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Jund Aggression (B/G Version)

Standard*

alwaysmovin


Sideboard


Jund is probably one of my most favorite arch types to play in mtg (hmmm next to abzan) and i have a TON of different builds i'll be trying out this standard. I think it'll be pretty strong colors to say the least.

Now this version will focus on using black and Green as the main colors of this deck. I'm looking for tempo so i wanna get some good advantage on the board and also get extra points of burn dmg in to finish out the games quickly after big swings.Based off of testing mana for the past 2 weeks I've come to realize that mana is gonna be a bit tough to deal with with a lot of double color spells. Yes i do know that there are some of all three here but i have taken that into account already. The order is // (green is a bit flexible seeing as how it can get other colors but were gonna try to stay as consistent as possible here so the only double red spell were playing is Chandra.)

The side board also matters a lot as it attempts to change the deck based off what i'm going against which is also a indicator of my main board. I think (in my meta at least) there's gonna be 3 main deck coming out the gate along with a shit ton of other random things and in this order:

  1. Mono Red: I truly think this deck is gonna get played week one soo bad its gonna make some people hate the color. The current red deck as is barely loses anything besides a one drop (which they got another of) and also have Lightning strike and Charging Monstrosaur (yea a 5/5 for 5 with haste and trample ill MORE than likely see at FNM). i want to generally not die to that so im gonna try to have enough kill spells and burn to keep them away and kill them quickly.

  2. DINO's: These guys are too cool not to play and not having early removal for all of these small dino ramp humans will have you staring down a alpha on turn 4 and a tyrant on turn 5 wondering how your gonna block all this crap. were gonna need to try and deal dmg to them fast and keep there board clear for the 1st 5 turns to really not get mowed down because savage stomp is really good and its gonna get alot of people. I expect EVERY and yes i mean EVERY green deck to be playing Ripjaw Raptor and while it sucks he will more than likely trigger his effect in this deck, we still need to get our out 1st or block him with aetherborn. all the more reason to burn them before they draw too much and gain advantage again.

  3. Control: I feel like Control is gonna come out in a good amount as well, especially with a lot of people favorite grixis being a thing (its a lot of what i see with alot of these new standard decks here). My only problem with control atm is that if Carnage Tyrant becomes a thing( which he will) its gonna smash through alot of people with ease. I hope noone under estimates this card as me playing it my self and playing against it Carnage Tyrant is gonna legit ruin people's Day. Hell it;s the reason why im having a hard time not JAMMING it in every green deck i build, thats just how good i think he is.

  4. Tokens: im playing around with alot of token decks but until i see some results 1st im gonna put these deck on later weeks. but people will still play it and while i do like them, im not sold on them yet with so many green creeps having trample and overall speed but who knows. i expect to see it the least for now.

Suggestions are welcome as in I generally have a hard time deciding what should go in what type of deck, i honestly have 2 other ways this deck can go so yea. . . . upvotes are also welcome as well of course :)

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Date added 7 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 0 Mythic Rares

29 - 8 Rares

13 - 4 Uncommons

4 - 3 Commons

Cards 60
Avg. CMC 2.83
Tokens Dinosaur 3/3 G, Emblem Chandra, Torch of Defiance, Pirate 2/2 B, Treasure, Zombie 2/2 B
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