Rock Jund

by trollking21 on 03 September 2012

Main Deck (60 cards)

Sideboard (15 cards)

Instants (4)


Artifacts (4)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Fun times
Played for a 200$ prize came in top 8 and lost out went 3-1 then lost to America control
+2 primal hunter
-2 relentless
-3x visionary
+1farseek
+2x underworld connections

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

28
Likes

This deck has been viewed 41,814 times.

Mana Curve

Mana Symbol Occurrence

00171819

Card Legality

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

Deck discussion for Rock Jund

um dude add guildmage

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Posted 03 September 2012 at 15:33

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I'm going off what will be standard when return to ravinca comes out the cards mentioned above have been pre released an the rest is in standard now

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Posted 03 September 2012 at 19:16

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This deck looks like it'll be very very mean.... maybbbeee think about adding guttersnipe.. rtr is gonna be such a fun edition

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Posted 09 September 2012 at 04:36

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Oh what to move though? Also I like the carnival steeds as a finisher or maybe rakdos when he's released as a finisher so anything else

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Posted 09 September 2012 at 06:23

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mmmaaybbbeeee drop the slither head, tho it's a pretty neat ability, but I can see it being a card that's good, but not completely necessary for your deck.... Hard telling, cause your deck seems to work pretty well together, I figured if you could work guttersnipe in there it could help alot, you have plenty of instants and sorcerys to bank on his ability

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Posted 09 September 2012 at 13:05

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My biggest issue is that he's not going to affect anything on entering he doesn't have regenerate or graveyard abilities so most of the time he's dead on arrival where slither head , carnival or lol troll meet at least one of those and blood artist well, he's a removal target that makes a life gap as he's removed or wins the game when I play mutilate ( I love shock swamps lol I have 11 swamps in a tri color deck) also slither head is one drop that can block some damage versus aggro decks

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Posted 09 September 2012 at 19:49

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This is very true, if you had anything to protect guttersnipe it might work better... I really like the whole your creatures are useful on the field and in the graveyard thing you got going on in this deck.... Don't know if it could even be a consideration, but maybe think about adding just a few undying evil, to pretty much ruin the opponents attempt at removing your important creatures, plus its a little power bonus going with it, which your deck seems to run with the +1/+1 counters already =p

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Posted 09 September 2012 at 20:34

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The problem there is the text of undying, it won't un-die if it has a counter on it which would be the big guys anyway

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Posted 09 September 2012 at 20:37

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i thought about that too, youd have to use it at the correct time and hold back on some other cards abilities.... might be more trouble than its worth tho haha... gotta say your deck looks already pretty solid tho

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Posted 09 September 2012 at 20:42

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I'm very interested as well to see the rest of the cards to the edition, hope they release more soon

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Posted 09 September 2012 at 13:06

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Being completely honest with you I have mixed feelings on this deck. Thundermaw is a really good play against most White right now with all the super bamf angels that are normally released being actually playable. He could almost be a win con on his own. Dreadbore is going to be your main power play with Liliana.

Also, Radkos Charm will boofoo anyone playing my deck. Definitely not good enough to main board, but if there making tokens then you can beat them in the face with that card. Thragtusk will help keep it from ever being a game winner, but it might as well read, "Target player is at 5 life." Just something for your sideboard.

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Posted 16 September 2012 at 14:34

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I actually have it in my sideboard per say but some I already have cards up at the top of page I isn't want it to be confusing

And most of what scares me right now is tokens but mutilate and rakdos charm help smash that and mutilate with blood artist is lethal my main goal is to get my planewalker ultimate-ing or otherwise giving serious pressure while I keep the board clear

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Posted 16 September 2012 at 20:01

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Salvage is no good in this1... I like the basic consept, this deck is effective looking! :)

I'd drop the Shaman & use Mizzium M.....

The sideboards R very good!..

