Except for mahomotis, serendib efreets, mijaes (I think that's the one
sill in print...), bottlebeasts (bottle of suleiman), ....
It does take care of the juzams and ernhams quite nicely, though!
MB
Wanna see me blow bubbles with my spit?
And a few other cards:
Whirling Dervish
White Knight
Sorceress Queen
Royal Assassin (Yes, they're out there still)
And a few common combos I've seen regularly in tourneys for anti-djinn work:
Meekstone + Icy Manipulator/Kismet
Kird Ape + Giant Growth
Elvish Archers + Lightning Bolt/Giant Growth
:
:
: --
: The truth is you're the weak. And I'm Robert S. Hahn
: the tyranny of evil men. But I'm trying. ha...@panix.com
: I'm trying real hard to be a shepherd. rsh...@is.nyu.edu
: - Jules, _Pulp Fiction_
- Steve - sl7...@u.cc.utah.edu
: :
: : Spirit Link
: : Swords to Plowshares
: : Maze of Ith
: : Paralyze
: : Unsummon (usually, one Dark rituals or uses a Black Lotus for the Djinn)
: : Control Magic
: : Moat
: : CoP: Black
: : Forcefield
: : Any regenerating blocker.
: And a few other cards:
: Whirling Dervish
: White Knight
: Sorceress Queen
: Royal Assassin (Yes, they're out there still)
: And a few common combos I've seen regularly in tourneys for anti-djinn work:
: Meekstone + Icy Manipulator/Kismet
: Kird Ape + Giant Growth
: Elvish Archers + Lightning Bolt/Giant Growth
Also try merseine, its got ads & disads vs paralyze, but when your
opponent uses discardable mana makers and needs specific colors this can
be nasty. You'll keep his creature off your back and make him spend
specific colored mana to untap his creature.
--
@==&----------
David Urbanek
urb...@peruvian.cs.utah.edu
David....@m.cc.utah.edu
: Also try merseine, its got ads & disads vs paralyze, but when your
: opponent uses discardable mana makers and needs specific colors this can
: be nasty. You'll keep his creature off your back and make him spend
: specific colored mana to untap his creature.
The problem is that Merseine is 2UU -- by the time you get enough mana for
it, that first turn Juzam has probably killed you. Otherwise, a good
anti-Djinn card, to be sure.
-rsh
Merseine is too slow, not to mention you can cast Control Magic for 2UU, so
why use Merseine? Its advantages over Control Magic is neglibible.
- Steve - sl7...@u.cc.utah.edu
At last an intelligent use for the Juzam Djinn. I absolutely agree that it's
best used to force your opponent to scramble to kill it.
: -rsh
:
: --
: The truth is you're the weak. And I'm Robert S. Hahn
: the tyranny of evil men. But I'm trying. ha...@panix.com
: I'm trying real hard to be a shepherd. rsh...@is.nyu.edu
: - Jules, _Pulp Fiction_
- Steve - sl7...@u.cc.utah.edu
Put Spirit Link on it. Costs only one white mana so you can easily
play this one in your first turn. As an extra bonus you get one life
during each of his upkeeps and he suffers one damage from his useless
Djinn. For those who have never seen Spirit Link: it's a Legend
uncommon, casting cost one white mana: [enchant creature] For
every point of damage target creature does you gain one life.
Derk
: : Put Spirit Link on it. Costs only one white mana so you can easily
: : play this one in your first turn. As an extra bonus you get one life
: : during each of his upkeeps and he suffers one damage from his useless
: : Djinn. For those who have never seen Spirit Link: it's a Legend
: : uncommon, casting cost one white mana: [enchant creature] For
: : every point of damage target creature does you gain one life.
: In all seriousness, a Juzam Djinn deck that plays without Disenchant is
: just asking to be killed. Spirit Link, Control Magic, Meekstone... these
: are just too dangerous to not have Disenchants in a deck with Juzams.
Spirit link is _not_ the bane of Djinn decks, nor do they need it. With a
strong card denial suit, which is what every Djinn deck wants to go with
it's djinns, it can be getting through with some of it's Djinns despite
a white/blue card per card defense. And you
don't need Disenchant to kill control magics, though they don't hurt, you
need Control magics of your own.
