Sideboard

Sorcery (1)


Finally a Jund Lands Matter Commander. When I first saw him I was a little underwhelmed. Planeswalkers are fairly fragile to begin with unless heavily supported in things like a Superfriends deck. His first ability was kind of a letdown in terms of its requirements, I would have preferred something similar to other looting effects, where you draw first, then discard, and then possibly draw a second, giving you the ability to get lands off the top of your library. His Second to me was perfectly fine to me as it returned two lands, letting you get back fetchlands or other destroyed lands, which I will cover later. And his final was somewhat partial, on the one hand destroying six nonland permanents and getting the tokens are very powerful but as far as Lands Matter was kinda "Just Fine" (I just hope my opponents are playing Forests). Then I watched the Command Zone's Podcast about how his first two abilities are in a sort of recycling effect and I knew to begin with that I would have to play him in order to see if I did or didnt like him.

Lands

There were lands I knew were just an auto include, Fetchlands, Shocklands, and Bouncelands for the mana fixing of course. I decided to run off color Fetches for the Landfall effects, I stuck to on color Shocks and Bouncelands so the list wasnt taken up too much by them. But the real lands I wanted to run were things like Cabal Coffers and Urborg, Tomb of Yawgmoth for their notorious combination. Ghost Quarter and Strip Mine for enemy land removal, Glacial Chasm for the Protection and if the Cumulitive Upkeep ever gets too expensive I can just sac it and bring it back for later use. And finally running Bojuka Bog, Reliquary Tower, Haunted Fengraf, for the utility and Evolving Wilds, Jund Panorama, Myriad Landscape, Terramorphic Expanse for the extra fetching.

Creatures

On the Creature side of things I have a Subcategories. Extra lands a turn, Some Land Sac and Land to Grave, Utility effects, and of course and my most favorite, Landfall or payoff creatures.

For extra lands per turn I decided to use Azusa, Lost but Seeking (due to the recent reprinting), Budoka Gardener  , Courser of Kruphix, Mina and Denn, Wildborn, Oracle of Mul Daya. These Cards allow me to Ramp early game or late game trigger landfall and get lands off of my hand or library.

When i have lands go into the grave, which will happen due to my fetchlands, Sylvan Safekeeper, The Gitrog Monster, Titania, Protector of Argoth, and some other cards in other sections like Life from the Loam, Constant Mists, and Hammer of Purphoros for the ability to have lands go to the Grave from my Hand or Battlefield and get added benefit at the same time.

I also have utility creatures like Deathrite Shaman for dealing with grave shenanigans. Eternal Witness and Charnelhoard Wurm for some recursion. Flameblast Dragon, Multani, Yavimaya's Avatar, Ulvenwald Hydra, and Blackblade Reforged to push across some combat damage.

My absolute favorite part is all the Landfall effects that Jund allow all in a deck. From Retreat to Hagra for the Deathtouch and small lifegain, to Avenger of Zendikar and its army to tokens. Windgrace is the commander that has finally let the Omnath, Locus of Rage and The Gitrog Monster combination finally play out, Giving me Elementals and Lightning Bolts on one side and Land Sacrifice and Card draw from the other. Ob Nixilis, the Fallen often lets me drain the opponent's life and swing for Lethal when I start comboing off landfall triggers. Rampaging Baloths and Zendikar's Roil for token creatures. And finally Nesting Dragon, Probably my most favorite card from C18. A mono red dragon, that creates Dragon Eggs, that creates flying dragons, its one of my new favorite dragons to date.

Other Stand-Out Cards

Other cards I have added that stand out would be Crucible of Worlds, Splendid Reclamation, and Creeping Renaissance to be able to get back my lands from the graveyard when i'm ready to either get more lands or Landfall counters. However some of my "Guilty pleasure cards" Ive wanted to add were; Scapeshift which helps with mana fixing and Landfall, Polluted Bonds punishes other for playing lands (And who doesnt like that Shadowmoor art), Worm Harvest for more tokens, Fork to copy opponents fancy spells so i can share in the shenanigans, Torment of Hailfire, Lavalanche, and Gaze of Granite for some X costed removal to get rid of out of control boardstates.

General Additions

Other than that I have some general Value cards such as Sensei's Divining Top, Vedalken Orrery, and Ashnod's Altar. Land Fetching which I tried to go to nonbasic land fetching so I could get fancy lands mentioned above with Realms Uncharted, Crop Rotation, Tempt with Discovery, and Hour of Promise among others. Boardwipes with Damnation, Blasphemous Act, and Lavalanche. Removal package like Ruinous Path, Decimate, and Putrefy. Recusion to hand for when my payoff creatures go to the grave, and I know they will, with Phyrexian Reclamation, Macabre Waltz, and Stitch Together.

For this deck I would really appreciate tips and Sugestions. I feel like I have WAY too many sorceries and could easily cut down on them, adding to Instants, Artifacts, or Enchantments. I have a nice land and creature count, but the high sorcery count, while not a bad thing, could be changed.

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Date added 6 years
Last updated 4 years
Exclude colors WU
Splash colors R
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

46 - 1 Rares

19 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.44
Tokens Beast 4/4 G, Cat Warrior 2/2 G, Dragon 2/2 R, Dragon Egg 0/2 R, Elemental 2/2 G, Elemental 5/3 G, Elemental 5/5 RG, Emblem Nissa, Vital Force, Enchantment Golem 3/3 C, Plant 0/1 G, Worm 1/1 BG, Zombie 2/2 B
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