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Posted 06 October 2012 at 09:08

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The death rite shaman is an amazing card it hates on flashback, grave crawler frites while pushing through a shock or gaining life
Grisly salvage is good but mizzium mortars might be better

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Posted 06 October 2012 at 21:08

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The other thing is both cards you mentioned work together with salvage fueling the te shaman but they work individually as well

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Posted 06 October 2012 at 23:32

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Drop the grisly salvage. Its a good card but in this deck I see it hurting more then helping.

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Posted 08 October 2012 at 02:16

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I'm not too sure about this.. I know Lotleth Troll can be very powerful, especially early on, but I think it is easy to overextend by discarding creatures, just to have the troll killed. And the discarding won't pay off later, since there is so much GY hate in RTR.

The deathrite shaman acts as a nice lifegainer, controlling your opponents GY, and removing any of the creatures killed with your myriad of destroy spells, so definitely keep this.

This set has a lot of removal, so I'd think about some of the hexproof creatures especially lumberknot and thrun, since your going destroy heavy. That will let you control the board, whilst empowering your own creatures.

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Posted 08 October 2012 at 09:45

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Can't use Thrun lumber knot is really just okay,
The troll will be hard to remove as I think only tragic slip and selensya charm can do that effectively
I don't plan on just dumping creaturesinthe lol troll only perhaps slither head woul be dumped out of hand he's mainly there for cheap regenerate
Thragtusk ensures they have to use 2 removal spells to my one creature garruk's continuous creature and his -1 will let me get a bomb every other turn
Thundermaw has haste and is basically unblockable when he hits play

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Posted 08 October 2012 at 17:15

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I like it man....would you mind helping me here? http://www.mtgvault.com/ViewDeck.aspx?DeckID=390587

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Posted 08 October 2012 at 18:23

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What about adding Huntmasters into the mix? Seems like going midrange over aggro and you have a mix of midrange and aggro creatures. What is the idea here tap out each turn? I think main boarding 3 and 4 of all the removal spells will only slow down the aggro clock that you seem to want to put on your opponent. I'd almost suggest committing to one or the other, midrange or heavy aggro.

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Posted 09 October 2012 at 05:07

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The reason the "Aggro" bodies are really in there is so I have some creatures down early ( I think refering to Dreg mangler and sliterhead ) (correct?) and this Gould help give me blockers if I can remove something for some reason
and this is definitely more midrange then Aggro the idea is creature that are increadably difficult to remove or give value as removed and huntsmasters fits the bill pretty well actually

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Posted 09 October 2012 at 05:56

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Now I have huntaster of te fells in I'm 4 cards away from a all rare/ mythic deck

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Posted 09 October 2012 at 06:03

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Like the guy above me stated. Try Huntmaster he's a monster and would fit perfectly

http://www.mtgvault.com/ViewDeck.aspx?DeckID=392759 This is my version of a Golgari Deck ^_^

it's zombies would love to hear your idea's on it.

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Posted 09 October 2012 at 05:37

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No blue = garbage
ha ha
jk add some cremate's it is beast

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Posted 09 October 2012 at 15:33

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Got rakdos charm an if frites is that big of an issue ill use ground seal l

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Posted 09 October 2012 at 17:58

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I HIGHLY recommend some gravecrawlers... you don't have anything to pump Lotleth troll. Now, I'm aware that you know what you're doing (you've got some good decks) but this mana curve seems a bit high to me. I'd recommend cutting one of the planeswalkers, and either the hellkite or huntsmaster, in favor of geralf's messenger/diregraf ghoul/ etc... things to help speed up the deck.

If you get a chance, I made a Jund Zombies list for rtr standard. (hence all the zombie suggestions), let me know what you think:
http://www.mtgvault.com/ViewDeck.aspx?DeckID=390532

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Posted 09 October 2012 at 16:49

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I understand be curve issue, if it is too slow I'm cutting huntsmasters and adding slitherhead back however standard is supposed to be slower and I think if that's te case ill be fine

And as far grave crawler I don't like that he can't block so he's like anti my strategy if I don't have te troll (right now he's a regenerating wall which is lame I may go back o slither head anyway)
I really wanted geralf's messenger but he is trip black and I can't cat that consistently before turn 5 because I have 8 non black lands

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Posted 09 October 2012 at 17:53

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I altered the mana curve it looks nicer to me now 23 lands 4 key runes 4 four drops and 8 five drops seems okay with 27 mana sources also all 4+ except Olivia (which will have to survive play testing I far from sure on her but I'm supposed to see some articles on why she single handedly makes jund viable but that's a different argument) provide value on death or get damage out anyway with haste or are walker's which are basically just good

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Posted 10 October 2012 at 05:21

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No olivia?

