite Shaman
4x Dark Confidant
4x Tarmogoyf
3x Bloodbraid Elf
4x Thoughtseize
2x Lightning Bolt
4x Abrupt Decay
3x Hymn to Tourach
3x Punishing Fire
4x Liliana of the Veil
1x Kolaghan's Command
1x Sensei's Divining Top
4x Verdant Catacombs
3x Marsh Flats
2x Wooded Foothills
3x Badlands
2x Bayou
1x Forest
1x Swamp
4x Grove of the Burnwillows
3x Wasteland
SB 2x Duress
SB 2x Grafdigger's Cage
SB 2x Pyroblast
SB 2x Surgical Extraction
SB 2x Golgari Charm
SB 1x Nihil Spellbomb
SB 1x Maelstrom Pulse
SB 1x Phyrexian Revoker
SB 1x Trinisphere
SB 1x Life from the Loam
I tried out K-Command for the 1st time where I normally play an Ooze, which was underperforming. I also decided to give Top a spin (haha) in place of Sylvan Library.
Trinisphere was SB tech I saw in a list somewhere which looks useful against Omni-Tell. I've been playing it for a little bit now and have been very satisfied with it (hasn't come up in the Omni matchup yet though). Haven't tried Slaughter Games yet but its still on my radar.
There were just over 100 people at the event so it was going to be 7 rounds. My matches went as follows:
Elves (2-1)
Belcher (1-2)
MUD (2-1)
Omni-Tell (2-0)
Reanimator (2-1)
Merfolk (0-2) (Got a game loss for having an SB card in my maindeck, then got boned by an early Back to Basics!)
Omni-Tell (2-1)
Final Record: 5-2
My record was good for 17th place, just out of prizes. I don't know if it was luck or skill, but I came out on top against unfavorable matchups all day. Beating Omni-Tell twice in one event was just absurd. Even in this era of Delve madness Jund is still good, so don't be discouraged from playing it!
4x Deathrite Shaman
4x Dark Confidant
4x Tarmogoyf
3x Bloodbraid Elf
4x Thoughtseize
2x Lightning Bolt
4x Abrupt Decay
3x Hymn to Tourach
3x Punishing Fire
4x Liliana of the Veil
1x Kolaghan's Command
1x Sensei's Divining Top
4x Verdant Catacombs
3x Marsh Flats
2x Wooded Foothills
3x Badlands
2x Bayou
1x Forest
1x Swamp
4x Grove of the Burnwillows
3x Wasteland
SB 2x Duress
SB 2x Grafdigger's Cage
SB 2x Pyroblast
SB 2x Surgical Extraction
SB 2x Golgari Charm
SB 1x Nihil Spellbomb
SB 1x Maelstrom Pulse
SB 1x Phyrexian Revoker
SB 1x Trinisphere
SB 1x Life from the Loam
I tried out K-Command for the 1st time where I normally play an Ooze, which was underperforming. I also decided to give Top a spin (haha) in place of Sylvan Library.
Trinisphere was SB tech I saw in a list somewhere which looks useful against Omni-Tell. I've been playing it for a little bit now and have been very satisfied with it (hasn't come up in the Omni matchup yet though). Haven't tried Slaughter Games yet but its still on my radar.
There were just over 100 people at the event so it was going to be 7 rounds. My matches went as follows:
Elves (2-1)
Belcher (1-2)
MUD (2-1)
Omni-Tell (2-0)
Reanimator (2-1)
Merfolk (0-2) (Got a game loss for having an SB card in my maindeck, then got boned by an early Back to Basics!)
Omni-Tell (2-1)
Final Record: 5-2
My record was good for 17th place, just out of prizes. I don't know if it was luck or skill, but I came out on top against unfavorable matchups all day. Beating Omni-Tell twice in one event was just absurd. Even in this era of Delve madness Jund is still good, so don't be discouraged from playing it!
Saturday, June 27, 2015
Tournament Report: Buncha Duals 4 with Punishing Jund
Buncha Duals is a long running tournament series held by Die Hard Games in Lincoln, RI, where prizes come in the form of duals and other Legacy goodies. This event was the last Buncha Duals, as the owner of DHG is now all out of duals.
I decided to roll with Jund for this event. I've been a bit down on Aggro Loam since SCG Providence and wanted to mix it up, and the deck honestly felt really strong outside of the Omni-Tell matchup. The 75 I registered was:
There were >90 people so it was a 7-round tournament. I'm pretty tired and have bad notes so I can only give brief details of each match.
