Sideboard


Maybeboard


Creature Heavy Build: Why All the Negativity? [Vol. II]
->->Created 6.18.17
->->UPDATED 7.11.17

Potential Implementations
Lethal Sting - Blur of Blades - Claim / Fame - Ifnir Deadlands - Sweltering Suns - Hour of Devastation - Torment of Venom - Grind / Dust - Altar's Reap - Painful Truths / Painful Lesson - Bone Picker - Magmaroth - Archfiend of Ifnir - Ob Nixilis Reignited - Heaven / Earth - Eliminate the Competition - Take Down

Jund Poison
Competitive Deck Development

Images courtesy of mtgmintcard.com


This deck is beautiful and full of synergies. Our main goal is to use combos and go wide with tokens and creatures, unsurprisingly...with the help of dispensing -1/-1 counters on opposing creatures. Plan B, which is the most feasible- Sac the tokens to Westvale Abbey  , which can turn the game around in one turn. Consuming Fervor , Channeler Initiate & Our token generators are a match made in heaven. Basically a never ending supply of mana & tokens if they stay on the board.

Currently, I am play testing this deck, trying to make it as competitive as possible. Now that Aetherworks Marvel has been banned, the opportunity to brew something different is once again viable. This is a more "controlling & aggressive" approach to "Jund Poison"- Whereas most other builds implement more synergies with different creatures. Soul-Scar Mage is certainly the all-star in this deck (while on the board with Nest of Scarabs, or Hapatra, Vizier of Poison). Any burn outlet, combo'd with these two key cards will quickly produce a board full of tokens. The plan B is strictly aggro, so we aren't too heavily reliant on the necessity of other creatures if things don't happen the way we intend them to. Any suggestions are certainly welcome.


Card Options


The majority of the main deck components work very well with the style of this particular build. There are many card choices to implement in this archetype and, as mentioned above, not everyone will build the same. With that being said... in this section you will find a compiled list, featuring the majority of playable cards for any typical deck structure. Cards will be added and this will be updated when the opportunity of new additions present themselves.

Generally, depending on how you build this deck, I would recommend the minimum amount of lands you include should be 20. Keep in mind, we are using Channeler Initiate in order to provide any of the four colors we need by turn three (which provides a wee bit of ramp as well). I wouldn't dip below that number, but depending on what your curve looks like, you may want to add a couple more. 20-22 is an ideal number. Obviously, in this format, we don't have as many options when it comes to a proper functioning mana base (As Vintage or Modern) so it isn't that difficult to decide what works best for you. Below are the recommended lands to play in each version of the deck.

  • Canyon Slough: In red heavy decks, this is an important land card to add. As fore-mentioned, we really only need one red mana for this deck to thrive... However, we want this deck to be as efficient as possible, so having card choice is an added bonus.

  • Westvale Abbey  : Having an opportunity to flip this land will win you the game, which should be relatively easy to do since you are going to be producing an army of creature tokens.

  • Sheltered Thicket: Being able to cycle cards we no longer need is great in any deck, really. This build, in particular, needs a well-balanced mana base providing us access to all three colors.

  • Blooming Marsh: This is one of the best lands in the deck. The most important colors being Black & Green, it is vital that we establish those colors by (preferably ON) turn two.

  • Foreboding Ruins: Certainly, the most important card in the deck if using Soul-Scar Mage. Although we do need a Swamp or Mountain in our hand along side it to make sure it enters the battlefield untapped. If not, we will be a turn behind. One red mana is really all we really need throughout the game.

  • Game Trail: Along side a proper mana base, it shouldn't be difficult to get this into play untapped. We don't have many options in standard, compared to modern (obviously), so balancing a three colored deck demands as much synergy between lands as possible.

  • Mountain: This card is important to the deck because it is neutral between both black and green, our other colors. While playing cards such as Foreboding Ruins and Game Trail, having this in our hand to simply reveal compliments them both. Also, if we want to play Soul-Scar Mage on turn one, even if we don't have the duals, we can just drop this down.

  • Forest: While we don't have to worry about cards like Path to Exile, having at least one or two basic lands in our deck is probably a good idea. You never know when you will need to reveal one. The same is true for a Swamp.


Here are some more lands that, although don't see much play here- still are viable to some extent. It is solely up to the player whether he or she would like to use these lands in his or her deck.

Additional Land Choices Show

               Creature Base

Some of the creature base is already locked in, for the most part. Regardless how you go about building it, whether it is creature heavy or, more spell-heavy and controlling- these are the core creature cards that you will see in just about every deck.



