Refined U/B/r Juzam Control (DjinnFire)

Beyond Dominia: The Type One Magic Mill: Refined U/B/r Juzam Control (DjinnFire)

By Green Knight (Greenknight) on Monday, May 20, 2002 - 07:00 pm:

I have been playing with this for years and think that I have finally touched on what I am after.
I present my latest version of DjinnFire for your viewing pleasure, please feel free to comment and critique.

(12) Black
4 Juzam Djinn
4 Dark Ritual
1 Underworld Dreams
1 Yawgmoth's Will
1 Demonic Tutor
1 Diabolic Edict
(18) Blue
4 Force of Will
4 Mana Drain
1 Misdirection
1 Ancestral Recall
1 Fact or Fiction
1 Time Twister
1 Time Walk
1 Merchant Scroll
2 Fire/Ice
1 Teferi's Response
1 Morphling
(1) Red (3 w/ F/I)
1 Wheel of Fortune
(8) Artifact
1 Black Lotus
1 Sol Ring
1 Mox Jet
1 Mox Sapphire
1 Mox Ruby
1 Nevinyrral's Disk
2 Powder Keg
(21) Land
4 Underground Sea
4 City of Brass
2 Underground River
4 Volcanic Island
4 Mishra Factory
1 Library of Alexandria
1 Strip Mine
1 Wasteland
3 Obstinate Familiar
1 Teferi's Response
1 Misdirection
1 Powder Keg
1 Zuran Orb
1 Diabolic Edict
1 Parish

This version is much more focused than the deck has been in the past.
The main "janky" things some players may point out are the Wheel of Fortune/Time Twister I feel that the classic draw 7's really fit in here as I am able to empty my hand in no time. Look as this situation.
My opening hand:
1 Juzam
1 Dark Ritual
1 Underground Sea
1 Mox Ruby
1 Force of Will
1 Teferi's Response
1 Wheel of Fortune

Turn one, I play the land and Mox cast ritual and Juzam, my opponent casts FoW, I FoW back pitching the Response. Juzam Resolves. Turn two she drop's a CoB and passes, Turn three I draw an Underground River play it and tap out for the Wheel of Fortune… Now this seems ideal, the only problem is that I am now tapped out and unless I draw a FoW my opponent can cast what ever she chooses. If I was playing a pure beatdown deck she would have this option regardless. If she FoW's the Wheel then she got an extremely good hand and still must contend with the Juzam with her 3 remaining cards in hand (very possible), but this is still just my second turn and she has only one land in play (okay she could possibly EOT Mystical Tutor for the Swords, and even if this were to happen one of the remaining two cards in hand should be a mana source…So after all that she would have one card to my zero, not terrible). If the Wheel resolves however I am in the clear and should have answers for anything else that is thrown out at me.

All of this is hypothetical of course. I just wanted to illustrate how good the Wheel could be for me.

Okay there is one other card some will see as questionable Underworld Dreams, this cards is awesome! Look at is as maindeck hate for Combo. Mr. Opponent you want to draw a ton of cards? Maybe not with the Underworld Dreams in play.
Also with my regiment of Juzam Djinn's and Mishra's Factory's it is nice to have a "Moat Proof" threat, this is useful vs. control as card advantage turns in to direct damage (I am a fan of Black Vise too) and puts me that much closer to finishing range.

There is also the amazing synergy between Underworld Dreams and Twister/Wheel.
Regarding the BBB casting cost of Underworld Dreams, this really is not hard at all to get with my mana base (the four Dark Rituals and Lotus make this very doable, plus 11 other Black mana sources if need be, and no I am not saying that hard casting this via land is by any means easy).

My meta game is very diverse Sligh, Combo, Control (Keeper included), Three Duce, Beatdown (WW, Suicide Black, Stompy) you name it, it is played @ Mile High Comic's (even LD every now and then).

My removal is light but effective:

2 Powder Keg
1 Nevyrrnal's Disk
2 Fire/Ice
1 Diabolic Edict

Powder Keg: What can I say it stops those stupid City in a Bottle's, winnie hoard's, cheap creatures (I love killing tokens), all be it slow it can knock off fat too.
Nevinyrral's Disk: I over looked this card for far too long, it is amazing. A true board sweeper and best yet my Mishra's survive. Enchantment removal to boot!
Edict: Most deck's that run big creatures do not play too many out at once, this stops fat (most of the time). Of course it kills Morphling too, but who plays Superman? It doesn't target which can be a pain, but it is black's best creature removal. The instant speed makes this better than Chaniers Edict especially if the Worldgouger Dragon lives up to the hype.
Fire/Ice: You all have heard it before pitchable, mystical tutorable, kill a couple of 1/1's, 2 to the dome. It's all good.

