You might not know what Haunted Fengraf does, so click to the left.
I ditched Urborg, Tomb of Yawgmoth to try this card (Urborg, ToY never fixed mana as well as it said it would), and it hasn't failed me too much...yet. I've found that Jund generally plays few enough creatures to turn its activated ability into "Return target creature card from your graveyard to your hand" or at least be a coin flip for Goyf versus Bloodbraid Elf. The fact it returns creature cards to your hand makes its retrieving BBE that much better. Besides, we play Bob (who's every other card in our deck) and BBE (who's one other good card in our deck); I'm sure Jund can put up with a little bit more variance.
Of course, it may ETB untapped but it doesn't produce coloured mana, and manlands or even Tectonic Edge (sometimes, I've found that Jund wants LD not named Fulminator Mage) may be a better use for the slot. Thoughts?
Nice idea but not practical in my opinion. Jund is notorious for having a greedy manabase. Adding colorless lands isn't a good idea unless you plan to play more lands in your deck to make up for it.
I myself play 2 colorless lands. They're ghost quarters which serve a much higher purpose than getting a guy back. I also play 25 land also. Getting back a guy is cool but not as important as not auto losing/geting hurt by certain lands that give us trouble. Imeria in the life deck, the urza's lands in tron, nexi in affinity, several manlands in every deck, riptide lab and moaning well in shackles.deck with snapcaster and clique, and countless others im sure. The other thing is against some of these decks, like tron for example, we have no way to interact with their lands. So if they happen to have tron in hand and a sundering titan, Karn, or something nasty like that we cant do a lot. Not to mention Eye of Ugin.
I agree with land destruction of some sort. A land slot is good. A few more maybe in board and hand destruction will carry us to victory. A deck with that land and fulminator may have some potential.
If I ever wanted to add colorless lands to my jund list it would either be tectonic edge for land destruction or kessig-wolf-run as a brutal late-game card. If it said return target creature, it would probably be very good in the sideboard against control decks to grab bbe. As is, the randomness pretty much kills it.
Nice idea but not practical in my opinion. Jund is notorious for having a greedy manabase. Adding colorless lands isn't a good idea unless you plan to play more lands in your deck to make up for it.
I myself play 2 colorless lands. They're ghost quarters which serve a much higher purpose than getting a guy back.
Jund is really greedy, even having played blood moon or magus of the moon played against us is really ****ty, even though we're already using mountains. I really don't like haunted fengraf. Not only is it colorless but it's a bit too pricey for me anyway when I could be using that mana to play stuff out of my hand. If I'm going to get something out of my graveyard I'm going to choose what I want.
Secondly, if you're gonna run land destruction, I'd say tec edges are a bit better.
Jund is really greedy, even having played blood moon or magus of the moon played against us is really ****ty, even though we're already using mountains. I really don't like haunted fengraf. Not only is it colorless but it's a bit too pricey for me anyway when I could be using that mana to play stuff out of my hand. If I'm going to get something out of my graveyard I'm going to choose what I want.
Secondly, if you're gonna run land destruction, I'd say tec edges are a bit better.
I can agree except with tech edge. In a control deck that can keep decks like tron or affinity from from exploding tech edge is superior for sure. In jund it is not. The four land handicap can and will lose you some games. When tron plays a talisman and tron with only three land and windmill slams a 8 drop on you when you have tech edge you will feel silly. Affinity is the same. They tend not to have many lands in play 2-3 and a mox. During which they may go all in on an inkmoth with only three land in play and your tech edge will sit there while they fly over for the win. Ghost quarters doesn't care about this and can hit basics too. Control can stall the game to get to a later part of the game when tech edge is usable but jund can't do it as well. Ghost quarters is better in jund, I guarantee it.
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I ditched Urborg, Tomb of Yawgmoth to try this card (Urborg, ToY never fixed mana as well as it said it would), and it hasn't failed me too much...yet. I've found that Jund generally plays few enough creatures to turn its activated ability into "Return target creature card from your graveyard to your hand" or at least be a coin flip for Goyf versus Bloodbraid Elf. The fact it returns creature cards to your hand makes its retrieving BBE that much better. Besides, we play Bob (who's every other card in our deck) and BBE (who's one other good card in our deck); I'm sure Jund can put up with a little bit more variance.
Of course, it may ETB untapped but it doesn't produce coloured mana, and manlands or even Tectonic Edge (sometimes, I've found that Jund wants LD not named Fulminator Mage) may be a better use for the slot. Thoughts?
I myself play 2 colorless lands. They're ghost quarters which serve a much higher purpose than getting a guy back. I also play 25 land also. Getting back a guy is cool but not as important as not auto losing/geting hurt by certain lands that give us trouble. Imeria in the life deck, the urza's lands in tron, nexi in affinity, several manlands in every deck, riptide lab and moaning well in shackles.deck with snapcaster and clique, and countless others im sure. The other thing is against some of these decks, like tron for example, we have no way to interact with their lands. So if they happen to have tron in hand and a sundering titan, Karn, or something nasty like that we cant do a lot. Not to mention Eye of Ugin.
I agree with land destruction of some sort. A land slot is good. A few more maybe in board and hand destruction will carry us to victory. A deck with that land and fulminator may have some potential.
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Jund is really greedy, even having played blood moon or magus of the moon played against us is really ****ty, even though we're already using mountains. I really don't like haunted fengraf. Not only is it colorless but it's a bit too pricey for me anyway when I could be using that mana to play stuff out of my hand. If I'm going to get something out of my graveyard I'm going to choose what I want.
Secondly, if you're gonna run land destruction, I'd say tec edges are a bit better.
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I can agree except with tech edge. In a control deck that can keep decks like tron or affinity from from exploding tech edge is superior for sure. In jund it is not. The four land handicap can and will lose you some games. When tron plays a talisman and tron with only three land and windmill slams a 8 drop on you when you have tech edge you will feel silly. Affinity is the same. They tend not to have many lands in play 2-3 and a mox. During which they may go all in on an inkmoth with only three land in play and your tech edge will sit there while they fly over for the win. Ghost quarters doesn't care about this and can hit basics too. Control can stall the game to get to a later part of the game when tech edge is usable but jund can't do it as well. Ghost quarters is better in jund, I guarantee it.