Jund Monsters

by Roxasofthemist on 31 March 2014

Main Deck (60 cards)

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Deck Tags

  • Jund
  • Aggro
  • Standard
  • FNM

Deck at a Glance

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This deck has been viewed 857 times.

Mana Curve

Mana Symbol Occurrence

0052046

Card Legality

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

Deck discussion for Jund Monsters

I like the deck with all of it's threats. the only cards I see not being fast are either mogis or corpsejack, both of these cards are more of win-more if they stay on the field long enough. I would say add 3 of a 2 mana dork since you want to have a mana dork in your starting hand. for the last 4 cards, you can either go with removal, like abundant growth, or the planeswalkers for added threat. if you go with planes walkers, 2 is usually a good number since you don't want to draw multiples usually. hope this helps!

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Posted 08 April 2014 at 18:48

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But which mana dork I was thinking Sylvan Caryatid for a while but the I thought 'I want Domri Rade in this' But that just didn't happen. :/ Tips?

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Posted 09 April 2014 at 02:03

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since you don't have the devotion land, sylvan isn't as important. I would consider zhur-taa druid since he also works as a pinger every turn as well. If the color cost is too much, just stick with sylvan. if you take out mogis and corpsejack, that would leave 7 slots in your deck, enough to put 3 mana dorks and 2 domri. that would leave 2 cards left and make your deck r/g so it would help with the mana color. I just noticed that you have 4 of polukranos as well, so I would take it down to 3 since you only want to draw one. if you only add 2 domri, that leaves 3 slots left, which you could possibly add the r/g planeswalker, garruk, or ghorclan for making your deck have more immediate threats.

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Posted 09 April 2014 at 18:46

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Okay I made some edits. thoughts?

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Posted 10 April 2014 at 15:35

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the domri should help a lot with your deck. Since you took out mystic, I would take out one 4 drop for another zhur; you want to have one mana dork in your opening hand, and normally having 10 mana dork=1 in your hand statistically speaking. 8 should be fine though, especially since you don't need a turn one mana dork. I would still consider ghor clan since it's just reliable in any stage of the game; whether a creature, early aggo, combat tricks, or even sneaking in a win. I would think of swapping polis with ghor imo since polis is fairly slow and less versatile in comparison. plus his monstrous ability wouldn't kill the gods, so his power isn't overwhelming.

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Posted 10 April 2014 at 16:02

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