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Jund 'em Out, will be edited for soi standard

Standard* BRG (Jund) Competitive Midrange

Naarthal


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A Jund Midrange deck that aims to control the board and win a grindy match. It plays surprisingly well, Hope you enjoy! Suggestions are welcome.

Card Choices:

The Spell Package

Complete Disregard: It kills hangarback walker without triggering the thopter creation, and shuts down all recursion creature, its really just useful to have, so we have 2 because this card becomes dead later into the game.

Fiery Impulse: It deals with almost all early creatures for just one mana, which is part of what we need in this deck, this is useful throughout the game, but later it drops off so we run 3 not 4

Kolaghan's Command: Creates tons of value, in the right scenerio getting a 2 for 1 out of our opponent, and it gets into a ridiculous loop with :card:Den Protector: through its last mode.

Murderous Cut: We use a lot of smaller spells, and fetchlands this is the most cost effective removal spell for a deck like this, but our graveyard cannot sustain a full play set of this, so we have 3

Ultimate Price: Kills quite a few strong creatures in standard, but there are so many multi-colored decks that it isn't the optimal removal spell, so only one.

Wild Slash: Kills early threats, but does it less efficiently than fiery impulse, however it can help to close out games, so we run 2

Crater's Claws: This card is really good at killing threats late, or just closing out a game from no where, its ferocious gets triggered by Tasigur, the Golden Fang and Gurmag Angler, it is a very strong card, but it isn't very strong if we draw into it early, so we only want 2

Painful Truths: We have no ways to really draw cards outside of Tasigur, the Golden Fang and Den Protector, and this card draws us three (unless we are completely color crewed) which helps to keep the us ahead of our opponent, the life loss is impossible to mitigate in this deck, so we only run 2

Roast: Kills pretty much all non-flying threats currently running around in standard making this card very powerful, but because it doesn't hit flying creatures and is sorcery speed we don't want a play set, so we run 3

Ruinous Path: Kills everything without hex-proof and indestructible, helps us deal with annoying planes walkers, and has good late game with awaken, however it is three mana and sorcery speed making it clunky for us to tempo our opponents, so we run only 2 copies

Creature Base

Den Protector: Recur's your removal spells and Deathmist Raptors, it can attack through tokens, and has a very powerful loop with Kolaghan's Command, this creature is insanely useful to use, warranting 4 slots

Deathmist Raptor: A very good blocker, that is easy to get back with our Den Protector package, and can apply pressure to our opponents, overall very strong but there is a lot of exile being used in standard so we only run 3

Gurmag Angler: We run lots of small spells, so getting this guy on the board isn't tough at all, and in one turn getting a 5/5 and killing one or even 2 of their creatures is a very powerful play, but our graveyard has limitations so 2

Tasigur, the Golden Fang: This card is great, it comes out early, blocks tons of creatures early or just apply pressure, and generates tons of value late with his ability, overall a great card, but it's legendary so we play 3

Woodland Wanderer: Attacks well thanks to trample, and can always be kept for blocks thanks to vigilance, and its converge is very easy to trigger for us, and we can even get a 6/6 with vigilance and trample for 4 mana because of our Canopy Vistas, a strong card, but we don't need too many since it's cost often restricts what we do for the rest of our turn significantly, so we just run 2

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Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 2 Mythic Rares

35 - 7 Rares

8 - 2 Uncommons

7 - 4 Commons

Cards 60
Avg. CMC 3.19
Tokens Emblem Ob Nixilis Reignited, Emblem Sarkhan, the Dragonspeaker, Morph 2/2 C
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