Jund. 4 Drops And Removal.

Started by Bop, November 22, 2013, 03:32:28 PM

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Bop


Jund. 4 Drops And Removal.

75 cards, 15 sideboard


4 {Overgrown Tomb}
4 {Blood Crypt}
7 {Forest}
3 {Swamp}
4 {Golgari Guildgate}
2 {Rakdos Guildgate}

24 lands


1 {Polukranos, World Eater}
2 {Ghor-Clan Rampager}
4 {Reaper of the Wilds}
2 {Underworld Cerberus}
4 {Sylvan Caryatid}
4 {Desecration Demon}

17 creatures


1 {Flesh // Blood}
2 {Auger Spree}
4 {Dreadbore}
4 {Abrupt Decay}
3 {Putrefy}
1 {Vraska the Unseen}
3 {Golgari Charm}
1 {Whip of Erebos}

19 other spells


Sideboard

4 {Duress}
3 {Haunted Plate Mail}
4 {Magma Jet}
1 {Vraska the Unseen}
3 {Slaughter Games}

15 sideboard cards



Notes:
My list for tonight. I don't have all the optimal lands. I'll try and borrow what I can to improve the mana base.

SoshiGanrou

I'm a huge fan of {kalonian hydra} and exavia in jund builds. It curves nicely and it's always fun to have a 4/4 haste that turns into 8/8 and doubles all the unleashed counters

MuggyWuggy

i have a similar jund deck I run, i would recommend sb - skullcrack - stopping a grey merchant lifegain is HUGE

possibly adding an armed/dangerous - arm a creature before attack, while attacking, no blocks declared (willing to take it) - bloodrush, or even if they do block, you'll decimate anything they have on the board

i also have rush creatures (lotleth trolls and spike jesters) for control decks, lotleth is hilarious when you discard all of your creatures they are about to thoughtseize/lifebane etc