Playing Bard Class in Modern Jund
Playing around with powerful legendaries like Kroxa, Wrenn and Six, Ragavan, Grist, etc. to take advantage of Bard Class primarily level 1, which puts counters on all of our creatures as they enter, and level 2, which allows almost every permanent in the deck to have its cost reduced by at least 1, if not 2, the exception being Tourach, Dread Cantor who's a one of anyway. Then doing traditional modern Jundy things, playing heavy into discard with inquisition, thoughtseize, k-command, as well as typical removal like abrupt decay and terminate. Then running boseiju and takenuma, which will both be reduced in cost for their channel abilities to 1 almost every time due to all of nonland permanents in the deck being legendary. Then, mana sinks for grindy games are level 3 of Bard Class, I really dont see it sticking around that long, but if it does, it gives you access to potential gas to close the game, and then also running 1 copy of Kamahl's Druidic Vow, because Bard Class + Kamahl's Druidic Vow
reduces the cost, and the fact that all of our permanents are legendary means it's very plausible to hit multiple good drops like Ob, Kroxa, Grist, Wrenn, Klothys, etc. off of it which could close a game out really quickly in a pinch. And finally we have Chevill in there for a bit of card draw off our removal spells (as well as Nurturing Peatland + Wrenn and Six
for more draw) and life gain for grindy games, and Klothys for ramp, or burn and life gain when needed.
Over in the sideboard, I have it tailored for my meta currently, but it holds pretty strong, Assassin's Trophy in for abrupt decay if that doesn't do us well, surgical extraction for combos, endurance for graveyard, more thoughrseize and inquisition for more control or flicker types, Sarulf goes in for chevill if I need board wipes, plus the Bard Class + Sarulf, Realm Eater
level 1 synergy.
And that's the deck
Any and all feedback is helpful!