Sideboard


This deck was born of a desire to see if Jund midrange was viable in pauper. I would honestly say it's been unsuccessful, since it's closer to control and usually only manages coinflip odds against most of the meta.

  • Bannerhide Krushok: A decent body with interesting abilities that extend its usefulness before and after you cast it.
  • Dread Linnorm: Here entirely to outclass other bombs like Gurmag Angler, Tolarian Terror and Gearseeker Serpent. Since it's a dead draw in the event I can't cast it yet, it needed to have another use, and this was one of the only ones that had >6/5 and a decent alternate mode.
  • Famished Foragers: Kind of okay body, and it lets me rifle through my deck.
  • Llanowar Visionary: Strictly better than Phyrexian Rager. Card advantage by resolving, ramp and a body without the downside of pain if it doesn't get removed. Bonus points for the ETB discouraging bounces, unless they really want to burn a counterspell on a 2/2 dork.
  • Skophos Reaver: Reasonably aggressive, I guess. I would like to replace this, but don't know what to slot in that's as big a threat that early on the curve. Madness allows interaction with Famished Foragers or whatever method(s) get used to replace bad draws later in the game.
  • Vault Skirge: Very flimsy, but it can be cast on turn one to block faeries and thus stump ninjutsu. Opens up the option to grind opponents by bulking it up with scavenge or reinforce, but it makes bounces that much more painful, on top of the fact that you often cast it with Phyrexian mana.
  • Cast Down: Pretty much king of creature spot removal in pauper. I wish there was something viable in the one-drop range, but most of those're restricted in targets and often have downsides.
  • Electrickery: Instant speed, one-sided boardwipe. Mostly relevant to fae and burn decks, but there're other things it's extremely useful for. Responding to a Spellstutter Sprite by wiping its enabler feels pretty good.
  • Wilt: One of the worst things Jund suffers in pauper is the loss of access to Golgari removal, in my opinion. Hence, cycling for the occasion it's not going to help me.
  • Chainer's Edict: Necessary for Bogles, mono-white Heroic and the odd animated bridge in affinity decks. Flashback seems more valuable to my grinding strategy than instant speed.
  • Duress: Sure, it doesn't get rid of creatures. Pauper's a format where spells're typically much stronger anyway. Being able to see an opponen'ts hand and pluck a combo piece, counterspell or card draw from an opponent's hand for one mana is extremely valuable against every deck in the format, even if topdecking it later sucks.
  • Raven's Crime: Lets you make something useful of topdecking lands, really. By then discarding one is functionally the same as discarding your hand. Not as powerful as targeted or even random discard, but even playing it early isn't bad, especially if your opponent had to take a few mulligans to find a decent hand.
  • Pulse of Murasa: Generally extends your viability, both by recurring a creature, and by giving you quite a lot of life at instant speed.
  • Disturbed Burial: Grinding in the extreme. A card that I worry convinces someone to board in grave hate. It doesn't completely shut me down because there're only two cards in the deck that completely lose their purpose following its emptying, but it definitely makes life harder.
  • Read the Bones: Some of, if not the most powerful card filtering and draw these colors have access to. To the degree that the pain's usually worth it, even when the opposition's burn.

A mix of basic and thriving lands with Ash Barrens for searching. I tried to balance whether something was prevalent in basic or taplands based on when it appeared on the curve. Black, usually in one- or two-drops has the most basics, while green ends up with the bulk of taplands because I won't need it until later. Red is something in the middle, though the sideboard is mostly cheap red spells, so it might be sparse postboard.

  • Mortuary Mire: There's only room for one utility land, though I could probably run more if I ran more lands as a whole. I personally find little value in grave hate in this format, so running Bojuka Bog generally doesn't do much for me. Top-of-library isn't the strongest recursion, but it's better than shuffling in or placing on the bottom. It'll have to do, being the best common has access to.
  • Ancient Grudge: Cheap, recursive removal at instant speed. Mostly included for Affinity and Tron.
  • Doom Blade: Maybe Vendetta would be better here? Taking the equivalent of a bolt from a Thermo-Alchemist seems unwise, though. Anyway, more targeted removal for aggressive, creature-heavy decks like affinity or burn that's shifted away from kuldotha due to nigh omnipresence of board wipes in black and red.
  • Nature's Claim: Mostly for vertically oriented aura decks like bogles or heroic, but it's also useful against artifact-oriented strategies. I would run Natural State, but half of the targets in affinity have a CMC well above three.
  • Red Elemental Blast: Counters counterspells, and occasionally removes a ninja or terror.
  • Shattering Pulse: Locks the game against vulnerable archetypes, assuming they don't run counterspells.
  • Weather the Storm: Drags another turn out of aggressive matchups. I'm not sure it's worth boarding in against fae. They tend to play a lot of spells, and it's extremely difficult to counter storm.
  • Nihil Spellbomb: Decided to trial against UB control decks using automill to play anglers and terrors.

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Casual

93% Competitive

Date added 1 year
Last updated 1 year
Legality

This deck is Pauper legal.

Cards 60
Avg. CMC 2.56
Tokens On an Adventure
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