Round 1: MUD (2-0)
This is a matchup I run into a lot and am fairly comfortable with. I made some really loose plays, including completely misunderstanding how Coercive Portal works, but managed to pull out the win thanks to the BGx goodstuff.
Round 2: UR Delver (2-0)
Close and interactive games here but I won out. This matchup is actually a lot harder than one might think due to their heavier burn element compared to other Delver decks.
Round 3: UG 12-Post (2-0)
I'd never played against this deck with Jund before, but it seems quite favorable. The discard spells were just really good. I was hoping for some Loam action game 2 but didn't draw it. Props to my opponent's beautiful foiled deck.
Round 4: Omni-Tell (0-2)
I was kind of hoping to dodge this one but that was obviously wishful thinking. At 3-0 the top tables were swarmed with Omni-Tell players.
Round 5: A.N.T. (2-0)
Got there with loads of discard again, plus help from Surgical in game 2.
Round 6: Omni-Tell (0-2)
This matchup is seriously bad. I might need to try Slaughter Games in my board.
Round 7: Affinity Stompy (1-2)
This was a bit of a wacky deck, with stuff like Chalice, Chrome Mox, Stoneforge Mystic, and Myr Enforcer (who is actually really hard to deal with!) The games were interactive and close but I lost out in the end. I was pretty tired and wasn't really playing optimally at this point.
Final Record: 4-3, out of prizes
Not the best finish overall, but not one I'm unhappy with. As I suspected coming in, the deck is quite strong outside of the Omni-Tell matchup, which I'm not sure is fixable. The second Omni-Tell player I lost to was actually a guy from my store, who ended up making Top 8 which was nice. This was the last big event on my calendar before Eternal Weekend in August, my deck choice for which is still undecided. I think it would be really cool to play Punishing Maverick, which I'll probably sleeve up and test for a bit. First, I have to decide on a list though!
I decided to roll with Jund for this event. I've been a bit down on Aggro Loam since SCG Providence and wanted to mix it up, and the deck honestly felt really strong outside of the Omni-Tell matchup. The 75 I registered was:
| Punishing Jund, 6/15 | |
|---|---|
|
|
|
|
There were >90 people so it was a 7-round tournament. I'm pretty tired and have bad notes so I can only give brief details of each match.
Round 1: MUD (2-0)
This is a matchup I run into a lot and am fairly comfortable with. I made some really loose plays, including completely misunderstanding how Coercive Portal works, but managed to pull out the win thanks to the BGx goodstuff.
Round 2: UR Delver (2-0)
Close and interactive games here but I won out. This matchup is actually a lot harder than one might think due to their heavier burn element compared to other Delver decks.
Round 3: UG 12-Post (2-0)
I'd never played against this deck with Jund before, but it seems quite favorable. The discard spells were just really good. I was hoping for some Loam action game 2 but didn't draw it. Props to my opponent's beautiful foiled deck.
Round 4: Omni-Tell (0-2)
I was kind of hoping to dodge this one but that was obviously wishful thinking. At 3-0 the top tables were swarmed with Omni-Tell players.
Round 5: A.N.T. (2-0)
Got there with loads of discard again, plus help from Surgical in game 2.
Round 6: Omni-Tell (0-2)
This matchup is seriously bad. I might need to try Slaughter Games in my board.
Round 7: Affinity Stompy (1-2)
This was a bit of a wacky deck, with stuff like Chalice, Chrome Mox, Stoneforge Mystic, and Myr Enforcer (who is actually really hard to deal with!) The games were interactive and close but I lost out in the end. I was pretty tired and wasn't really playing optimally at this point.
Final Record: 4-3, out of prizes
Not the best finish overall, but not one I'm unhappy with. As I suspected coming in, the deck is quite strong outside of the Omni-Tell matchup, which I'm not sure is fixable. The second Omni-Tell player I lost to was actually a guy from my store, who ended up making Top 8 which was nice. This was the last big event on my calendar before Eternal Weekend in August, my deck choice for which is still undecided. I think it would be really cool to play Punishing Maverick, which I'll probably sleeve up and test for a bit. First, I have to decide on a list though!
Monday, March 16, 2015
Local Legacy: 3/16
Unfortunately I was unable to attend my local Legacy last week. I have decided to lock in 4C Loam for an SCG 5K IQ that is now just over a month away. With that in mind, I decided to play something different this week for the last time before the IQ: Jund.
