Not Jund Midrange (standard)

by motsulli on 26 November 2012

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (1)


Instants (2)


Planeswalkers (3)

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Deck Description

deck is designed for my local meta, alot of mid range and control being played with a few R/B zombies deck here and there.

First lets look at he haste creatures, 4 of each, i'm looking to curve out on them.
strangleroot into dreg into falkenrath is not to uncommon and hard for many decks to deal with.

Next, borderlands help grab lands and pump aristocrats. the mana curve isn't to bad but with only 23 lands and no farseeks its nice to have the abilty to search and not miss land drops
.
Only 3 thragtusks?!? Yes this decks is designed to win somewhat fast and thragtusk is my back up if it begins to go late game.The forth slot is saved for wolfir silverheart, which i have been very happy with in this deck.
There is a fourth thragtusk in the side which gets sided in against fast aggro decks.

Ranger's guile a 3 of?!? Yes its great, it is greens version of Faiths sheild, knowone ever sees it coming and it usually throws a major wrench in someone's game plan. Detention sphere, pillar of flame,sever the bloodline, searing spear, dreadbore, zealous conscript, olivia.. stops them cold and this can be a major change in board presence.

Ultimate price, the big threats in my local meta, thundermaw, thagtusk, silverblade, angels (S&R) and this deals with all of them. Geist cant be targeted no matter what so i just cant exclude this because of him and olivia hasn't been a major problem in my matches as of yet and with 2 sever the blood line and mizzium mortars there are ways of dealing with her.

Deck Tags

  • Aggro

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

0017728

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Not Jund Midrange (standard)

You addressed a lot of what I was thinking in your top page
But what bothers me most is your mana base you have 8 red sources so you can get stuck with a pillar of flame a mortars and some three+ drops and no red pretty easily I'm not sure double cavern is advisable but if your control heavy meta I guess but if you can't take out cavern add 1 mountain and 1 rootbound/dragonskull and drop 2 first you'll still 12/13 green sources
Beyond that I see this as kind of either nut drawing or kind of folding a turn 2 strangleroot is good but if you don't get there till turn 3 he loses alot if value
Or having to borderland turn 3 definitely drops your tempo as he's not a fearsome force really
I think farseek beats borderland ranger here more flexibility (grabbing shocks and all) and tempo wise
http://www.mtgvault.com/ViewDeck.aspx?DeckID=408250
Check out my zombies

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Posted 29 November 2012 at 21:12

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Yea, i see what your saying i haven't honestly had any problems yet, but i could see adding a mountain or switching out the borderland for farseek. I also see alot of Thalia in my meta which was stopping my turn 2 farseek, which is why i originally switched to borderland.

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Posted 30 November 2012 at 02:08

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now im actually thinking kessig can get the boot, for a mountain. the caverns are really needed in my meta there are a fewpeople who run 8+ counters in their decks

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Posted 30 November 2012 at 02:15

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