Hi, mostly for the sake of having some tactical discussion, I bring forward this topic. One year almost passed by without those two great decks getting any countermeasure -well, I think them getting cycled away has something to do with this-. If you don't know which decks I am talking about here they are.
As far as messenger goes, I am almost sure that any on the ground deck (as in a deck that runs at stories) can deal with messengers once it incorporates a few staple control cards from often used factions (Sacrifical Offerings, Shocking T-Men, DOA, Shotgun Blast, Forgotten Isles, O'Bannion Warehouses) and it knows what to aim for (Ithaqua, in this case).
Jump is trickier: having no removable linchpin it takes some creativity to be stopped dead. Jump wins by playing multiple times in a phase Simple Kindness and draw cards in order to draw multiple times Historic Discovery and then win by it. This structure can be played against the deck: if somehow the deck is denied the possibility of playing Historic Discovery, the deck cannot win.
Since jump goes off extremely early (between turn 1 and 2), we need a solution in t1 (by extension, a card that cost at MOST 2). Here I show you my findings:
1 - Student of the Prophane: Once this girl is in play, each time a card is reduced, you get a token. Since Decrepit Mausoleum and Lost History of Herodotus are the most common reducers for jump, you begin to accumulate tokens very early, on each card played.
2 - Tithe Collector: This card does not allow you to automagically win like the others, but it can really mire Jump down. Quite simply playing cards becomes too costly to allow for the finisher to go off.
3 - Howard Phillips Lovecraft, Scribe of the Unspeakable: just put him in play and nominate Simple Kindness or Historic Discovery every turn.
Honorable Mentions:
4 - Ho Fong: slower than the others due to its cost and the cost of his ability, it can still hamper a slow jump deck.
5 - Notebook Sketches: worse than HPL because it allows HD/SK to be played (albeit at a huge cost) and it needs a carrier character. The fact that it is Miskatonic (a rather bad faction to use on the ground) doesn't help.
6 - Independent Operator: again, not an automagic win, and cost 3 makes him difficult to play in turn 1, still it can slow down jump enough to beat it.
7 - Shocking Transformation: I love this card. It's 3 copies more of each stopper. What is not to like? In this case, Cost 3 and the need for a character to sacrifice.
Well, here are my findings: I hope this spurs some discussion, even if talking about black borders is living in the past.