Thursday, March 7, 2013
Explore - My Junk
Hello to attendees of the Colosseum. Today, here within Phyrexian Arena, we are proud to feature a special pit fighter. A champion's champion made to defeat the Standard minotaurs, werewolves, vampires, and beasts in the glorious art of combat. We present a deck that is not afraid to bite it's thumb against the supreme verdict of the emperor. Behold the mighty. The legendary. The one. The only; Junk!
A pit fighter of epic proportions... |
Creatures
2 Frontline Medic
4 Loxodon Smiter
2 Disciple of Bolas
4 Restoration Angel
2 Obezedat, Ghost Council
4 Thragtusk
2 Angel of Serenity
Sorcery
4 Farseek
Instant
3 Abrupt Decay
3 Orzhov Charm
Planeswalker
2 Liliana of the Veil
2 Garruk Relentless
1 Garruk, Primal Hunter
Land
4 Overgrown Tomb
4 Godless Shrine
4 Isolated Chapel
4 Woodland Cemetery
3 Temple Garden
2 Sunpetal Grove
2 Cavern of Souls
2 Vault of the Archangel
Sideboard
2 Tragic Slip
3 Rest in Peace
2 Lingering Souls
2 Centaur Healer
1 Trostani, Selesnya's Voice
2 Sever the Bloodline
2 Sigarda, Host of Herons
1 Angel of Serenity
It is a creation that illustrates diversity, effectiveness, power, and Farseek. Because, in all honesty, Farseek may be the most important spell in Standard, and while Jund may be the best Farseek deck, this one is a close second. With that in mind, let us take a moment to brave new waters, and figure out why we would want to play the second best Farseek deck in the format.
Before we begin though, I would like to state that I believe Jund to be one of the four best decks in the format (the other three being Flash, Esper Control, and Naya Blitz - But that is an article for another day). It is filled with consistently powerful cards that all have a major impact on the game. Jund does not dance around. It swings a big hammer and knocks down whatever may be in it's path.
Guess who else swings a comparably large hammer...
Not my only hammer... |
The one drops:
This is midrange. We do not love those one drops.
The two drops:
Farseek
I have stated that I feel Farseek is probably the most important spell in Standard. It is certainly the most important green spell. Thragtusk is certainly a better card, but it is irrelevant if the game ends before the first moo-cow is cast. The aggressive decks in Standard are lightning quick, and unforgiving to decks that are unable to interact early and often. Farseek helps reach the ultimate end game of the Thragtusk decks in Standard, and Thragtusk is about the biggest game available when trying to stymie a rush strategy.
Abrupt Decay
Boros better recognize. Yes, I am sick of the joke too, but the reason that Abrupt Decay has seen a surge in play is because of Boros Reckoner. The fact that it performs crowd control against the rest of the aggressive creatures in the format is merely icing on the cake. Getting to nab the occasional Detention Sphere or Liliana of the Veil only helps solidify the position of Abrupt Decay as premier removal in Standard.
Orzhov Charm
Orzhov Charm is one of the primary reasons that I decided to try out white in the deck, and it does not disappoint. This particular iteration of Junk does not take advantage of the reanimate mode, but it could be altered to support Arbor Elf or Deathrite Shaman to further increase utility. However, the removal, and, surprisingly, the bounce modes of Orzhov Charm are excellent. Being able to answer any non-hexproof, and let me stress the importance of any non-hexproof, creature for two mana and and life is a bargain in comparison to most of the removal in Standard. The bounce mode allows for re-buys on value creatures, and saving a creature in a pinch from removal. Also, returning Angel of Serenity in response to her "enters the battlefield" trigger is the best feeling ever.
The three drops:
Frontline Medic
I imagine this card is getting the most looks, as it seems out of place. Traditionally, a card like Frontline Medic is much better in a deck that is playing one and two drop creatures hyper aggressively, topping the rush off with the indestructable keyword. That is not what Frontline Medic is doing in Junk. Frontline Medic is insurance against Bonfire of the Damned and Sphinx's Revelation, with the added battalion trigger thrown in for good measure. This deck is weak to Sphinx's Revelation, much like every other midrange deck in Standard, so I wanted something to help against it. Bonfire of the Damned is less of a concern, as the high toughness of the majority of the creatures in Junk makes non-miracle Bonfire's largely ineffective. Also, being a 3/3 is relevant against the constant stream of three or less toughness critters in Standard. Finally, triggering battalion with Frontline Medic and activating Vault of the Archangel is grotesque.
