Jund Standard

Started by DylanW18, February 17, 2014, 06:06:32 PM

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DylanW18


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



Jlamb5

A Jund favorite in the sideboard{slaughter games}! Game two, steal the win con (if you don't get it thoughteized first}

Joshnoodles

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.

DylanW18

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?

SoshiGanrou

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.

Zxfishy10

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

SoshiGanrou

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.

Zxfishy10

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

respawned

-1 {underworld connections}
+1 {whip of erebos}

DylanW18

Currently updated with the different ideas people gave. Should I run more than 1 Whip?

respawned

I personally would run two whips but I notice most people run 1 with maybe 1 in sideboard

Zxfishy10

Id run two whips purely because of consistancy.. I dont run 1 copy of any card because i like consistant draws

MuggyWuggy

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 :)

DylanW18

Should {Deathrite Shaman} be in?

SoshiGanrou

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.