Counter Magic:

4 FoW
4 Mana Drain
1 Misdirection
1 Teferi's Response (I love this card!)

"Don't play type one with out it"
Misdirection: Amazing card, can be card advantage, direct damage, a counter spell. You name it, it does it all.
Teferi's Response: This has proved it's self to me time and again, with my four Mishra's I have found it to be an absolute must. The Response can swing a game. I love Responding to a Wasteland almost as mush as casting Ancestral Recall. I am very tempted to add another, but fear holding it in hand as a dead card. I may play one over a F/I but then I would have even less removal.
Force of Will: helps so much it is not even funny, I hate combo and don't even want to imagine facing a combo deck w/o the FoW. Plus free counters can not be beaten (especially when you have no land!).
Mana Drain: Cheap, stops all non land threats. Feeds your spell's, need I say more?

4 Juzam Djinn
4 Mishra Factory
1 Morphling

Juzam: His speed can not be beaten, a four turn clock first turn is nothing to sneeze at. I love this card, a mer 1 point of damage a turn is well worth the gains. Scuta and Negator do not compare (to much burn for them to be effective, I loose all permanents to the Negator and bolt myself with the Scuta. They are not playable for my game).
Mishra Factory: Abyss proof, "free" creature, blocks as a 3/3, makes his friends bigger. he is too efficient for me to pass up.
Morphling: He blocks, really well. Oh yeah people scoop when I play him sometimes and he does fill that flying hole I would have w/o him. Did I mention he can't be targeted.

Well that’s all I have for today. Maybe I will write more latter.

By Redman, Relentless Leader of Scrubs (Redman) on Monday, May 20, 2002 - 08:35 pm:

Dreams and Obstnate Familiars in the side. You really see a lot of combo, I'm guessing?

I'd probably be tempted to cut the Dreams for Vindicate, and try to squeeze a Mystical Tutor in. Otherwise looks cool.

Have you tried Skeletal Scrying?

By Green Knight (Greenknight) on Monday, May 20, 2002 - 11:54 pm:

I hate combo, just dying turn 3 two games in a row in a tournament has scar'd me for life! I really wanted more card drawing so I added the wheel, and used to play the dreams so I added it back it. It is a great alt kill card, but I do SB it out alot. As far as vindicate the BW cc is too hard on me (only 5 white mana), I do really like the card though.
The Skelatal Scrying is too much of a life investment w/ CoB/Pain land and Juzam, I found it to be mnore harmful than helpful (also considered Necro, but it goes right along w/ the SS).
I really do not think the Mystic fits here anylonger (I used to play it w/ Balance and Mind Twist in the deck), I can get a counter, ancestral, twister/wheel, Y. Will, Response, F/I, walk and MisD, it might be worth another glance. Right now I prefer the Merchant Scroll. Thanks for lookin' Redman:).

By FeverDog (Feverdog) on Tuesday, May 21, 2002 - 03:55 am:

Theres just not enough black to warrant Dark Ritual, mana acceleration is great but i think that Jewelry plus Drain should be enough to speed things up.

By Green Knight (Greenknight) on Tuesday, May 21, 2002 - 10:06 am:

FeverDog :) Haha, you are funny. Are you trying to butcher my deck? Jewelry is fine and dandy, it does not offer the same boost as the ritual does though. No Rit means no 1st turn Juzam. The key is an early big threat backed with counter magic. Is this a subtle hint to get me to drop the Underworld Dreams?

By MattB (Mattb) on Tuesday, May 21, 2002 - 10:37 am:

Seriously, 11 sources of black seems very light. I'm not saying cut the Rituals, but do you need 4 Mishras and/or 4 Volcanics? Maybe lose 2 Mishras and a Volcanic for 1 more Wasteland and 2 more Underground Rivers?

By Green Knight (Greenknight) on Tuesday, May 21, 2002 - 03:22 pm:

The way I look at it I have 16 Black sources w/ the Rituals and Lotus. More Black (and Blue) mana would not hurt the deck at all, I have considered dropping a Mishra for a Underground River, but then I added the Response and decided to keep the 4 factories in.
The Volcanic Islands are key for the SB REBs and to a lesser extent the Familiars. I am leery about dropping down to 8 red sources (9 w/ lotus...), but it may be worthwhile to go +1 River -1 Volcanic Island, my only qualm with this is the amount of pain in the deck w/ 4 Juzam, 4 CoB and 3 Rivers (I don't like the thought of 4!). That just seems to be a bit much. I have also considered dropping the Wasteland and adding a River, but an active Library on the opponents side leaves much to be desired (I do believe the 4 Factories over more Wastelands are key in my metagame). Maybe dropping a Factory is the way to go, I'll have to play test some and see how much of an impact this would really have. Then again I have not been having any mana problems at all with the current configuration and the Mishra's are MVP's on their own.

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