[Standard-dm] Jund Zombies

by Snakerunners on 15 April 2013

Main Deck (60 cards)

Sideboard (12 cards)

Instants (5)

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Deck Description

I've taken almost entirely this idea and updated it slightly to a better build using lotleth with trample and making the deck more aggro orientated lowering the curve a little also. The new deck is still being tweaked a little.

http://www.mtgvault.com/snakerunners/decks/jund-zombiearistocrats/

Deck Tags

  • Standard
  • Dragon's Maze
  • Jund Zombies
  • Jund
  • Zombie

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 2,287 times.

Mana Curve

Mana Symbol Occurrence

00381312

Card Legality

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

Deck discussion for [Standard-dm] Jund Zombies

Varolz, the Scar-Stripped is the missing 4 cards from the mainboard.

http://sales.starcitygames.com/carddisplay.php?product=446208

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Posted 15 April 2013 at 00:58

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-4 Vexing Devil
+2 Golgari Charm
+2 Grim Backwoods

Vexing Devil is ONLY good early game, and even then, only mediocre. You have no obvious way to deal with fliers, and Lingering Souls is a relevant card, Golgari Charm deals with it nicely. Grim Backwoods allows you to sac creatures (which you already planned on doing with Varolz) in order to gain card advantage. Both things serve you better than 4 early damage, or a 4/3 whos just gonna get popped turn 2. jm2c

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Posted 15 April 2013 at 01:10

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Yeah... 4 damage turn 1 into 4 +1/+1 counter later cause of Varolz's ability. Seems good to me. Golgari Charm will be sideboard maybe, putrefy is more likely to take it's place, Grim Backwoods is not going to happen. It costs way to much mana to activate. By the time it would come online I would be at a major disadvantage being an low cost aggro deck and having screwed with my mana if it was one of a few mana I had early game.

RR for 4 damage, 4 +1/+1 counters on target creature seems really damn good to be fair.

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Posted 15 April 2013 at 01:17

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your spell cost is so low that by the time turn 5 hits if you havent won or lost, youll be sitting around with extra untapped lands. drawing a card in their endstep could be huge.

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Posted 15 April 2013 at 01:20

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Your proposing that turn 5 I'll have 5 land and nothing to play, with a creature in play I'm willing to lose in that situation which in almost all of the circumstances very unlikely. If in a low cost aggro deck I have 5 land turn 5 I've already lost.

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Posted 15 April 2013 at 01:27

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lol, vexing devil is in NO WAY medicore. However, he might be kinda out of place in the middle of a black green deck.

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Posted 15 April 2013 at 01:34

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I'm sorry but you can't take someone seriously when they say vexing devil is mediocre....

1
Posted 15 April 2013 at 01:38

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Drop the red... your Troll doesn't need it and neither do you. My advice include at least six creature elimination spells and think about evasion. You could sideboard "Gift of Orozo" or whatever for a flyer with lifelink. Goodluck.

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Posted 15 April 2013 at 01:39

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Thank you Luttersign however I think it will fit well into the deck with Varolz, I have dreadbore which is red, ghor-clan for a bloodrush which can be a game finisher and I'm thinking Falkenrath Aristocrat might find a spot eventually. I think that the red is kind of a nice addition, I could put in bonfire, searing spear also. Three color isn't out of the way right now though not exactly optimal per say for aggro.

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Posted 15 April 2013 at 01:46

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I would probably just sideboard Rancor. It's good, but I think some Tragic Slip, or some other kind of cheap removal might fit better? Especially if you plan on sacing creatures. Also, the Rakdos maze champion would combo nice with the Galgori one. She gives all creatures with +1/+1 counters haste, giving that +4/+4 boost for one R even better midgame. I have a Jund deck similar to this, which I plan on using those cards.

http://www.mtgvault.com/dharr16/decks/jund/

1
Posted 15 April 2013 at 02:17

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Thanks, thats a good idea, I'm not a huge fan of rancor either, at least not overly.

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Posted 15 April 2013 at 02:19

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I think everyone here is missing the point with vexing devil. Forget the backwoods, they're weak and this isnt reanimator. Golari charm is a good idea, as well as rakdos charm. If you're worried about exteneded games, why grim backwoods when you could throw in a possible thundermaw?

How about -1 vexing devil,
-1 dragonskull
-2 rancor (since you have rampager)
+1 thundermaw
+ 2 tragic slip
+2 falkenrath aristocrat?

Looks good all in all, i must say.

2
Posted 15 April 2013 at 10:27

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I wouldn't worry about Thundermaw if you plan on using the Aristocrat, she's a game changer in her own right. Granted Thundermaw is amazing, but it would make this deck even more pricey. Now if money is no concern then you might as well throw in hellrider as well.

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Posted 15 April 2013 at 15:55

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Money is an issue at this point, what is in the deck right now I already own or can trade for, Thundermaw and hellriders I don't own. I have F.Aristocrats though 4 of them.

Kenny, thanks the the advice I'll take it under serious advisement I'm thinking however that it will be
-1 Vexing
-2 Rancor
+3 Falkenrath Aristocrat

Tragic Slip might find a way in instead of dreadbores potentially, I can't afford a Thundermaw nor do I really want to, also 3 F.A makes it more consistent I have a better feel for what is in the deck and what is coming instead of the occasional surprise showing of a 1 of T.M.H.K. As for dropping a land, with an increase of 3 -4cmc creatures I'd rather not tempt fate with less than 22 land.

And actually I'm going to also make this change:
-1 Geralf's Messenger
+1 Falkenrath Aristocrat (putting it to 4 in mainboard) Seems like a better creature all around for the deck.

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Posted 15 April 2013 at 16:16

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I think that'll work out. Though she is vulnerable to a Thundermaw's ability, but that's where the removal would come into play. For example, once he hits the field sac a creature and activate her ability so she doesn't die from the one damage, then it would also activate the morbid cost for Tragic Slip, if you run it, to remove Thundermaw from the field before you take the 5 damage. Or if you can afford to take the 5, you can always just dreadbore him later.

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Posted 15 April 2013 at 16:22

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Yeah I actually just made the changes mainboard of -2 dreadbore for +2 Tragic Slip. dreadbore is now sideboard in case of issues with planeswalker decks or something of that sort. If it is at all possible I might actually move to make a trade making these changes potentially:
-1 Aristocrat (down to 3)
-1 Varolz (down to 3, he is a legend anyways)
+2 Thundermaw Hellkite that way I know I have some power mid to late game and with 2 I can rely on seeing him more likely.

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Posted 15 April 2013 at 16:27

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I like that idea, if you can swing it.

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Posted 15 April 2013 at 23:32

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