Ok jund was my very first tri-color deck and it holds a special place in my heart because of that. It does what i love to do in magic. Aggresively destroy everything they try to do. Jund embraces mainly golgari and rakdos mindset of we will destroy everything and anything to achieve greatness
Now on to the breakdown of the deck
Objective of jund: being able to keep their board down while slowly pinging their life away.
Tools of jund: their are 3 basic catagories we will dive into when explaining jund ;removal, creatures, support
REMOVAL: the major backbone of rock is removing majority of threat when they enter and before they can be casted.
Thoughtseize and Inquisition of Kozilek act as our preventive removal due to giving us valued knowledge on their hands and potential threats can now be predicted and we then choose which ones we can afford to let enter based on the rest of our removal.
Abrupt Decay, Terminate, Lightning Bolt make up of our removal of creatures and decay's case anything thats not a land costing 3 or less. Decay is an allstar spell that will deal with almost every problem modern decks bring so this allows us to feel safe on what we use game 1 while Terminate kills what a decay cant. Now Lightning Bolt has the best of two worlds it removes a good portion of threats and it can help close out a game with an unexpected 3 damage to a player.
Creatures: they are still needed to be able to apply pressure on the opponent.
Dark Confidant: 2/1 for 2 mana. His quote basically sums up everything "greatness at any cost" you need to keep drawing awnsers and he gives you it for a little life loss.
Tarmogoyf This monstrosity is the most expensive/powerful creature card printed in green. Due to his ability of being anywhere from a 0/1-8/9 for only two mana makes him a must awnser modern menace. He requires you to be careful with ooze exiling but sometimes we have to shrink the goyf to keep ourselves alive.
Scavenging Ooze 2/2 ooze that counteracts graveyard strategies and can be a much needed source of lifegain due to the exile of creatures both making him bigger and netting you a life. Also only a two drop. His life gain effect is very very relevant when running Dark Confidant. He wont be as powerful as a goyf most of the time but he truly fights strategies like Snapcaster Mage and unburial rights fairly well.
Kitchen Finks 3/2 that gains 2 life. He has persist allowing him to come back a second time with -1/-1 counter on him. For three mana he can gains us 4 life and can require the opponent to exhaust 2 removal spells which is always in our favor. For them to exhaust more spells is beautiful. We have card draw from Dark Confidant
Kalitas, Traitor of Ghet he seems like an all star in bgx decks. Rewards your board state for using removal by exiling their creatures and rendering tron creatures like Wurmcoil Engine useless and he gives us 2/2 zombies! He can also later on buff himself with the sacrifice of zombies or vampires. He has great synergy with Olivia Voldaren for the fact she can steal vampires and gives kal here a buff by eating your own opponents creatures
Olivia Voldaren (been retired for now) 3/3 flying vampire that can destroy 1 toughness creatures and powerherself into something oppressive. If she doesn't kill a creature she can later steal them by making them into vampires
Huntmaster of the Fells
a four drop 2/2 that gains us 2 life and provides a 2/2 wolf token to flood the board and keep us protected. He flips into a 4/4 trampler that deals 2 damage to an opponent AND a creature they have on the board. If you can't constantly flip him he makes long games go in your favor quickly
Pia and Kiran Nalaar
2/2 that makes 2 1/1 flying thopters. Also can sacrifice them to help provide a slight push for more damage. Is a powerful card in mirror matches or agaisnt lists that go wide like elves.
Planeswalkers
Liliana of the Veil 3 drop goddess of magic. Makes everyone stay in top deck mode with her +1 sacrifice is a broken ability on a planeswalker since she doesn't target the creature but the player. The ultimate if you ever reach it basically says "here's two pile sac one of them and keep the other" with their permantes.
Arlinn Kord
very new walker that has so far shown great potential in a list that needs ways of constantly apply pressure. She makes 2/2 wolves , buffs our creatures on both sides of her and can even deal damage to the opponent or their boardstate. Not likely to reach her emblem but she has enough relevant modes where that's not an issue for us.
Chandra, PyromasterShe can ping away their life slowly. Is a another card draw engine. And her ult is just amazing with Kolaghan's Command,Lightning Bolt, Abrupt Decay, and
Jund Charm
Support:
Kolaghan's Command this spell has many utilities such as returning creatures we need to have comming back onto the board. Instant speed discard. Affinity hate built right into it. And it can
Shock
a player or creature. All combinations are vital to surviving agaisnt opposing decks. This card is an all star in its versatility. I can truly say our deck would struggle with out such adapability built right into it.
Jund Charm
has 3 really relevant modes. I can make dredge and living end strategies mean nothing. I can have an instant speed Pyroclasm agaisnt decks now. I also can buff my own creatures to make combat in my favor when I swing with a confidant that now suddenly killed your Snapcaster Mage or something
Sideboarding: we all have match ups where some cards are just horrible to have in agaisnt.
Burn strategies: Remove from deck 2x Thoughtseize and 4x Dark Confidant. These cards risk our life total far to much to ever want them in when our opponent aggressively is cutting away at our life total through non creature means. Best cards to bring in agaisnt them are 2xKitchen Finks, Huntmaster of the Fells
Kolaghan's Command,
Pia and Kiran Nalaar
and 2 Abrupt Decay. Finks and huntmaster negate the life loss from the burn spells while pia and kiran help flood the board so their creatures can't swing into us. Command and decay help keeps their board clean while command can provide discard or creature recursion for us at the same time.
Mirror match: all hand disruption comes out for sure. And in some cases even bolts are best removed.
For our 8 cards we bring in 2x Kitchen Finks, huntmanster of the fells,
Pia and Kiran Nalaar
, Kolaghan's Command, 1x Terminate and 1x
Jund Charm
. Finks and huntmaster are 2v1's while k command utilizes that with great effect. Pia and kiren are 3v1s and can be even more with k command as well. Terminate and jund charm help keep the board clear and gives us more time. You can also use chandra,pyromaster if you feel more card draw is necessary in this match up. We have plenty of cards to bring in
Control match ups: I personally feel this is where it's the hardest to sideboard. I would remove our 4xLightning Bolt, Kalitas, Slaughter Pact. These seem like safe cards to remove since bolt is not going to effectively remove many creatures game 2-3 due to the fact his creatures will most likely have a high toughness or will be getting delt with by other removal spells before hand. I feel it is best to bring in 2x Abrupt Decay since it will awnser most problematic permantes they are likely to play,
Pia and Kiran Nalaar
due to fact they provide a good boardstate and gives us flyers. Chandra, Pyromaster is an all star here since she provides another source of card draw and can slowly reduce their life total while making combat easy for us when removing creatures like Snapcaster Mage from the equation. The last cards are between pulse and
Jund Charm
since it depends on what kind of control deck they are. If thopter definitly jund charm for it is relevant in two modes