This is my first attempt at Jund. I believe there are a few rules that you must follow to create a powerful Jund deck. First and foremost, every card is shooting for efficiency. You are always trying to two for one your opponent in the following ways:
Card Draw
Hand Disruption
Removal
Creatures
Let's go over some of my thought processes and card choices.
Card Draw:
We have Read the Bones as 2 of due to the fact that we don't want to be losing too much life with all of the aggro Mono W, G/W tokens, CoCo decks running around.
We have Tireless Tracker for Clues and Potential Late game threat.
We have Ob Nixilus for the draw or kill option.
We have Matter Reshaper to potentially net us a free permanent or card draw.
And even Chandra can grant card draw in her own way.
Hand Disruption:
We have Distended Mindbender for the turn 3 Matter Reshaper into turn 4 Distended Mindbender for a 5/5 body, potentially removing 2 cards from opponents hand, and netting a free permanent or draw.
Out of the side we have Kolaghan's Command as a tech choice.
Kill Spells:
To start we have Ruinous path to take care of threats and also take care of planeswalkers. This card is a one for one but gets the job done. Also a body late game isn't bad.
Ob Nix minus ability can take care of annoying creatures.
Arlinn's flip side can take care of smaller threats or ping bigger ones so they may choose not to block. She can also buff all of our tokens for massive swings. Turn 4 Arlinn into turn 5 Ulrich is potentially 10 damage... probably won't happen often but just saying.
Chandra can wipe most boards with her minus or take care of small tokens.
Ulrich flip kills most creatures as well.
Lot of tech choices for removal from the side board depending on what you are up against.
Creatures:
Obviously Sylvan advocate. Is very well costed, stops early aggression, and gets bigger to help late.
Kalitas is very well costed. Helps gain life back from Read the bones. Also creates a lot of bodies for Westvale Abbey from all of the kill spells we have. Can get bigger if necessary.
Hangar back walker tokens helps defend against potential fliers. Creates a lot of bodies for Westvale abbey and is colorless so helps if mana is an issue.
Hanweir Garrison is my tech card just because I like the meld mechanic and I loved Goblin Rabblemaster. He can create a lot of bodies for Westvale. Can help stop early aggression and can turn into a big threat late game if melded.
Land
Westvale as a 1 of due to all of the tokens we are making can get flip off somewhat easily.
Hanweir gives our creatures haste. Also melds for some exciting stuff later in the game.
The lands are my biggest issue. I am not sure if what I have will be efficient and without extensive amount of testing, I won't know what is working and what needs to be switched. Need help here the most.
Conclusion
Let me know what you guys think. Any and all feedback and help is appreciated and if you like the deck feel free to +1!