Here is my "I Can't Believe Its Not Jund" Jund special:
4x Deathrite Shaman
4x Dark Confidant
4x Tarmogoyf
1x Scavenging Ooze
3x Bloodbraid Elf
4x Thoughtseize
2x Lightning Bolt
4x Abrupt Decay
3x Punishing Fire
3x Hymn to Tourach
1x Sylvan Library
4x Liliana of the Veil
4x Verdant Catacombs
4x Marsh Flats
1x Wooded Foothills
3x Badlands
2x Bayou
1x Swamp
1x Forest
4x Grove of the Burnwillows
3x Wasteland
SB 1x Scrubland
SB 2x Ethersworn Canonist
SB 2x Gaddock Teeg
SB 4x Leyline of the Void
SB 2x Red Elemental Blast
SB 1x Krosan Grip
SB 1x Duress
SB 1x Golgari Charm
SB 1x Toxic Deluge
Yes, I have a bit of a problem. Getting away from White all together is nearly impossible for me. While I love Punishing Jund, I'm discouraged from playing it much because, well, the sideboard cards aren't great. Perhaps I should to make a greater effort to get away from my Gaddock Teegs, but it wasn't to be tonight. White cards or not, I gravitate towards playing a bunch of relatively narrow but high impact anti-combo cards in the board for Jund. Jund's fair matchups are good enough that there's no point trying to improve them much.
There were 8 of us so it was a 3-rounder:
Round 1: Goblins (0-2)
Game 1 I was surprised to find myself staring down a T1 Gobin Lackey on the draw. I fortunately had a Deathrite for blocksies, but he removed it and chained Matron into Ringleader into a swarm of little green men.
-1 Liliana, -1 Hymn, +1 Golgari Charm, +1 Toxic Deluge
I punted Game 2. I had a good mix of spells but a combination of weird attacks with Deathrites instead of activating them and jamming a Liliana and going up while I had removal in hand put me in an awkward place. I was a bit light on lands and he cast Goblin Settler targeting one of my Black sources. I used the floating mana to activate Deathrite Shaman instead of cashing in an Abrupt Decay on one of his men. I couldn't cast it for the rest of the game and lost with him at 2 and no spells in either graveyard.
Round 2: MUD (2-0)
Game 1 I had double Thoughtseize for his stuff and men + Liliana cleaned up the leftovers.
+1 Krosan Grip, +1 Toxic Deluge
Game 2 he was on a double mulligan of double Metalworker, Ensnaring Bridge, and lands. I had double Thoughtseize again and elected to take both Metalworkers even though I had a Liliana to answer one of them. He stuck Bridge and I began to amass a small army while having no way to remove it. I was able to keep him from doing stuff (timely Bloodbraid cascading into Hymn) until Liliana went ultimate, but I made bad piles and allowed him to keep Bridge and 2 Ancient Tombs when I could have put Bridge in a pile alone and forced him to take it since he was facing lethal from my 7/8 Tarmgoyfs. I managed to draw a Deathrite Shaman and kill him that way over a few turns instead.
Round 3: Miracles (2-0)
Game 1 he had Countertop but I had a Bob and Ooze in under it. I went for Bloodbraid and he countered both spells, which put creatures in my yard to give me a reasonable clock. Between not drawing many lands and fetching a basic Island to play around Wasteland he was off White mana while I beat him down. He found White and Terminus at 2 life. I had a leftover Liliana which managed to sneak past Countertop and got to ultimate. I went with the old "Lands VS Stuff" piles. He kept lands and I ended him with the Punishing Fire I drew that turn.
-1 Grove, -2 Bolt, -1 Decay, -1 P-Fire, -1 Ooze, -1 Hymn
+1 Scrubland, +2 G. Teeg, +2 REB, +1 Krosan Grip, +1 Duress
Game 2 he had his Top and I saw Clique, Brainstorm, double Terminus, and lands with my T1 Thoughtseize. I took Brainstorm and followed up with another Thoughtseize for one Terminus. I drew Duress next turn and cast it. He cast Brainstorm but I REB'd it, and my Duress snagged his last Terminus. Clique gave me some trouble but I was amassing a board unopposed. He found RIP which shut off my Tarmogoyf and reduced my Shamans to Squires with Pithing Needle to add insult to injury. I had two Deathrites and two Bobs clocking him while he blocked and bounced Clique repeatedly looking for an out. He found Explosives and decided to blow it on 2 to kill my Bobs and Goyf but unlocked my Shamans from RIP, which coupled with a timely Decay on Pithing Needle got there.
Final Record: 2-1. I made some sloppy plays due to my inexperience with the deck but all in all had a good time. I'll find time to play Jund more in the future after the IQ.
