Jund

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Jund

Postby dlo » Thu Mar 04, 2010 12:02 am

creature [18]
4 Bloodbraid Elf
3 Broodmate Dragon
4 Putrid Leech
3 Siege-Gang Commander
4 Sprouting Thrinax

instant [4]
4 Lightning Bolt

sorcery [9]
4 Blightning
3 Maelstrom Pulse
2 Rampant Growth

land [27]
2 Dragonskull Summit
4 Forest
2 Lavaclaw Reaches
3 Mountain
4 Raging Ravine
1 Rootbound Crag
4 Savage Lands
3 Swamp
4 Verdant Catacombs

planeswalker [2]
2 Garruk Wildspeaker

60 cards

Sideboard:
4 Great Sable Stag
3 Master of the Wild Hunt
2 Terminate
4 Deathmark
1 Maelstrom Pulse
1 Pithing Needle

15 cards

(1st place list from PT San Diego)

It's the best deck of all time blah blah blah makes TSP-MOR Faeries look like a small baby etc etc
Main Phase? More like the LAME Phase!
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Postby 1idgofr » Thu Mar 04, 2010 12:08 am

I still prefer Explore over Rampant Growth. I know the argument for Growth is the ability to keep a 2-lander without doubt. But explore makes for a better cascade target AND with as many CiBT lands as Jund runs, Explore might as well say, take another turn, skip your combat phase.
dlo wrote:BUT how often do you get to wear aviators and ask every creature you play if he's a bad enough dude to save the president?
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Postby deadpoolftw » Sat Mar 13, 2010 1:52 am

I hate jund!!!!!!!!!!!
SRY for the ppl that run it but it is way over played in my opinion
although it is a very good deck i do give it that
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Re: Jund

Postby 1idgofr » Fri Apr 30, 2010 8:57 am

We really need an updated list for Jund to be added to this, you know, with RoE stuffs.
dlo wrote:BUT how often do you get to wear aviators and ask every creature you play if he's a bad enough dude to save the president?
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Re: Jund

Postby iaminterface » Sat May 08, 2010 9:52 pm

RoE didn't really bring much to the table for Jund. The current decklist is using 4 seige gangs to combat the rising of U/W and U/R/W control.

Here is the decklist that got second at the SCG Atlanta 5k.


Creatures
4 Bloodbraid Elf
2 Broodmate Dragon
3 Putrid Leech
4 Siege-gang Commander
4 Sprouting Thrinax

Instants
4 Lightning Bolt
2 Terminate

Planeswalkers
2 Garruk Wildspeaker

Sorceries
4 Blightning
3 Maelstrom Pulse
3 Rampant Growth

Basic Lands
2 Forest
2 Mountain
3 Swamp

Lands
2 Dragonskull Summit
1 Lavaclaw Reaches
4 Raging Ravine
3 Rootbound Crag
4 Savage Lands
4 Verdant Catacombs

Sideboard:
4 Goblin Ruinblaster
2 Malakir Bloodwitch
3 Doom Blade
1 Emrakul, The Aeons Torn
3 Duress
2 Thought Hemorrhage


This is the list i got first with at last friday's FNM.

I was running explore instead of rampant growth, but i've found the growth can be so much better.
I still think this is the deck to beat, and if you're deck can't combat this one, then you need to reevaluate your list.
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Re: Jund

Postby 1idgofr » Fri May 14, 2010 12:51 pm

The only thing that makes me think that explore is better than growth is when you cascade into it, it seems like a far less dead spell. But that's just me.
dlo wrote:BUT how often do you get to wear aviators and ask every creature you play if he's a bad enough dude to save the president?
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Re: Jund

Postby Voelker » Tue Jun 08, 2010 10:03 pm

To me winning with any variation of Jund is kinda like taking a gun to a knife fight. If you come out victorious everybody is just gonna say 'Well duh, he/she is playing Jund. What did you expect?' If you want real respect in the MTG community I think building a complete new deck that's a Jund killer would be the way to go.
Now all I need is a midget with some gin and I'll be in business.
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Re: Jund

Postby iaminterface » Thu Jul 29, 2010 2:52 am

Voelker wrote:To me winning with any variation of Jund is kinda like taking a gun to a knife fight. If you come out victorious everybody is just gonna say 'Well duh, he/she is playing Jund. What did you expect?' If you want real respect in the MTG community I think building a complete new deck that's a Jund killer would be the way to go.


Jund isn't the best deck in the format anymore. Also, attacking jund is easier than you would think. You have to be able to recover from the card advantage jund is built to have. Jund has a few weaknesses as followed:

1. Manabase - Junds Mana base is very shaky. Sometimes all it takes is a single spreading seas to stall jund for 3-4 turns.
2. Slow draws - Jund sometimes gets the "slow draws" where all they have is land and removal for 5-6 turns. A very aggresive strategy can beat them in this situation.
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