Meekstone, Abyss (not Kismet and not Icy) and City of Brass are
what a Djinn deck needs Disenchants for. And they are the ways to stop a
Djinn deck, not StP, or SpL. Swords to Plowshares, Icy MAnipulator and
Spirit Link are _all_ one card to kill one Djinn, with card denial the
Djinn deck will get more Djinns than you have Djinn stoppers and kill
you, and generally, if you expect to kill the Djinn deck ever, he will be
able to outrace your single card Djinn stoppers without resorting to card
denial. Oh yeah, Moat works all right to. King Suleimein is as pitiful as
Karma, he's one card to kill avg. 1.75 djinns, he costs 2 mana, and he
doesn't
kill any djinns the turn he comes out (the main drawback). And every djinn
deck has, as I
said, control magics, lightning is not necessarry. Anyway, Djinn decks need
some Trainquilities,
and four disenchants/white multilands in their _sideboard_. In the early
rounds of a tournament, and against many pitiful attempts to stop Djinn
decks like SpL, disenchants and white mana just get in the way, and in the
later
rounds disenchants and tranqs are not totally necessarry (it is entirely
possible, I've done it many times, to speed right through even the best
tournament lock decks, with their lock working in partial or in
full, though I don't want to rely on it), but they certainly
help. Also, every Djinn deck needs Mana Birds (white mana _and_ abyss
food). Taking all of this into account, this is the newer version of my
Djinn deck I just made which is more successful in evading lock decks.
Black
Four Juzam Djinn, Four Hymn to Toe Rach, Four Hypnotic Spectre,
Four Dark Ritual, Two Sorceress Queen, Mind Twist, Demonic Tutor.
Blue
Time Walk, Ancestral Recall, Four Control Magic, Four Serendib Efreet.
Green
Four Mana Birds, Four Ernham Djinn, Regrowth.
Artifacts
Black Lotus, Mox Pearl, Mox Ruby, Mox Saphire, Mox Jet, Sol Ring.
Land
Four Underground Sea, Four Tropical Island, Four Bayou, Two
Cities of Brass, Library of Alexandria.
Sideboard
Scrubland, Four Disnechants, Trainquility, Four Blue Elemental
Blasts, Two Su-Chi, Steal Artifact, Two Concordant Crossroads.
Um.... was there anyone's comments whom I forgot to comment on?
Oh yeah!, white weenies. A white knight is one card to stop one _Juzam_
djinn, and only juzams, and you aren't gonna bring it out on your first
turn. Forgive me for not trembling. White weeny decks have never stopped
_any_ serious tournament strategy, arty creatureless decks eat them alive
(cowardly little worms with abysses and balances and stasi etc), because
white weeny decks are _slow_. Juzam decks are barely fast enough to be
doable, and white weeny doesn't have even half their speed.
All hail the tucans of the black dawn, evil mana birds.
-Gha...@Uclink.Berkeley.Edu
> In all seriousness, a Juzam Djinn deck that plays without Disenchant is
> just asking to be killed. Spirit Link, Control Magic, Meekstone... these
> are just too dangerous to not have Disenchants in a deck with Juzams.
Hrm...I've been watching this thread for some time now and I feel its
time to offer my 2 cents.
I used to play disenchants in my Juzam deck but have recently removed
them. The problem I've had is that if you draw one or two of them on your
opening hand, they work against the only real advantage of the Juzam Deck,
speed. Though I think they are great cards, Disenchants tended to clutter
my deck. Also, disenchants are exclusively responsive, that is, you need
to wait until something's done to use them. This, imo, goes against the
aggressive posture all Djinn players should adopt.
The best alternative I could find was using boomerangs. Since most
Djinn decks I've seen use blue anyway, they shouldn't be too hard to add
in. They not only remove pesky things like meekstone, spirit link and
control magic (by boomeranging the djinn and not the enchantment) but they
also can be used to save a djinn from direct damage that disenchants
can't. Also, they move djinn blockers out of the way for at least a round.
There is almost always something you can boomerang to your advantage,
while disenchant isnt quite so versatile. Anyway, they have seemed to
me a better way to go.
Jason
: Juzam Djinn on the first turn, but it's another story altogether to be
: looking at a Spirit Linked Juzam Djinn on turn 2, and blocking it with a
: Tundra Wolves. So you don't take 5, but your opponent is suddenly at 24.
