Some of the card choices and quantities may seem a little out of whack with what modern players are accustomed to, but the formula seems to work. We run 21 lands, 19 of which are purely fixing and two of which are the Kawigama lands to try and provide as much upside for this delicately crafted creature based deck:
I've run 18 lands, I've run 23 lands, and ultimately I feel like somoewhere in between should fit the bill the best since our curve basically stops at 4 CMC and we have 6 total ramp creatures in:
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Ignoble Hierarch - who not only ramps in Jund colours, but also gives our attackers some extra scariness to try and race the opponent.
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Birds of Paradise - because you know what, who doesn't want perfect fixing on a flying blocker.
To pair well with these ramp spells we have a relatively high number of 3 CMC creatures because they theoretically function as two-drops who also help lock the opponent off of resources that have become increasingly more common in modern as of late:
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Fulminator Mage is the most interesting of the 4-ofs in the deck, he cuts our opponents off of typically their third land drop or sometimes even their second and makes mana a huge point of contention for our opponents hopefully until we can get far enough ahead on board.
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Seasoned Pyromancer provides excellent card selection in the deck while also advancing the board state, he helps turn mediocre hands into S-tier hands without much investment at all.
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Eternal Witness makes her way into the list with her amazing synergy with Collected Company to coco into her and use her trigger to get back coco to just do it again next turn, but she also helps with Unearth and even Fulminator Mage or any of the creatures we sacrificed for that matter.
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Endurance because you know whats more annoying to a living end player than an evoked endurance? nothing, absolutely nothing, so year we run tier one deck hate.
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Grist, the Hunger Tide is technically a creature! he makes defensive Collected Company's a tad awkward but he makes up for it in his versatility
beyond fulminator mage we also have a few more lock pieces to try and dwindle our opponents resources or at least make them no so scary:
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Spore Frog is definitely a weird one but is much better than Dryad Arbor in a deck like this since he can save you on a crucial attack turn off of a defensive Collected Company or just keep annoying the opponent by recurring it with Eternal Witness or Unearth.
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Dauthi Voidwalker has been the card I have received the absolute most salt for main decking, but he just houses some decks that cannot remove him or block him like affinity or cat oven (though they tend to run more removal).
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Kroxa, Titan of Death's Hunger is basically an auto-include at this point in any modern deck including the Rakdos colours because, while yes the front half is just basically a Ravenous Rats that doesn't make a body, his versatility to turn around and pressure your opponent on later turns is invaluable.
Then we come to cards that are included for their sheer value or aggression to push you over the top of your opponents:
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Wrenn and Six because its f***ing Wrenn and six.
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Soul of Windgrace because he provides crucial late game value off of usually dead land drops.
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Tarmogoyf can grow to be a real house in modern Modern with all of the different enchantments and artifacts and planeswalkers flying around, you'd be hard pressed to play tarmogoyf of turn three or later at less than a 3/4 and for that he is just one of the best beat sticks in the format that has notably gotten worse since printing of cards like Prismatic Ending, but is still good in decks that build with him in mind.
The final two card choices are what make the deck function so fluidly and help break the parity that often comes with lock pieces:
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Unearth to get back any one of the creatures we sacrifice for our locks from Spore Frog to Fulminator Mage and every ETB'er in between, it is more like a one-mana Black Lotus in this deck than anything else
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Collected Company to churn through the deck and build up a board presence that the opponent either cannot deal with or doesn't think that they need to deal with until... they do!