Where Frontline Medic assist with handling early drops, Loxodon Smiter excels at it. Junk is geared towards handling the mid game. In order to handle the mid game though, we have to get there. Luckily, our favorite ELE-PHAT is on the scene, and it's hammer time. Additionally, Loxodon Smiter helps out against an opposing Liliana of the Veil, or Rakdos's Return. If none of that is happening, feel free to swing a sledgehammer faster than Triple H in a steel cage.
Liliana of the Veil
Let me cut to the chase. Liliana of the Veil is the second best planeswalker ever printed. She is a cross format all star, and while nowhere close to the power level of Jace, the Mindsculptor, she is still amazing. In Junk, Liliana serves the role of disruption against control, and removal against aggro. She is not great against aggressive decks, but killing a creature and absorbing a hit for two or three damage is normally a good enough deal. If the game plays out against where Liliana gets multiple activations, then it is really hard to lose. Against control, the object should be to tick up Liliana of the Veil and threaten her ultimate ability. Standard control decks are hungry for mana in order to utilize Sphinx's Revelation, and cutting those resources in half can be backbreaking. As a cross between disruption and board control, Liliana of the Veil is one of the best options available.
The four drops:
Restoration Angel
Restoration Angel should not need too much explanation to anyone familiar with the card, but I will elaborate for those that are not. Restoration Angel is an efficient, evasive threat that pressures control due to her flash ability. She is a great defensive measure against removal, and when combined with other creatures with "enters the battlefield" effects, Restoration Angel can create indomitable on board scenarios.
Garruk Relentless
Planeswalkers offer consistent board presence that pressure the opponent at the cost of a minimal investment. Garruk Relentless presents a stream of creatures, or potential removal on his day side. When he converts into his Veil-Cursed form, Garruk becomes a tutor engine that creates less aggressive, but not insubstantial tokens. Even though it never really ultimates, it is another threat that the opponent has to consider. However, the foremost reason that Garruk Relentless is in the deck, is to preempt Garruk, Primal Hunter from other midrange green decks.
Disciple of Bolas
Now we are getting the really interesting part of the deck. Disciple of Bolas is not setting the multiverse on fire with format altering power. It does, nonetheless, provide massive card advantage out of nowhere. The life gain is helpful as well, as this deck runs eleven shocklands and three Orzhov Charm. Since we are eschewing multiple Garruk, Primal Hunter for curve reasons, the Disciple fit a need at the proper spot in the curve. Disciple of Bolas also can create some insane situations with Restoration Angel.
The five drops:
Thragtusk
When M13 was released, Thragtusk was called a Delver foil. Over time, I believe Thragtusk has become a necessary evil. The card is incredibly potent, but, honestly, without the moo-cow, green midrange would be borderline unplayable. The aggressive decks are far to fast, and have more reach than past incarnations. While Wolfir Silverheart is great at stopping the board up, it matters very little if against four creatures backed up by Searing Spear against sub five life totals. Without Thragtusk, I, honestly, do not believe that green midrange decks could actually reliably get the game state into the mid level against the aggressive decks in Standard. So, since we need to get to the later stages of the game, I have employed Thragtusk. It is great for extending the game to the point where the later drops can take over, which is exactly what Junk is trying to do.
Somebody called? |
Until I started playing around with the Junk list, I had never actually cast an Obzedat, Ghost Council. I have had it cast against me, and it is exceedingly annoying to try and play against. However, casting Obzedat is otherworldly (zing!). The ghost with the most crushes control strategies relying on sorcery speed sweepers against creature decks. Beetlejuice also creates unfavorable racing situations that other midrange decks struggle to compete with. Finally, the continuous life sapping and large ethereal body present a difficult obstacle for aggressive decks to bypass. I actually want a third in the deck, but the five mana slot in the deck is positively jam-packed.
The theme of Junk is redundancy, so why not throw down with the Beastmaster himself. Garruk, Primal Hunter is wonderful in the Junk deck as a multifaceted threat. Being able to generate large bodies, and draw massive amounts of cards is precisely the sort of threat that Junk is looking to present. Regardless, the mana cost on Primal Hunter is prohibitive, and he does still cost five mana. This is another card that I have seriously considered adding another copy of, but I want to make sure that we can actually consistently interact with other decks early enough for it to matter.
The six drops:
Move along. Nothing to see here.