You mean 25, right?! Or.. where do you lose the life?
-- Sonny
: Spirit link is _not_ the bane of Djinn decks, nor do they need it. With a
Really? So what do you do when the opponent links your Djinn, effectively
gaining a life every turn?
: Meekstone, Abyss (not Kismet and not Icy) and City of Brass are
: what a Djinn deck needs Disenchants for. And they are the ways to stop a
Really? Last I checked, you needed a Sinkhole, Stone Rain, Strip Mine, Ice
Storm, or some such thing to take care of the city of Brass.
And quite honestly, I would _much_ rather my opponent get out a Meekstone
than a Spirit Link on my Djinn. At least he's not gaining at my expense.
: Black
: Four Juzam Djinn, Four Hymn to Toe Rach, Four Hypnotic Spectre,
: Four Dark Ritual, Two Sorceress Queen, Mind Twist, Demonic Tutor.
You only have 9 denial cards, out of which most tourney decks could handle
4 (Bolt-bait, etc.), and 4 take care of 2 cards & requires 2 black mana.
Not a winning combination, in my book.
: Blue
: Time Walk, Ancestral Recall, Four Control Magic, Four Serendib Efreet.
Those Control Magics would be useful against a creatureless/energy deck.
: Green
: Four Mana Birds, Four Ernham Djinn, Regrowth.
: Artifacts
: Black Lotus, Mox Pearl, Mox Ruby, Mox Saphire, Mox Jet, Sol Ring.
: Land
: Four Underground Sea, Four Tropical Island, Four Bayou, Two
: Cities of Brass, Library of Alexandria.
I'm amazed that you don't get mana-screwed on a regular basis. I count
only 18 continuous color-mana sources that can't be terrored/bolted/etc.
(i.e., birds). I run into problems sometimes with 24 continuous
sources....
Question: How do you defend against another Juzam deck, what with all the
Ernham Djinn's you have giving their Djinn's forestwalk, etc?
Juzam Djinn does 1 damage to controller during their upkeep. 20 from
turn 1, -1 from upkeep, +5 from Tundra Wolf mutilation.
: -- Sonny
: : Spirit link is _not_ the bane of Djinn decks, nor do they need it. With a
: Really? So what do you do when the opponent links your Djinn, effectively
: gaining a life every turn?
Make another Djinn (and another, and another) and hit him with them. And
effectively nothing, he _gains_ one life a turn, don't use unneeded adverbs.
: : Meekstone, Abyss (not Kismet and not Icy) and City of Brass are
: : what a Djinn deck needs Disenchants for. And they are the ways to stop a
: Really? Last I checked, you needed a Sinkhole, Stone Rain, Strip Mine, Ice
: Storm, or some such thing to take care of the city of Brass.
Sorry, that should have been City in a Bottle.
: And quite honestly, I would _much_ rather my opponent get out a Meekstone
: than a Spirit Link on my Djinn. At least he's not gaining at my expense.
No, because a meekstone "kills" all my Djinns, not just one.
: : Black
: : Four Juzam Djinn, Four Hymn to Toe Rach, Four Hypnotic Spectre,
: : Four Dark Ritual, Two Sorceress Queen, Mind Twist, Demonic Tutor.
: You only have 9 denial cards, out of which most tourney decks could handle
: 4 (Bolt-bait, etc.), and 4 take care of 2 cards & requires 2 black mana.
: Not a winning combination, in my book.
Most tourney decks can handle anything, that doesn't necessarilly mean
they will, and if you can get a better deal than Hymn to Toe Rach for
card denial _please_ tell me. Also, every time they handle a hypno
they're using up a card which might have killed a djinn (or me).
: : Blue
: : Time Walk, Ancestral Recall, Four Control Magic, Four Serendib Efreet.
: Those Control Magics would be useful against a creatureless/energy deck.
Sideboard, dolt. Blue Elemental Blasts and Su-Chi for the Sorceress
Queens (or maybe Clockworks? Vampires? I haven't descided yet?), which
are also useless against Energy decks. Maybe reverberation, but I hate
having to save 2BB.
: : Green
: : Four Mana Birds, Four Ernham Djinn, Regrowth.
