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Jund Hellbent! The objective of the deck is to discard our own hand and still win the game. Basically, it's a Malfegor deck except with green. Xira Arien has been replaced with Lord Windgrace as the commander. While neither strictly speaking supports our strategy directly, Xira's tiny body was basically irrelevant except to chump block, and Lord Windgrace is a much better value engine. If he is attacked I don't even care, all I care about is if I get to +2 every turn, which is discarding and drawing cards, which is what the deck wants.

Essentially, the way the deck functions is by using sorceries to gain value or slow down our opponents, then recur them from the graveyard later in the game. Many of the sorceries discard and/or draw cards, or put lands into play. The focus though is getting value from discarding our own cards. Bone Miser + Skirge Familiar is a great combo because we can discard our sorceries for mana and then draw another card off it and keep going until we get a creature or land. Lands net us three mana for every one that is discarded if both of these are in play, which makes obscene amounts of mana very quickly. While discarding sorceries is beneficial, discarding lands is also beneficial, because we will eventually recur them all with Splendid Reclamation. Rude Awakening + Splendid Reclamation is especially good late game after out grave has been filled with repeated wheels, looting spells and Lord Windgrace's first ability. On the turn we cast both Splendid and Awakening, we usually win, because if we have enough mana to cast Splendid Reclamation and then Rude Awakening, we'll almost certainly have enough to cast literally anything else that we want, which is perfect for going off with Past in Flamesfoil.

If you didn't happen to notice, this deck actually has no instants at all, which cements it's identity of Jund BIG SORCERIES

The go-to win conditions of the deck are Insurrection and Rise of the Dark Realms, or both on the same turn for a practically guaranteed win if I have enough mana. If you don't have enough to cast Insurrection, Chainer, Nightmare Adept will do in a pinch if he's in the grave because he will see everything enter off of rise and grant them all haste.

Killing creatures with Archfiend of Ifnir and/or repeatedly wiping the board is a good way to ensure graveyards are full enough, as well as repeated wheels. Isn't not intended to be a wheel deck, I swear, but wheels certainly are a good way to refill both our hand and to keep everyone's graveyards nice and juicy. Notable is that graveyard hate cards, especially Rest in Peace are a disaster for this deck and should be removed as quickly as possible because all of our set-ups involve filling graveyard.

Through playtesting I have discovered that Fauna Shaman + Squee, Goblin Nabob is a great combo, and Squee is typically the first thing I get with Fauna Shaman or put into the graveyard with Jarad's Orders. Since the cards in our hand are our primary resource, reusing that resource courtesy of Squee is surprisingly powerful. As was demonstrated in the Merciless Rage precon, Moria Scavenger + Squee, Goblin Nabob is also quite good.

Discard is our main focus, but lately I've been messing around with cards that focus of filling the grave, such as Oriq Loremage and Burning-Rune Demon. Burning-Rune Demon is really good to recur in these colors, because if we get the card we want + Regrowth or Recoup, there basically is no correct course for our opponents. I should also shout out Field of the Dead and Change of Fortune as recent additions, the first of which is great for alleviating some early game pressure if we ramp hard enough while also gaining us value in the late game (god forbid this card be in play when we cast Splendid Reclamation, JESUS) and Change of Fortune which is everything this deck wants to do, and is absolutely disgusting if it's casted multiple times in one turn.

The thing I love most about this deck is how it runs a lot of innocuous cards that hardly anyone runs these days. I mean, how often do you see people running Riftsweeper and Recoup?? I have also decided that, since all my decks have some kind of intentional limitation, that this deck will never run instants. I think that's pretty funny, but it does make running Vedalken Orrery very tempting...

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Updates Add

IN: Tower Winder

OUT: Casualties of War

I almost never cast Casualties of War. It simply costs too much. It's the only answer the deck has for planeswalkers but in the dozens of diverse games I've played it with, that has never been relevant. I'm thinking of putting more lands in the deck for Lord Windgrace to discard, namely Vesuva to copy Field of the Dead, and Tower Winder consistently draws a land, basically making it a Baleful Strix. The deck needs more means of alleviating pressure for a low enough cost that it's viable early game, and Tower Winder seems perfect. I may consider breaking the "No Instant" rule and adding Constant Mists and/or Assassin's Trophy if it proves necessary.

I also need to find room for Wight of the Reliquary and/or Urza's Cave, the former especially. At this point I don't know what else to cut but I will think on it.

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Revision 49 See all

(1 week ago)

Date added 7 years
Last updated 1 week
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 3 Mythic Rares

53 - 19 Rares

14 - 11 Uncommons

18 - 2 Commons

Cards 100
Avg. CMC 3.40
Tokens Bear 2/2 G, Cat Warrior 2/2 G, Experience Token, Orc Army, Pest 1/1 BG, Treasure, Zombie 2/2 B
Folders 8-Deck EDH Pod, All Commander Deck I Actually Own IRL
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