Always wanted to make a Jund deck (besides my commander one). The deck works pretty good right now and is pretty consistent, but I feel there is plenty of room for improvement. All suggestions and constructive criticisms are more than welcome.
Creatures:
Sylvan Caryatid: The best card for ramp in a multicoloured deck in standard right now.
Scavenging Ooze: after playing with it, I found that in some cases it single can handily push me over the edge to win. The life gain is very relevant since my larger plays don't happen until later in the game, giving aggro decks time to bash into me and do a sufficient amount of damage. He can also stop recursion strategies like with Whip of Erebos. Only running two with One in sideboard for the aggro match ups.
Courser of Kruphix: he does so much for the consistency of the deck. He allows you to play lands from the top which is extremely relevant since it can keep us from drawing unwanted lands. The life gain is great since running 12 shock lands can hurt.
Reaper of the Wilds: This card can be very problematic for control decks if I have the available mana to keep it hexproof. At 4/5, it can go up against all the Loxodon Smiters, Stormbreath Dragons, and Blood Baron of Vizkopas and live to tell the tale. I have found great success with this card so that's why I'm running 3.
Desecration Demon: i get a lot of weird looks when i drop his guy, since he isn't seen in the jund monsters build, but he does wonders for this deck. Teamed up with my removal, it makes him a big threat and hard to tap down.
Polukranos, World Eater: Not much I can say here. It's Polukranos...he's awesome. His monstrous isn't as good against control but I still think he does enough work to take a spot.
Stormbreath Dragon: not much to say here, he's just awesome.
Other Spells:
Abrupt Decay: Domri Rade,Loxodon Smiter,Nightveil Specter,Detention Sphere,Ashiok, Nightmare Weaver,Brimaz, King of Oreskos,Courser of Kruphix and everything cheaper
Golgari Charm: This card deals with three things that I consider to be big problems right now in standard. Enchantments are everywhere and the biggest problem enchantments are the God weapons. Not only does Golgari Charm deal with those, but it also deals with Elsepth and Master of waves tokens (that is, if only one master of waves is out) that can easily overwhelm you AND can save your creatures from mass removal cards like Supreme Verdict. Most people would generally side board this card but I think that it deals with so many problems at once, that you can't afford to loose game 1 just because you didn't have that Charm at the time you needed it.
Ultimate Price: Instant speed removal of most creatures is great and can really help when in a tight spot.
Hero's Downfall/Dreadbore: great removal against all decks, even in the control match-ups against their walkers. Running a 1/2 split since both are very similar yet are great in different situations.
Mizzium Mortars: Another great removal spell that deals with big threats that lurk around standard along with the mini armies you may face.
Rakdos's Return: Just an amazing card when you can force your opponent to go into top deck mode. Solves problems with decks that use battle tricks and counter spells to mess with you. One waiting in the sideboard for the control match ups.
Xenagos, the Reveler: He is a very flexible planeswalker. He can help me ramp into my big creatures, can help me hit their Monstrous abilities, or help overloaded a Mizzium mortars. His ultimate is pretty irrelevant since I am not running too many creatures so he mostly just helps me ramp or pumps out hastey tokens
Vraska the Unseen: She is great for removal. the fact that she can destroy almost anything I want, and the fact that she protects herself with her +1 until I can destroy something else is just amazing. The thing I love about running 6 Planeswalkers is that even if I only get a single use out of them and they die to an attack, I have netted myself more life theoretically by redirecting the attention away from myself, and Vraska often diverts a lot of attention.
Sideboard:
Anger of the Gods: side in for the aggro match ups or the decks that curve out early on.
Duress: for any control type of control.
Golgari Charm: for control to survive their verdicts and destroy their spheres. Also for aggro or any type of small creature producing decks.
Mistcutter Hydra: simply for any deck that is part blue
Pithing Needle: for walkers, aetherlings or anything with an annoying ability
Rakdos's Return: for control or midrange
Scavenging Ooze: against aggro and other racey decks
Slaughter Games: for any deck with a key card that is either their win con or just very troublesome (i.e. Elspeth, Sun's Champion, Sphinx's Revelation,Obzedat, Ghost Council