: : Artifacts
: : Black Lotus, Mox Pearl, Mox Ruby, Mox Saphire, Mox Jet, Sol Ring.
: : Land
: : Four Underground Sea, Four Tropical Island, Four Bayou, Two
: : Cities of Brass, Library of Alexandria.
: I'm amazed that you don't get mana-screwed on a regular basis. I count
: only 18 continuous color-mana sources that can't be terrored/bolted/etc.
: (i.e., birds). I run into problems sometimes with 24 continuous
: sources....
Um, yeah, but if they terror/bolt my birds I still have enough mana to do
my stuff. And who packs terror anymore?
: Question: How do you defend against another Juzam deck, what with all the
: Ernham Djinn's you have giving their Djinn's forestwalk, etc?
I don't defend against them, I try to out Juzam them, and I pack control
magic while many Juzam decks don't, many Juzam decks pack Land
destruction instead of card denial, which is (face it) better, I'm
confident at my superior Juzam djinning ability.
Also, someone said that Disenchants just get in the way of Juzam
decks doing their thing. This is, for the most part, true, however,
against annoying abyss based lock decks it is not, and I don't like
boomerang myself because I don't much care about Spirit Link, but I'll
try it out with Boomerangs instead. In any case, Disenchant is sideboard
for the Juzam deck, at best.
and +1 fro caster-mutilation. It's not limited to combat damage.
Unless you consider the Spirit Link as not being cast until Turn
2...which would then justify having 24.
Josh
wa...@ftp.com
I originally substituted in Spirit Link in my blue/white/green/artifact deck
for the Swords to Plowshares as creature defense, in an effort to make my
deck better on the deck-matchup front (against creatureless decks). At the
same time, I took out half of my WoGs and replaced them with Balances (for
the same reason). To my surprise, this improved the deck's performance
against decks with or without creatures. I'd SpL my Serra Angel against
a weenie horde (with a Maze of Ith out to guard against surprises like a
Giant Growth or Blood Lust) and gain 8 life a turn, or I just cast Balance.
Or I'd get a SpL on my Serra Angel and cast Balance against a djinn deck
(you take 5 damage a turn and I'll take 1 damage a turn), if you also have
an Icy or MoI out, it's that much more improbable for her to recover.
: Djinn deck will get more Djinns than you have Djinn stoppers and kill
: you, and generally, if you expect to kill the Djinn deck ever, he will be
: able to outrace your single card Djinn stoppers without resorting to card
: denial. Oh yeah, Moat works all right to. King Suleimein is as pitiful as
^^^^^^^^^^^^^^^^^^^^^^^
Actually, I had more luck killing djinn decks with Moat than with Meekstone,
since djinn decks don't use creature enhancement spells and my Serra Angel
eats Serendib Efreets and Hypnotic Specters for lunch. The Moat is also
invaluable against just about any kind of weenie horde, but I consider the
Moat is best suited to the sideboard, of course.
: Karma, he's one card to kill avg. 1.75 djinns, he costs 2 mana, and he
: doesn't
: kill any djinns the turn he comes out (the main drawback). And every djinn
: deck has, as I
: said, control magics, lightning is not necessarry. Anyway, Djinn decks need
: some Trainquilities,
: and four disenchants/white multilands in their _sideboard_. In the early
: rounds of a tournament, and against many pitiful attempts to stop Djinn
: decks like SpL, disenchants and white mana just get in the way, and in the
: later
: rounds disenchants and tranqs are not totally necessarry (it is entirely
: possible, I've done it many times, to speed right through even the best
: tournament lock decks, with their lock working in partial or in
: full, though I don't want to rely on it), but they certainly
Oh, absolutely possible. When a djinn deck gets a first-turn djinn out it
is very scary for its opponent. I have done is many times with my own
djinn decks. The problem with djinn decks is you don't really get those
killer draws often enough, and third/fourth turn djinns are just not
as scary. Even if you do get a first-turn djinn out, you really aren't
guaranteed anything (SpL, StP, Balance, MoI, Paralyze and many other
cards can deal with it). Another problem with djinn decks is that it's
easy to lock (the strategy is limited AND you have no space for defense).
Much like dedicated card-denial decks, when a djinn deck wins, it wins big,
but it's very risky, and the odds are not good. It's also very hard for
a djinn deck to recover from a disadvantage at any point of the game.