Here is my "I Can't Believe Its Not Jund" Jund special:
4x Deathrite Shaman
4x Dark Confidant
4x Tarmogoyf
1x Scavenging Ooze
3x Bloodbraid Elf
4x Thoughtseize
2x Lightning Bolt
4x Abrupt Decay
3x Punishing Fire
3x Hymn to Tourach
1x Sylvan Library
4x Liliana of the Veil
4x Verdant Catacombs
4x Marsh Flats
1x Wooded Foothills
3x Badlands
2x Bayou
1x Swamp
1x Forest
4x Grove of the Burnwillows
3x Wasteland
SB 1x Scrubland
SB 2x Ethersworn Canonist
SB 2x Gaddock Teeg
SB 4x Leyline of the Void
SB 2x Red Elemental Blast
SB 1x Krosan Grip
SB 1x Duress
SB 1x Golgari Charm
SB 1x Toxic Deluge
Yes, I have a bit of a problem. Getting away from White all together is nearly impossible for me. While I love Punishing Jund, I'm discouraged from playing it much because, well, the sideboard cards aren't great. Perhaps I should to make a greater effort to get away from my Gaddock Teegs, but it wasn't to be tonight. White cards or not, I gravitate towards playing a bunch of relatively narrow but high impact anti-combo cards in the board for Jund. Jund's fair matchups are good enough that there's no point trying to improve them much.
There were 8 of us so it was a 3-rounder:
Round 1: Goblins (0-2)
Game 1 I was surprised to find myself staring down a T1 Gobin Lackey on the draw. I fortunately had a Deathrite for blocksies, but he removed it and chained Matron into Ringleader into a swarm of little green men.
-1 Liliana, -1 Hymn, +1 Golgari Charm, +1 Toxic Deluge
I punted Game 2. I had a good mix of spells but a combination of weird attacks with Deathrites instead of activating them and jamming a Liliana and going up while I had removal in hand put me in an awkward place. I was a bit light on lands and he cast Goblin Settler targeting one of my Black sources. I used the floating mana to activate Deathrite Shaman instead of cashing in an Abrupt Decay on one of his men. I couldn't cast it for the rest of the game and lost with him at 2 and no spells in either graveyard.
Round 2: MUD (2-0)
Game 1 I had double Thoughtseize for his stuff and men + Liliana cleaned up the leftovers.
+1 Krosan Grip, +1 Toxic Deluge
Game 2 he was on a double mulligan of double Metalworker, Ensnaring Bridge, and lands. I had double Thoughtseize again and elected to take both Metalworkers even though I had a Liliana to answer one of them. He stuck Bridge and I began to amass a small army while having no way to remove it. I was able to keep him from doing stuff (timely Bloodbraid cascading into Hymn) until Liliana went ultimate, but I made bad piles and allowed him to keep Bridge and 2 Ancient Tombs when I could have put Bridge in a pile alone and forced him to take it since he was facing lethal from my 7/8 Tarmgoyfs. I managed to draw a Deathrite Shaman and kill him that way over a few turns instead.
Round 3: Miracles (2-0)
Game 1 he had Countertop but I had a Bob and Ooze in under it. I went for Bloodbraid and he countered both spells, which put creatures in my yard to give me a reasonable clock. Between not drawing many lands and fetching a basic Island to play around Wasteland he was off White mana while I beat him down. He found White and Terminus at 2 life. I had a leftover Liliana which managed to sneak past Countertop and got to ultimate. I went with the old "Lands VS Stuff" piles. He kept lands and I ended him with the Punishing Fire I drew that turn.
-1 Grove, -2 Bolt, -1 Decay, -1 P-Fire, -1 Ooze, -1 Hymn
+1 Scrubland, +2 G. Teeg, +2 REB, +1 Krosan Grip, +1 Duress
Game 2 he had his Top and I saw Clique, Brainstorm, double Terminus, and lands with my T1 Thoughtseize. I took Brainstorm and followed up with another Thoughtseize for one Terminus. I drew Duress next turn and cast it. He cast Brainstorm but I REB'd it, and my Duress snagged his last Terminus. Clique gave me some trouble but I was amassing a board unopposed. He found RIP which shut off my Tarmogoyf and reduced my Shamans to Squires with Pithing Needle to add insult to injury. I had two Deathrites and two Bobs clocking him while he blocked and bounced Clique repeatedly looking for an out. He found Explosives and decided to blow it on 2 to kill my Bobs and Goyf but unlocked my Shamans from RIP, which coupled with a timely Decay on Pithing Needle got there.
Final Record: 2-1. I made some sloppy plays due to my inexperience with the deck but all in all had a good time. I'll find time to play Jund more in the future after the IQ.
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