  • Channeler Initiate (4 copies): Not only are you going to have an unlimited mana source, providing any color you need, with Consuming Fervor , but you are going to have token(s) every upkeep, as long as he's on the board. You might be able to get some beats in with Initiate, but that's not the reason we play it.

  • Hapatra, Vizier of Poisons (3 Copies): One of the key pieces to the deck. This bad bitch, along with Nest of Scarabs can fill up the board and get out of hand fast. Though, she is legendary, so 3 copies is plenty.

  • Obelisk Spider (3-4 Copies): Depending on how you plan on building this deck, the Spider can offer you a solid defense, pump out counters- which in turn is going to pump out tokens...and on top of that, you have an additional method of draining out your opponent's life points. Kind of like being poisoned...no pun intended. Side by side with creatures like Archfiend of Ifnir, Ruthless Sniper & Merciless Javilineer, things can and will get very brutal fast.

  • Soul-Scar Mage (4 Copies): Our best turn one option if you plan on building with him. Not only is it a 1/2 body for with prowess...he turns any burn outlet into a token generator, as long as Nest of Scarabs or Hapatra, Vizier of Poison is in play as well.

Here are some creatures that show up in sometimes, but aren't necessarily considered "core" pieces of the deck. It is up to each player whether he or she wants to play with these creatures, but they are not vital. Generally, I would not go over 23 creatures (25 is pushing the envelope) in this deck total. In fact, the most common number is around 20. We really need room for some of the more disruptive & combo spells if you really want your deck to tick.

Flex Creatures Show

         Non-Creature Spells

Since the average landbase in a typical decklist is around 22 mana, with an average of 20 creatures, this leaves us room for about 18 other non-creature spells.


  • Abrade: Any burn outlet works wonders with Soul-Scar Mage on the battlefield. Paying an extra red mana for a Lightning Bolt may be worth it- because it gives us a removal option as well if the combo isn't on the table. We don't have many open slots in this build so the more things we can jam into one card the better.

  • Bone Splinters: Garunteed creature removal, Revolt, and Bontu the Glorified activation. You should have plenty of tokens at your disposal, so sacrificing one is well worth it. You will gain more than you lose.

  • Fatal Push: Revolt shouldn't be hard to trigger. Even if we have to take out a token of our own, being able to swing with Bontu the Glorified is a sacrifice well spent if need be.

  • Grind / Dust: This replaces Splendid Agony , giving us the opportunity to wipe the board from the graveyard with the help of Channeler Initiate.

  • Nest of Scarabs: This is the best card in the deck for getting to where we want to go. Along side Hapatra, Vizier of Poisons, these two cards will be pumping out tokens left and right. They are both great cards for different reasons and should be played together. Westvale Abbey   will take over the board sooner than later this way.

Although, if you would rather a play spell-heavy deck, you can use up to 25 non-creature spells-which will yield a broader build that you can add more combo pieces to, more removal, maybe some planeswalkers, etc. Here is a list of more cards that are playable here.

Flexible Non-Creature Options Show

           Card Advantage

Of course we need a way to sift through what we need and don't need, especially early in the game to get things going. These aren't necessarily essential for the deck, but drawing cards is almost always a good thing. Here are your best choices for gaining card advantage.


  • Altar's Reap: A great choice for the mid to late game. Another way to activate Bontu the Glorified and revolt, while drawing cards at the same time. One of the best choices on the list.

  • Cathartic Reunion: Although there will be times when you don't need some of your hand, I would certainly be careful throwing away what you don't have on the board unless you absolutely need to. Tormenting Voice is probably a better choice between the two because of the fact that almost every card in the deck is beneficial one way or another.

  • Merciless Resolve : Just like Bone Splinters & Altar's Reap- this is a great card to have in a deck that wants to use Bontu the Glorified. We should have plenty of creature tokens at our disposal for this card.

  • Tormenting Voice: Not a bad choice for card draw...ditch the extra copies of your combo pieces or throw away the extra land you don't need.

  • Painful Lesson : There aren't many card draw options yet in Jund color. This barely makes the cut. Succumb to Temptation fits here as well.

  • Painful Truths: This is a much better choice than Painful Lesson , having the option to draw 3 cards instead of two for the same cost.
Jund Poison Ft. Bontu
Snakes & Spiders
Turbo-Poison



Future Additions
Dinosaurs & Pirates??
Next Block Rotation: September 29, 2017

Deck Guide

Provided here is a basic overview of how this deck operates, including- a guide for sideboarding, a break down of potential match ups (detailing how games will generally pan out), an explanation of the combos that are used as well as play testing statistics and results. Updates will be done periodically, as more testing is done, games are played and cards are updates and outdated.