: help. Also, every Djinn deck needs Mana Birds (white mana _and_ abyss
: food). Taking all of this into account, this is the newer version of my
: Djinn deck I just made which is more successful in evading lock decks.
:
: Black
: Four Juzam Djinn, Four Hymn to Toe Rach, Four Hypnotic Spectre,
: Four Dark Ritual, Two Sorceress Queen, Mind Twist, Demonic Tutor.
:
: Blue
: Time Walk, Ancestral Recall, Four Control Magic, Four Serendib Efreet.
:
: Green
: Four Mana Birds, Four Ernham Djinn, Regrowth.
:
: Artifacts
: Black Lotus, Mox Pearl, Mox Ruby, Mox Saphire, Mox Jet, Sol Ring.
:
: Land
: Four Underground Sea, Four Tropical Island, Four Bayou, Two
: Cities of Brass, Library of Alexandria.
:
: Sideboard
: Scrubland, Four Disnechants, Trainquility, Four Blue Elemental
: Blasts, Two Su-Chi, Steal Artifact, Two Concordant Crossroads.
Looks much better than the previous version with Clones. An awesome anti-
lock card you may want to add to your sideboard is Energy Flux, possibly
replacing the two Su-Chis.
: Um.... was there anyone's comments whom I forgot to comment on?
: Oh yeah!, white weenies. A white knight is one card to stop one _Juzam_
: djinn, and only juzams, and you aren't gonna bring it out on your first
: turn. Forgive me for not trembling. White weeny decks have never stopped
: _any_ serious tournament strategy, arty creatureless decks eat them alive
: (cowardly little worms with abysses and balances and stasi etc), because
: white weeny decks are _slow_. Juzam decks are barely fast enough to be
: doable, and white weeny doesn't have even half their speed.
Also, a white weenie horde really needs to draw a Crusade or an Angelic Voices
early on. If it doesn't, it's usually toast against a fast deck. The real
problem is having many Crusades and Angelic Voices in the deck is a very
very risky proposition as this takes a lot of deck space, making the deck
even riskier (and slower) than a djinn deck. Also, a single Gloom will
effectively screw the duel for you.
:
: All hail the tucans of the black dawn, evil mana birds.
: -Gha...@Uclink.Berkeley.Edu
- Steve - sl7...@u.cc.utah.edu
> Um.... was there anyone's comments whom I forgot to comment on?
>Oh yeah!, white weenies. A white knight is one card to stop one _Juzam_
>djinn, and only juzams, and you aren't gonna bring it out on your first
>turn. Forgive me for not trembling. White weeny decks have never stopped
>_any_ serious tournament strategy, arty creatureless decks eat them alive
>(cowardly little worms with abysses and balances and stasi etc), because
>white weeny decks are _slow_. Juzam decks are barely fast enough to be
>doable, and white weeny doesn't have even half their speed.
I am not so sure that a "slow" White weenie deck can't be easily
sideboarded to stop your Djinn deck cold. How about if you face
4 each of Sword to Plowshare, Spirit Link, Abu Jafar, White Knight?
That is a lot of Djinn stopping power, mostly for only one White
mana, leaving mana free to develop an offense. Plus, they are
cheap enough to get down before you have any certainty of denying
them away. The Abu's may or may not be useful against other decks.
They would be useful for slowing either another weenie or any big
creature deck, or if you are planning on playing Jihad.
--Peter
p-w...@uiuc.edu
Most Djinn decks concentrate on the Juzam so have a high percentage of
black. I usually sideboard 4 Gloom and a couple Sleights to take care of
any white deck.
--
Samuel J. Pullara | High Energy Particle Physics /
Northwestern University | Astrophysics Graduate Student
ave...@merle.acns.nwu.edu | "Everything I say is completely
Finger for PGP public key | hypothetical, hypothetically."
: gha...@uclink.berkeley.edu (Garry Handelman) writes:
: > Um.... was there anyone's comments whom I forgot to comment on?
: >Oh yeah!, white weenies. A white knight is one card to stop one _Juzam_
: >djinn, and only juzams, and you aren't gonna bring it out on your first
: >turn. Forgive me for not trembling. White weeny decks have never stopped
: >_any_ serious tournament strategy, arty creatureless decks eat them alive
: >(cowardly little worms with abysses and balances and stasi etc), because
: >white weeny decks are _slow_. Juzam decks are barely fast enough to be
: >doable, and white weeny doesn't have even half their speed.
