Check the update below for my recent changes!
Mainboard cards are those that are currently being played. Cards marked as altars are proxies.
The sideboard is match-specific removal or strategies, updated as needed.
The Maybeboard contains cards I'm considering testing out.
I think Prossh is one of the most fun commanders around, and perfectly embodies Jund: dragons, aggression and combat, life and death.
That being said, things like Food Chain + Purphoros, God of the Forge / Impact Tremors to win instantly aren't exactly the experience I enjoy, although this deck could easily go there for a more competitive meta. I like to just beat face and have fun with this deck, so that's what it currently does.
That being said, this deck has some powerful and fun win conditions.
Purphoros, God of the Forge is obvious. If you can cast Prossh twice with him out, you'll have dealt 14+18=32 damage, which by turn 7-8 should be enough to kill everyone else. Especially with Parallel Lives out.
Xenagos, God of Revels is brutal if you need to bring someone in particular down, especially with the
Scourge of the Throne
. Those two combined quadruple the power of the attacking creature.
Creatures
Major Dragons
Hellkite Overlord and Courge of the Throne are winners that have to be dealt with.
Atarka, World Render
is just too awesome not to have around.
Boltwing Marauder
is pretty good, Safe enough at the moment.
Minor dragons (casual appeal)
Savage Ventmaw
Mana-Charged Dragon
Flameblast Dragon
Scourge of Kher Ridges
Harbinger of the Hunt
Tyrant's Familiar
Utvara Hellkite
Non-Dragons
Viscera Seer
Madrush Cyclops
Butcher of Malakir
Deathbringer Thoctar
Dragonlair Spider
Gods
Nylea, God of the Hunt
Purphoros, God of the Forge
Xenagos, God of Revels
Pumps and Direct Damage
Here's where it kicks in to overdrive with Prossh. When he comes out as a 11/6 or bigger, getting all that power through to someone is important. Getting it to two or more people is even better - through attacking and then using one of these:
Fling - I'm currently out of favor with this due to the forced sacrifice. That being said, I do like
Rite of Consumption
as it is one of the few lifegain effects in this deck.
Soul's Fire
- straight up rage.
Flesh / Blood - If you have a good target and mana for
Flesh
then it's great, but
Blood
is worth it on it's own.
Mage Slayer - my personal favorite.
Fatal Frenzy - can make it a 1-hit kill, which is always fun. One of these days I'll get a copy of Berserk when I have the cash.
Strength in Numbers
Temur Battle Rage
Ramp
Casting
Violent Ultimatum
needs to not be a problem. How do we get there?
Full sets of shock and check lands (i.e. Overgrown Tomb and Woodland Cemetery) to start with, along with the three on-color fetch lands.
Farseek / Nature's Lore: I dislike ramp/fetch spells that only grab one land - that isn't great card advantage and every spot in the decklist has to do as much as possible. That being said, I have to make an exception here because they grab shocks and the BFZ dual lands. So, along with Bloodstained Mire and Wooded Foothills, that covers fetching a full set of dual-colored lands by turn 3. I am waiting for Verdant Catacombs to come down in price before picking one up.
Kodama's Reach / Cultivate: grab two basics. Your bread and butter.
Explosive Vegetation: Two more basics? Yes please.
Skyshroud Claim /
Ranger's Path
: Two more duals/forests that curve right in to Prossh? Thats what Im talking about.
Sylvan Scrying
and Expedition Map , the catch-all land finders: Command Tower /
Darigaaz's Caldera
for the best mana fixing if you need it but the best targets are all the utility lands this deck has: Shinka, the Bloodsoaked Keep, Shizo, Death's Storehouse, Encroaching Wastes for dealing with pesky Mazes, Kessig Wolf Run / Skarrg, the Rage Pits, Temple of the False God / Hall of the Bandit Lord / Volrath's Stronghold.
Ive found that 34 lands is a very good number for partial paris muligans, especially with all the ramp here. Ideally your opening hand has at least one dual land that makes green and at a ramp spell. That'll get you started off on the right note.
Removal and Board Wipes
It may look a little sparse here, but I spend my mana making threats not controlling the board. These are the best value removal spells that help out when I have to get rid of something. There are tons more options, obviously, but that means cutting other cards.
Artifact Mutation
Vandalblast
Decimate
Violent Ultimatum
Decree of Pain
In Garruk's Wake
Goblin Bombardment works wonderfully as spot removal or pinging down that last pesky player.
Tutors
Black and green have some of the best tutors for what this deck needs. Use more if you want to be more consistent.
Vampiric Tutor
Demonic Tutor
Good ones to add:
Chord of Calling
Worldly Tutor
Green Sun's Zenith
Enchantments
I love enchantments. They are useful, flavorful, and usually quite cost effective. I usually want to add too many.
Necessities:
Parallel Lives - the more Kobolds the better! I don't run Doubling Season because 1) it's expensive and I only have one copy and 2) I don't run hardly any planewalkers or anything ele to take advantage of the counters clause.
Goblin Bombardment - spot removal and tuck dodging all in one card.
Rancor and
Dragon Fangs
are pumps + trample and they come back from the graveyard. Nothing else really does that so that's all I've got.
Draw and Filtering - since Prossh isn't blue, you need something to help draw. Green and black actually have some great options.
Abundance +
Phyrexian Arena
: 1 life for two cards of your choice is pretty awesome if you can get them both out. Even separately they are pretty great. Sylvan Library would also be great.