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A Jund variant of the CoCo Midrange deck that utilizes some of the most powerful 3 drop massive creatures like Steel Leaf Champion and Rotting Regisaur, while also making usage of some of the best red 3 drops like Bonecrusher Giant to allow for more early game options and interaction to deal with go wide decks like elves and goblins. Basically this triple color is made to take care of the original Golgari and Mono green Coco Midrange's weaknesses. The deck is Diamond Rank in my account of Arena while my friend has managed to take the same deck to Mythic (the player is half the deck after all XD). like the original Midrange Coco, it crushes people by overwhelming them with early ramped massive creatures thanks to Llanowar Elves and Goose, allowing for turn 2 plays of massive creatures like Rotting Regisaur. Last but not least, the namesake of the deck, Collected Company, throws out a ton of massive creatures at once to completely overwhelm an opponent or even force scoops.

How the deck has improved.

More Options: Rather than having to Mulligan the moment you have no ramp in a hand, having a Bonecrusher Giant is a pretty good save here, allowing for turn 2 interaction plays to take care of early opponent plays to keep your momentum going strong, before throwing out a big creature or the Giant itself on turn 3.

Dealing with Go Wide decks: Sweltering Suns/Anger of the Gods allow you to rip apart go wide decks while keeping most of your large creatures alive. While Sweltering is preferentially kept on the side board since Cycle is a situational function if you need creatures fast, if you use Garruk's harbringer, it is better to use Anger to keep enemy Scoozes from using your graveyard as well as their own graveyard, while also keeping Izzet phoenix decks in check.

Destroying Mono White Angels, Life Gain, and go wide decks: The addition of Rampaging Ferocidon allows you to absolutely decimate these types of decks. It only takes one Ferocidon on the field to force most mono white metas into submission. While it should be noted that Ferocidon is the only counter you have against these types of decks plenty of times, and it is still vulnerable to banishment interaction, even having Ferocidon on the field for just a few turns is extremely damaging to your opponent's momentum.

What you ABSOLUTELY NEED before the deck is used.

Lands are a FAR more important issue than the Gruul version ever needed this time around. Having a three color deck, with the black only being necessary for Regisaur and Assassin's Trophy makes things difficult when considering Steel Leaf Champion. Ideally you will want all your dual lands to drop some form of green.

Ferocidon cannot be counted out of this deck in favor of other things. While it is vulnerable to Suns and Anger, Ferocidon is so good that it is like not putting Thoughtsieze in Mono Black. It counters everything that gives midrange trouble, and many opponents underestimate it, and thanks to Menace it's a brilliant turn 2 play even if it doesn't possess as much bulk as the rest of your creatures. Also Krenkos and Muxus will regret making big plays while one of these is on your field.

Rotting Regisaur. People constantly underestimate this card. There is no 3 drop creature that is larger for a better mana color ratio. Regisaur is so good that Jundrassic included black solely for Rotting Regisaur and nothing else. A Turn 2 Regisaur can terrify your opponents into submission and force them to panic and make bad plays. And 2 coco'ed Regisaurs can be a heartattack (speaking as somebody who was on the other end of the original Coco golgari, I'd know.)

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Comments

96% Casual

Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Historic legal.

Rarity (main - side)

4 - 0 Mythic Rares

48 - 6 Rares

4 - 0 Commons

Cards 60
Avg. CMC 2.94
Tokens Food, On an Adventure, Troll Warrior 4/4 G
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