: I am not so sure that a "slow" White weenie deck can't be easily
: sideboarded to stop your Djinn deck cold. How about if you face
: 4 each of Sword to Plowshare, Spirit Link, Abu Jafar, White Knight?
: That is a lot of Djinn stopping power, mostly for only one White
: mana, leaving mana free to develop an offense. Plus, they are
: cheap enough to get down before you have any certainty of denying
: them away. The Abu's may or may not be useful against other decks.
: They would be useful for slowing either another weenie or any big
: creature deck, or if you are planning on playing Jihad.
Sigh, that will indeed kill most or all of my djinns, however, it won't
play enough cards that my card denial won't bite, and I _will_ get ahead
later if he concentrates on that particular defense tactic. I have
explained this again and again and again and I have no intention of
repeating my entire argument, read the earlier posts.
-Gha...@UClink.Berkeley.Edu
Yeah, SpL is better than StP, and Balance is better than wrath of god, no
surprise.
: : Djinn deck will get more Djinns than you have Djinn stoppers and kill
: : you, and generally, if you expect to kill the Djinn deck ever, he will be
: : able to outrace your single card Djinn stoppers without resorting to card
: : denial. Oh yeah, Moat works all right to. King Suleimein is as pitiful as
: ^^^^^^^^^^^^^^^^^^^^^^^
: Actually, I had more luck killing djinn decks with Moat than with Meekstone,
: since djinn decks don't use creature enhancement spells and my Serra Angel
: eats Serendib Efreets and Hypnotic Specters for lunch. The Moat is also
: invaluable against just about any kind of weenie horde, but I consider the
: Moat is best suited to the sideboard, of course.
Naturally, and yes, the one or two times I've been moated have been more
successful than the many times I've been meeked, but I see more
meekstones than moats (revised rare versus legends rare it's not surprising).
: : Karma, he's one card to kill avg. 1.75 djinns, he costs 2 mana, and he
: : doesn't
: : kill any djinns the turn he comes out (the main drawback). And every djinn
: : deck has, as I
: : said, control magics, lightning is not necessarry. Anyway, Djinn decks need
: : some Trainquilities,
: : and four disenchants/white multilands in their _sideboard_. In the early
: : rounds of a tournament, and against many pitiful attempts to stop Djinn
: : decks like SpL, disenchants and white mana just get in the way, and in the
: : later
: : rounds disenchants and tranqs are not totally necessarry (it is entirely
: : possible, I've done it many times, to speed right through even the best
: : tournament lock decks, with their lock working in partial or in
: : full, though I don't want to rely on it), but they certainly
: Oh, absolutely possible. When a djinn deck gets a first-turn djinn out it
: is very scary for its opponent. I have done is many times with my own
: djinn decks. The problem with djinn decks is you don't really get those
: killer draws often enough, and third/fourth turn djinns are just not
: as scary. Even if you do get a first-turn djinn out, you really aren't
: guaranteed anything (SpL, StP, Balance, MoI, Paralyze and many other
: cards can deal with it). Another problem with djinn decks is that it's
: easy to lock (the strategy is limited AND you have no space for defense).
: Much like dedicated card-denial decks, when a djinn deck wins, it wins big,
: but it's very risky, and the odds are not good. It's also very hard for
: a djinn deck to recover from a disadvantage at any point of the game.
That's not my experience, my deck tends to win by the skin of it's teeth,
barely killing the nasty lock deck in time, but then I playt weird opponents.
: : help. Also, every Djinn deck needs Mana Birds (white mana _and_ abyss
Also, all of your creatures tend to get lightning bolted and you sit
their with four crusades and no creatures to pump.
: :
: : All hail the tucans of the black dawn, evil mana birds.
: : -Gha...@Uclink.Berkeley.Edu
: - Steve - sl7...@u.cc.utah.edu
-Ghandel
> : Much like dedicated card-denial decks, when a djinn deck wins, it wins big,
> : but it's very risky, and the odds are not good. It's also very hard for
> : a djinn deck to recover from a disadvantage at any point of the game.