As for the sideboard, many different options are available to compensate for a players local or personal meta. Due to the fact players will build differently, not all sideboards will be the same; therefore, I will try to touch on the most important options in general (according to the meta-game as a whole) instead of solely what's in this deck. However, there are some key cards that show up in just about every "Jund Poison" build. These decks basically fall into two categories- those that play Soul-Scar Mage, and those that don't.

So, a sideboard for a more "controlling", combo heavy build (like the decklist above with Soul-Scar Mage), a typical sideboard would contain the following.

1-3 Stinging Shot
1 Lost Legacy
1 Blazing Volley
3-4 Abrade
2-3 Natural State
1-2 Heroic Intervention
2 Never//Return
2-4 Flex Slots

A more creature heavy build, especially those running Obelisk Spider over Soul-Scar Mage (Or together), we have another open slot for potential other threats and can make adjustments.

2 Claim//Fame
1 Release the Gremlins
2 Heroic Intervention
1-2 Heaven / Earth
2-3 Natural State
1-2 Lost Legacy
1-2 Prowling Serpopard
1-2 Flex Slots

These cards are also available to use in the sideboard:

Flex Sideboard Cards Show

*Coming Soon
Grixis Control:
Golgari Constrictor:
Mono Black Zombies:
Red Deck Wins:
Temur Energy:
Mardu Vehicles:
This non-traditional deck build utilizes -1/-1 (poison) counters to help control the board, kill opposing creatures, and eventually- win the game. Being a relatively new deck in standard, as far as competitiveness, I'm sure it will build some steam come future releases.


- We have a few options on curve, but we will get to that in a minute. Turn one, we want Soul-Scar Mage in our opening hand. This will lay the foundation for the rest of the game, as all damage dealt to creatures from our spells will be resolved in the form of -1/-1 counters.

-On the second turn, even if we don't manage to land Hapatra, Vizier of Poison, if an opponent casts a creature in response to the Mage, any burn spell should take care of it. Even if it doesn't, the dumbed down creature will be vulnerable to a future Grind//Dust. Ideally, we will cast Hapatra, Vizier of Poison on this turn...if it resolves, things start getting interesting and the game starts shifting in our favor.



- Turn 3 we have a couple of options. On curve, the most logical choice will be Nest of Scarabs. If that card lands, we have our token engine on the table and will need to be answered. As far as token generating goes- Nest of Scarabs is better than Hapatra because of the fact that it produces as many tokens as counters are placed, where Hapatra will only yield one, with deathtouch...which is still great, but those are the differences. Obelisk Spider is probably the best turn 3 play because you have a strong blocker with reach that produces tokens as well. Ammit Eternal is another good play.




Summary of Key Combos Show

Ideal Hands & Mulligans Show

Jund Poison Vs. R/G Pummeler - 2-0-1 Show

This was a very close matchup. The synergies and combos did SUCH a good job at controlling the board and doing what we needed to do.

Jund Poison Vs. Esper Spirits - 1-0-2 Show

Control decks are certainly a problematic match-up...especially when it's packed full of fliers. Another goal now is finding a way to survive when our combo's are broken up. Our deck didn't really perform that badly, even in that case...it was close most of the time, but if we don't draw into answers quickly, things will certainly take a turn for the worst even quicker.

Jund Poison Vs. Mono Red Aggro 2-0-0 Show

Suggestions

Updates Add

Clearly, Solemnity is going to be an issue with this deck...among many others. Lost Legacy was added as an answer to a card such as that which, wouldn't shut us down completely, but would take away our main strategy- Forcing us to go full aggro, which isn't completely far-fetched, but also not ideal. A Dispossess was also added to board in against other potential threats. There are a lot of new spoiled cards that will both boost this decks strength, and hurt it badly. Manglehorn was removed from the sideboard, reluctantly- play testing and a little more research should yield us a better option that works well with the synergies that exist, even though there really aren't many open slots for anything. Maybe 1-2.

Comments

Top Ranked
  • Achieved #39 position overall 7 years ago
Date added 7 years
Last updated 7 years
Splash colors W
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

35 - 6 Rares

8 - 5 Uncommons

13 - 4 Commons

Cards 60
Avg. CMC 2.00
Tokens Human Cleric 1/1 BW, Insect 1/1 B, Snake 1/1 G, Snake 1/1 G w/ Deathtouch
Folders Nice, HOU Brews, Competitive, Developing Competitive, jund, Legit, Standard Competitive, Standard, Hapatra Decks, Cool
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