This deck has gone through many iterations, like my other deck Zada Lotta Triggers that this deck grew from as I got to test and refine it, and I hope this is near the final one, aside from maybe mana base tweaks or swapping one or two spells. Anyway here is the breakdown.

"Creatures" (yes I will count Saheeli here)

  • Saheeli, Young Pyromancer, and Sedgemore Witch: make tokens for each instant or sorcery we cast, or copy we make in the case of Sedgemore Witch. These tokens allow us to not only go wide but also trigger the scry 1 effect of Season of Growth allowing us to fix our draws to a certain extent. Also note that Sedgemore Witch has some protection with their ward ability causing opponents to basically bolt themselves to target it.

  • Ignoble Hierarch: Mana fixer. While helpful in most cases Llanowar elves could be used here as an ultra budget option as our deck is by far majority green. That being said, early game mana fixing is nice.

  • Witherbloom Apprentice: Drain enabler that helps keep us alive, weakens the opponent, and can win the game with Mirrorwing Dragon and some tokens as it can easily drain 5-10 life.

  • Mirrorwing Dragon: Game ender. When targeted by one of our spells like Appeal or Confront the Unknown, they can enable a simple 1 mana spell to end the game. Basically they are our Craterhoof Behemoth minus the trample. Thankfully we go so wide that Trample shouldn't matter, although Appeal gives use trample anyway. Mirrorwing Dragon also has another trick up their sleeve, due to how they are worded the opponent can accidentally blow themselves out. Mirrorwing Dragon copies a spell that targets just itself for each creature that spells controller controls. This means, and to quote the rules, "if you cast murder targeting your opponent's Mirrorwing Dragon, your creatures will each get a Murder, not your opponent's". This is not a may ability. However it can also be a double edged sword in case your opponent is playing pump spells.

"Enchantment"

  • Season of Growth: Fixes our draws and draws us a card when we cast a spell targeting one of our creatures. I have been in love with this card since it first hit standard back in 2019. In a token spam deck like ours, it helps fix our draws by doing lots of scrying. This can be especially nice when using Confront the Unknown or Explore so we can ensure a valuable card is on top and then either draw it as our spell resolves or with our Clue Token. Unfortunately it only triggers its second ability on cast so we will only draw 1 card per Confront the Unknown or Appeal, although this may be a good thing if we want to avoid decking ourselves with Mirrowing Dragon Triggers. This draw combined with the scry from our tokens entering the battlefield can allow us to dig for our Appeal or Confront the Unknown to ensure we have sufficient damage when needed.

"Instant's and Sorceries"

  • Confront the Unknown: Helps us with draw via clue tokens. The clue tokens can be multiplied using Mirrowwing Dragons ability. There is also the option of using Saheeli's -2 ability to turn one of her servos into a clue if we are desperate for draw, or vise versa if we want extra creatures, although usually you are better copying Young Pyromancer, Sedgemore Witch, or Witherbloom Apprentice for far more value.

  • Appeal: Rewards us for going wide and when targeting Mirrorwing Dragon can act as a Craterhoof Behemoth. We have no way to cast its second half for aftermath, but honestly it wouldn't do us much good even if we could.

  • Explore: Draw and mana ramp. Gets our lands down fast and ensures they are out of our way so we can keep the action coming. In a perfect scenario can enable a turn 2 where we have 4 lands out giving us a massive advantage. This require Ignoble Hierarch and at least 2 forests and 2 Explores, but it can happen in rare games.

  • Maelstrom Pulse: Our removal. It hits anything but lands and it takes all of the target nonland permanent's with the same name as well. This can be a blow out against a mirror match, not that I honestly expect anyone else to be playing such a deck, or when the opponent is using many duplicates like enchantments or artifacts.

"Lands"

This honestly was the hardest part for me. Previous versions had too many lands and we would flood often. I initially wanted to use a spell with retrace to deal with the excess lands, but there were no good candidates. So I reduced the number of lands and I am currently testing a few variations. I am far too poor to afford fetch lands and I wanted to keep this deck fairly budget with check lands (Dragonskull Summit, Rootbound Crag, and Woodland Cemetery), but in testing I would often have them entering tapped. So I decided to take advantage of this misfortune and try something super budget for the lands.

  • Evolving wilds: One of the oldest forms of mana fixing. The true poor mans fetch land. With this we can thin our deck and ensure some mana fixing by fetching needed basics to enable our spells.

  • Savage Lands: Tri-color land that fixes out mana by ensuring we have all 3 colors available in a single land. Surprisingly this is the only tri-color land in Jund colors that I could find.

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Comments

92% Casual

Competitive

Date added 3 years
Last updated 3 years
Exclude colors WU
Legality

This deck is Modern legal.

Rarity (main - side)

2 - 0 Mythic Rares

12 - 0 Rares

17 - 0 Uncommons

12 - 0 Commons

Cards 60
Avg. CMC 2.31
Tokens Clue, Elemental 1/1 R, Pest 1/1 BG, Servo 1/1 C
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