> That's not my experience, my deck tends to win by the skin of it's teeth,
> barely killing the nasty lock deck in time, but then I playt weird opponents.
The same thing happens with my Juzam/card-denial deck. It is very rare if
I have more than 10 life and the end of a game one way or the other, but I
haven't tried out my new spirit links yet. :)
Bob
Actually, right below Spirit Link, I'd put Gaseous Form. It's underrated,
since then they will continue to have to pay the upkeep, but it can't
damage you. Or, even better than that, try Demonic Torment, so they can't
do something annoying like lure+venom -- it won't even be able to attack.
--
"Put away the shotgun, | Jason Spangehl
Bought me a Glock, |
Took a little trip to the funky weed spot, | "and the
Tried to jack me but homie got shot, | only law will be:
Fa,la,la,la,la,la,la,la." | 'do as thou wilt.'"
Cyprus Hill, "Hand on the Glock" |
i play with 4 juzams in my tourney deck, but i find the most annoying
cards against them to be balances and links...or maze of ith... some dude
even played COP: Black against me, which was unpleasant even though it
didn't matter too much for my other creatures...
No matter how fast you think your deck can work...how are you going to
beat someone who's playing direct damage and can stop your creatures for
the first few turns (balance, maze, link)? That little advantage will
most likely seal the game...
Forcefield would seem to bother you a little too... since your juzams and
serendibs would be doing the same damage to you as your opponent...a good
thing for direct damage decks...
: gha...@uclink.berkeley.edu (Garry Handelman) writes:
: > Um.... was there anyone's comments whom I forgot to comment on?
: >Oh yeah!, white weenies. A white knight is one card to stop one _Juzam_
: >djinn, and only juzams, and you aren't gonna bring it out on your first
: >turn. Forgive me for not trembling. White weeny decks have never stopped
: >_any_ serious tournament strategy, arty creatureless decks eat them alive
: >(cowardly little worms with abysses and balances and stasi etc), because
: >white weeny decks are _slow_. Juzam decks are barely fast enough to be
: >doable, and white weeny doesn't have even half their speed.
: I am not so sure that a "slow" White weenie deck can't be easily
: sideboarded to stop your Djinn deck cold. How about if you face
: 4 each of Sword to Plowshare, Spirit Link, Abu Jafar, White Knight?
: That is a lot of Djinn stopping power, mostly for only one White
: mana, leaving mana free to develop an offense. Plus, they are
: cheap enough to get down before you have any certainty of denying
: them away. The Abu's may or may not be useful against other decks.
: They would be useful for slowing either another weenie or any big
: creature deck, or if you are planning on playing Jihad.
: --Peter
: p-w...@uiuc.edu
You play Swamp, Lotus, Djinn
I force spike HA HA
Force Spike is a powerful sideboard card. I sideboard it in for any fast
deck
Again, this has never played a Juzam deck, so this is idle speculation on my
part.
A few unsummons/control magics go nicely as well.
Just my .02 cents worth.
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Well... Chance are pretty good that that Dervish will be StPed...
Assuming that it's not LBed... Besides, it's a lot easier to get a first
turn Juzam than a first turn Dervish. A good Juzam deck will kill
dervishes using other methods.
--
Alex Ogan
ao...@en.com
Now what sort of deck would people suggest I run to deal with this sort of
thing and why? I either own or can borrow almost any card I need. Remember
that the deck must be generally competitive enough to reach the final
rounds and face this thing.
-josh
Ahhh!!! This is the prefect deck for the tournament this saturday!!!! The
only problem is the I don't have the F***ING dual lands!!!
Well, I know I can't think of _any_ deck that can beat this.
Oh well.
JOSHUA
David Furey (dav...@engr.mun.ca) wrote:
: I've got a green/blue speedy-permission type deck, and although it has never
: played against a Juzam deck (as noone around here has one) I can't imagine
: it being totally destroyed by Juzams. 4 Whirling Dervishes, (one of
: which can usually be summoned as fast a Juzam) should shut down the
: Juzams altogether while the rest of the deck (big meatie flyers) takes its
: time to get organized.
: Again, this has never played a Juzam deck, so this is idle speculation on my
: part.
: A few unsummons/control magics go nicely as well.
: Just my .02 cents worth.
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