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Decks (Magic The Gathering) => Standard => Topic started by: DylanW18 on February 17, 2014, 06:06:32 PM

Title: Jund Standard
Post by: DylanW18 on February 17, 2014, 06:06:32 PM

Jund Standard

72 cards, 12 sideboard


4 {Overgrown Tomb}
1 {Swamp}
1 {Mountain}
3 {Temple of Malice}
4 {Stomping Ground}
2 {Forest}
3 {Temple of Abandon}
4 {Blood Crypt}

22 lands


3 {Polukranos, World Eater}
4 {Desecration Demon}
3 {Sylvan Caryatid}
4 {Elvish Mystic}
2 {Mogis, God of Slaughter}
3 {Kalonian Hydra}

19 creatures


2 {Whip of Erebos}
3 {Mizzium Mortars}
2 {Putrefy}
3 {Hero's Downfall}
3 {Abrupt Decay}
2 {Underworld Connections}
4 {Xenagos, the Reveler}

19 other spells


Sideboard

3 {Bile Blight}
2 {Erebos, God of the Dead}
3 {Scavenging Ooze}
4 {Devour Flesh}

12 sideboard cards


Title: Re: Jund Standard
Post by: Jlamb5 on February 18, 2014, 12:36:27 PM
A Jund favorite in the sideboard{slaughter games}! Game two, steal the win con (if you don't get it thoughteized first}
Title: Re: Jund Standard
Post by: Joshnoodles on February 19, 2014, 12:30:16 AM
I feel like this deck is really lacking in threats. Your six creatures that can attack are very good but can't steal games on their own. 1 Hero's downfall and this deck falls apart. In a creature heavy format your creatures may never hit. A few more threats like  {Polukranos, World Eater} or  {Ruric Thar, the Unbowed} could boost this deck up a lot.
Title: Re: Jund Standard
Post by: DylanW18 on February 19, 2014, 02:01:33 AM
Quote from: Joshnoodles on February 19, 2014, 12:30:16 AM
I feel like this deck is really lacking in threats. Your six creatures that can attack are very good but can't steal games on their own. 1 Hero's downfall and this deck falls apart. In a creature heavy format your creatures may never hit. A few more threats like  {Polukranos, World Eater} or  {Ruric Thar, the Unbowed} could boost this deck up a lot.


Agreed in adding World Eater. Suggestions for what to remove?
Title: Re: Jund Standard
Post by: SoshiGanrou on February 19, 2014, 08:05:07 AM
I would honestly remove the dreadbore. You have a lot of removal as it is. I don't think that if you lose dreadbore you would become wide open. So maybe the world eater goes there.
Title: Re: Jund Standard
Post by: Zxfishy10 on February 19, 2014, 09:38:18 AM
Why would you remove dreadbore ehen its the same as heroes downfall only 1 less to cast? I d say remove the heroes downfall.. And id sideboard some mistcutter hydras for playing against mono blue and azorous control
Title: Re: Jund Standard
Post by: SoshiGanrou on February 19, 2014, 10:54:56 AM
Quote from: Zxfishy10 on February 19, 2014, 09:38:18 AM
Why would you remove dreadbore ehen its the same as heroes downfall only 1 less to cast? I d say remove the heroes downfall.

Dreadbore is sorcery and downfall is instant. Yes it's 1 more to cast but being able to interact on your opponent's turn is very valuable. And it also makes your opponent have to think a little more about their plays due to open mana.
Title: Re: Jund Standard
Post by: Zxfishy10 on February 19, 2014, 11:08:22 AM
Yea i didnt realize dreadbore was a sorcery and plus dreadbore doesnt work vs master of waves and that card is a bitch to deal with
Title: Re: Jund Standard
Post by: respawned on February 19, 2014, 11:21:36 AM
-1 {underworld connections}
+1 {whip of erebos}
Title: Re: Jund Standard
Post by: DylanW18 on February 19, 2014, 11:56:21 AM
Currently updated with the different ideas people gave. Should I run more than 1 Whip?
Title: Re: Jund Standard
Post by: respawned on February 19, 2014, 12:07:14 PM
I personally would run two whips but I notice most people run 1 with maybe 1 in sideboard
Title: Re: Jund Standard
Post by: Zxfishy10 on February 19, 2014, 12:23:06 PM
Id run two whips purely because of consistancy.. I dont run 1 copy of any card because i like consistant draws
Title: Re: Jund Standard
Post by: MuggyWuggy on February 19, 2014, 01:40:54 PM
2 whips + 2 ErebOs

Card draw city

No way for opponent to come back (unless they mb revoke existence  and enchant/artifact removal)

I run 2 of both in my jund deck and  both of those turn into a problem

Then mogis comes out :)
Title: Re: Jund Standard
Post by: DylanW18 on February 21, 2014, 01:11:20 AM
Should {Deathrite Shaman} be in?
Title: Re: Jund Standard
Post by: SoshiGanrou on February 21, 2014, 01:59:04 AM
Quote from: DylanW18 on February 21, 2014, 01:11:20 AM
Should {Deathrite Shaman} be in?

I would say no. He is very versatile yes, but I think your focus should be on the beat down you have with your creatures already in the main. I could see him being side to have opponents take damage off of their spells, and gain life from your creatures. But as far as looking at him in the first 3 turns he is just a 1/2 that is on the board, where I feel turn 3-4 is storm breath.
Title: Re: Jund Standard
Post by: Sustenance on February 21, 2014, 11:52:11 AM
 {Xenagos, God of Revels} goes well with jund
Title: Re: Jund Standard
Post by: MuggyWuggy on February 22, 2014, 01:05:04 PM
Quote from: SoshiGanrou on February 21, 2014, 01:59:04 AM
Quote from: DylanW18 on February 21, 2014, 01:11:20 AM
Should {Deathrite Shaman} be in?

I would say no. He is very versatile yes, but I think your focus should be on the beat down you have with your creatures already in the main. I could see him being side to have opponents take damage off of their spells, and gain life from your creatures. But as far as looking at him in the first 3 turns he is just a 1/2 that is on the board, where I feel turn 3-4 is storm breath.

He comes in twice in my deck, he's very useful as a "potential threat"

He also is a blocker for rushes

I like letting people worry about him and I start exiling right away