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JUMO'ZIN RESOURCE ACCELERATION - Jumo'zin

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JUMO'ZIN RESOURCE ACCELERATION - Jumo'zin Empty JUMO'ZIN RESOURCE ACCELERATION - Jumo'zin

Message  jonathan Mar 31 Mai - 23:55

3 Band of Vile Aggression
2 Band of Channeled Magic
2 Netherbreath Spellblade

4 Regrowth
4 Nature's Focus
4 Hibernate
4 Hurricane
4 Innervate
4 Flourish
4 Avatar of the Wild
4 The Natural Order
2 Nourish
2 Utopia
1 Natural Repossession

2 Ysera the Dreamer

4 Swift Raptor

4 No Mere Dream
4 Apply This Twice a Day
2 Torch of Retribution

Difficulty Rating: 5/5. This deck gives you decision points that are difficult and complex and that will punish you 3 or more turns down the road if you play them incorrectly. In addition, you need a strong knowledge of the metagame in order to properly identify opposing decks to make correct mulligan decisions, and also to know when you need to hold resources for specific opposing cards or whatever else.

Note: This list does not include any War of the Elements updates. Probable inclusions include Starburst.

Further note on 1-ofs: In this instance, the 1-of serves the purpose of making The Natural Order a 5-of. It isn't a 1-of, so much as a 5th Ability/Equipment removal effect. This is another helpful deckbuilding trick; don't be afraid to put in 1-ofs so long as there is a good reason for it.

Theory behind the deck: Draw cards, create resources, turn into Ysera, make Avatar tokens. Alternate win condition: Band of Vile Aggression. This deck functions of a suite of efficient Druid removal effects (Hibernate, Nature's Focus, The Natural Order), powerful card advantage generating effects (Innervate, Utopia, Band of Channeled Magic, Netherbreath Spellblade, Ysera), and versatile, difficult to deal with threats (Avatar of the Wild, Band of Vile Aggression).

New addition to the compendium: The Worst Card in the Deck? Hurricane. So powerful, and so fragile. So often, it gets destroyed (or Vuz'din'ed) and you get run over. Still a necessity: when it works, you win, no questions asked.

Key Cards Against Aggro: Swift Raptor, Nature's Focus, Hibernate, Regrowth, Nourish, Hurricane

Aggro matchup: Close to a coinflip, but still favorable. It's difficult for them to get through a removal spell, followed by a Nourish, followed by a Hurricane. It can also be difficult without Nourish, but it gets worse for you if you can't find one. Swift Raptor is MVP in this matchup, often regaining you 8-10 health. If you manage to hit an unanswered Hurricane, you can easily pull out far, far ahead.

Key Cards Against Midrange: Innervate, The Natural Order, Hibernate, Flourish, Avatar of the Wild, No Mere Dream

Midrange matchup: Very favorable. You have ways to get card advantage, ways to destroy Tuskarr Kite, ways to stop them pounding you into the dirt, and ways to kill them. The difficult part of this matchup is drawing the right cards and playing them correctly. Jumo'zin is one of the more skill-intensive decks in the format, in the right hands midrange is a very easy matchup. If you're having trouble in the matchup, practice it, and watch both your health total and the card advantage balance. Sometimes you have to go to 1 health remaining to Innervate yourself into the win.

Key Cards Against Control: Innervate, the equipment suite, Flourish, No Mere Dream, Ysera

Control matchup: varies. You have insane card advantage, versatile answers, and hard to answer cards like Band of Vile Aggression. Control mage is an auto-win, Death Wish is shaky at best, and other control decks vary heavily. Personal skill is a heavy tilt in these matches, but always remember the control mirror mantra: draw cards.

Potential sidestep for the deck: Blue team, with Lanthus the Restorer. You lose the Raptor, but gain Zempre, Mikael, and Weldon Barov, in addition to whatever else you might like to play.
jonathan
jonathan
Peon
Peon

Nombre de messages : 27
Age : 47
Localisation : Paris
Date d'inscription : 31/05/2011

http://www.wowccg.fr

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