This is a deck based around shadowsike's Jund evolve midrange [POST ROTATION]. My version runs the big Jund creatures and what I like to call Jund Super Removal.
Dreadbore, Abrupt Decay, and Putrefy: The a fore mentioned Jund Super Removal.
Burning-Tree Emissary and Ghor-Clan Rampager: R/G Aggro staple cards.
Scavenging Ooze: Because, you know, you don't need a graveyard and I like my creature to grow.
Gyre Sage: She may not be the fastest mana dork out there, but she gets big quick as time progresses; to the point that I end up attacking with her.
Experiment One and Rakdos Cackler: Very excellent one-drop creatures in Jund.
Exava, Rakdos Blood Witch: Helps my Rakdos Cackler and Kalonian Hydra attack as soon as either enters, and Scavenging Ooze if I have it eat something first.
Kalonian Hydra: Because, you know, I like to have more +1/+1 counters on my creatures.
Polis Crusher: You know with all this new bestow and the new gods happening right now, plus all the freaking Detention Spheres that are about to become an irritant again, I need something that can fix those enchantment problems; and Polis Crusher is the Cyclops to do it.
Into the Wilds: The one card that most people will probably say "Why?"; don't worry I was with you when it was suggested to me. But until you test it yourself, I have found that this card never really hurts me when it is in my hand. It is that mid-late game "get yourself out of a mana pocket'' and is a semi-draw power card; plus if I happen to bring out a Temple of Abandon with Into the Wilds's effect I can set up my draw for turn.