The seven drops:
Angel of Serenity
Somehow, someway, the world has forgotten about Angel of Serenity. Facing down Angel of Serenity is like getting smacked across the face with a Singapore cane. Standard games often devolve into top deck wars, and there is nothing that swings a game like an Angel of Serenity. Where Jund decks look to cards like Staff of Nin, Underworld Connections, and Garruk, Primal Hunter for card advantage in the attrition matches. Blue and white decks look to Sphinx's Revelation to seal the deal. Junk is looking to start a loop of nonstop Angels. Symmetrical sweepers are not really what Junk wants to be playing, since playing creatures are how we progress the boards state. Yet, the ability to toss a seven mana Plague Wind / Ancestrall Recall with a 5/6 flying body attached onto the table is perfectly acceptable when trying to shore up the game.
The lands:
Other than the lack of any basic lands, not too much to say here. I did not feel that basic lands were really necessary, since there is not any reason to fear Ghost Quarter, as it is mostly terrible. Cavern of Souls almost always name Spirit or Angel. Vault of the Archangel is meant to extend the game further against aggressive decks.
The sideboard:
Tragic Slip
The Mario Kart banana peel is brought in against aggressive decks and anything with Falkenrath Aristocrat. Remember, Junk is trying to get the five mana mark to start dropping bombs. We just need to play enough early cards to make sure that we get there. Tragic Slip also has added value with the morbid keyword of being able to take down most any creature.
Rest in Peace
Reanimator decks exist, and I just don't want to play around. Make the deck cast a bunch of crummy Angel of Glory's Rise with no humans in the graveyard. There is some merit to bringing one or two in against Snapcaster decks as well. But seriously, who am I kidding? It is entirely to smash Reanimator.
Lingering Souls
The best spectral air assault that five mana can buy comes in against control decks. Lingering Souls makes the control player commit a sweeper with minimal commitment. It can also be useful in attrition heavy matches, though it is decidedly average against Jund due to their access to Bonfire of the Damned and Mizzium Mortars.
Centaur Healer
Continuing the theme of staying alive until the mid game, Centaur Healer is a meatshield that only has one reason for seeing print in this world; stall the game one more turn. Being able to buddy up with Restoration Angel for an extra Healing Salve is handy, and on curve. Centaur Healer is unexciting, but effective at executing a singular purpose.
Trostani, Selesnya's Voice
Now we are getting saucy. Trostani, Selesnya's Voice is our Rhox Faithmender. While the Buddhist elephant has become something of a staple for white decks against aggressive strategies, it does not actually help in killing the opponent. Trostani, in the mean time, has no qualms with extending the game, and accelerating inevitability. It also can dominate a midrange match up by allowing Junk create an army without actual spending too many cards from hand.
Sever the Bloodline
Sever the Bloodline is great against other midrange decks that are relying on the four mana or better drops to win the game. There is added incentive to lower the curve against aggressive decks by bringing in one of these as well. I do not bring two in against the aggressive decks though, as the sorcery speed can hinder more than help. Also, Olivia Voldaren must die.
Sigarda, Host of Herons
When playing against Jund, and Flash decks, ask what they can about Sigarda, Host of Herons. She comes in under Rakdos's Return most of the time to, and other than Olivia being an inconvenient speed bump, I am not sure how Jund answers her. Having a 5 toughness means a late game Bonfire is necessary, and by then, who knows what sort of damage Sigarda has wrought. Flash typically plays Supreme Verdict out of the Board, but against midrange bringing in Verdict often causes a lot of collateral damage for Flash. Junk is not looking to flood the board with a bunch of one, two, and three drops, and the later game creatures are resilient to sweepers, so Flash has no reason to bring them in. Also, siding into sweepers infers the destruction of their own assorted Boros Reckoners, Restoration Angels, Augur of Bolas, and Snapcaster Mages, which is difficult for Flash to win without.
Angel of Serenity
The last of the midrange / control sideboard cards is essential the Junk deck's Staff of Nin. More and more midrange decks are adopting Staff of Nin in order to keep the haymakers rolling from the top of the deck. I elected to increase the chances of creating an Angel of Serenity loop in matches where both decks are playing for a long game.
Alright kids, that wraps up this week's Explore. All in all, I feel like Junk has the tools available to compete in Standard, and it is only a matter of time before it starts showing up on top tables with regularity. There are just way too many powerful cards available in green, white, and black to keep a good Junk down.
As always, thank you for reading.
Jeremy Skelton
@peeps_champ
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- Phyrexian News - An Addition To The Lineup
- Skullcrack - "...or eat someone else's!"
- Yawgmoth's Agenda - YMTC: Enlightened Tutor
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Okay, playing around with this a bit, I've cut Liliana from the deck, and replaced her with one Primal Hunter, and one Sorin. I need to tinker with the board to make it better against, control, but padding the four drop slot was much needed.
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