[Modern] Burn Vs. Jund
Would it be possible to get some extra info on this matchup. I have read alot of guides and sideboard articles. I wanted to know if anyone had anything to add?
Posted Sep 29, 2019, 8:53 PM UTC
Would it be possible to get some extra info on this matchup. I have read alot of guides and sideboard articles. I wanted to know if anyone had anything to add?
Posted Sep 29, 2019, 8:53 PM UTC
It's kind of just a topdecking war, and we should be favored. Definitely bring in your skullcracks cuz the only way they can beat you is with some incidental lifegain unless they have a nut hand of goyf + 2 IoK. Some people board out all twelve creatures to make their removal dead which you can experiment with. I prefer to leave in 4-8 depending on play/draw. Don't hold on to your spells if you can avoid it because they will try to put you under the Liliana lock and if you discard 2-3 actual burn spells to Liliana that's pretty bad. Bring in paths too, if you can make them stall without a threat the topdecking war will be won by the burn player eventually.
I have been taking out 4 guide and 1 spear. I have been putting in 3 path and 2 molten rain. I have been doing as you mentioned but am still having a hard time. The too deck war is familiar. I main 2 skullcracks.
I always bring in Path and Skullcrack but you should be able to beat Jund most of the time. I agree to ignore Walkers. Watch out for sideboard "Weather the Storm"!
https://www.youtube.com/watch?v=ia0d9gnQYAY Hope that helps
Board in Skullcracks. I don’t like Path in the matchup since they’ll just take it before playing a target. Risk Factor’s really good if you’re running it, as is Leyline of Combustion.
I like to board out Swiftspears on the draw to make topdecking better, and give Scooze fewer targets. They have so much removal, your one-drops often die before connecting unless they’re tapped out. Ignore Wrenn & 6, them replaying fetches is actively good for you since they pay life every time they crack one. Ignore Liliana for the most part. Searing blaze isn’t great since you’re relying on land drops, but it’s not as bad as it once was if they’re playing Scooze, BBE, Tracker, Goyf. Basically just jam your hand until you’re hellbent and hope you draw well, honestly
Right now I am taking out guides and a spear and putting in 3 path and 2 molten rain. I take out guides over Spears because I don't want to get them lands. I figure path I good for tarma. The rain can help Jill certain lands to prevent them from either ooze, lily, or elf.
I main 2 cracks. Searing blaze is so bad early game. I do ignore lily and six.
I like Guides in over Spears since it always hits for 2, which is nicer if they’re dumb and don’t hold up a blocker or removal while too decking. Molten Rain is interesting but is really just a Shock with Wrenn and 6 in. And it costs 3 and can clog up your curve
Defenitely cut swifties instead. Guide represents more damage and is a slightly better topdeck as well.