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Posted 09 October 2012 at 17:06

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Nope lol she's good but I don't really like her here

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Posted 09 October 2012 at 17:54

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yea i agree, no oliva is bad. from what ive been reading on SCG articles(hours of them :p) jund wont be competitive w/o her. dont bother with slitherhead, he isnt that good. not sure why you have the dragons in here. have yet to see them in play.im iffy on varaska. id take liliana over her in jund for sure. i would have more feedback, but i cant for the life of me remember what some of the cards were in the jund deck that took secondplace at cini SCG tourney a few days ago. Hope that helps!

if ya wouldnt mind taking a look at my Golgari zombies? Cheers!

Deck link: http://www.mtgvault.com/ViewDeck.aspx?DeckID=391261

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Posted 09 October 2012 at 21:12

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What makes Olivia so good? I feel like I'm missing something here

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Posted 09 October 2012 at 23:16

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i havent yet been able to watch the testing of this deck on SCG.com as ive been to involved with work and researching golgari zombies so much lol. once i watch it and get more insight on it ill let ya know here!

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Posted 10 October 2012 at 00:20

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Where do I find the videos I don't see what's so impressive about Olivia over the hellkite I like yr hellkite for haste and pretty much unblockable when he comes in play

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Posted 10 October 2012 at 04:30

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Olivia sticking means you can poke and she gets bigger, along with denying the opponent board presence. Thundermaw tapping flying creatures is fine, haste is also good, but Olivia brings a lot more than just tapping for damage, and the etb effect of tapping flyers/dealing 1 point of damage. Imagine in a mirror or you run olivia and someone turn 5/6 plays the hellkite, thats fine your next untap step you just take it.

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Posted 11 October 2012 at 05:55

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Olivia sticking means you can poke and she gets bigger, along with denying the opponent board presence. Thundermaw tapping flying creatures is fine, haste is also good, but Olivia brings a lot more than just tapping for damage, and the etb effect of tapping flyers/dealing 1 point of damage. Imagine in a mirror or you run olivia and someone turn 5/6 plays the hellkite, thats fine your next untap step you just take it.

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Posted 11 October 2012 at 05:59

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honestly I would pitch the hellkites and replace with olivias, the chance of either of them sticking is low anyways, but an olivia will outright win you games that at times a hellkite might not

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Posted 09 October 2012 at 22:19

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what a great deck yet again trollking :) grats on top deck again..... i would love your insight on my new baby if you can take a peek.... it runs great and i am having allot of fun with it.... my first tri color i will take to a tourny tomo night.....
http://www.mtgvault.com/ViewDeck.aspx?DeckID=390617
again good job hon :)

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Posted 10 October 2012 at 00:05

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If your going for ramp have you considered using farseek?

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Posted 10 October 2012 at 16:27

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Y bombs are at 5 so ramping turn 3 instead of 2 is fine and I like having a 3/1 first strike when I gotta

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Posted 10 October 2012 at 18:06

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Well for one a ramp spell like that also thins the deck.

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Posted 10 October 2012 at 18:55

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http://magic.tcgplayer.com/db/print.asp?ID=3096
This is an article on deck thinning the short of it is its not effective

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Posted 10 October 2012 at 19:46

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Daylight has deleted this comment.

Posted 11 October 2012 at 05:44

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Daylight has deleted this comment.

Posted 11 October 2012 at 05:48

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That article is only really talking about fetchlands, not ramp spells... A lot of the data is also analyzing the loss of life for said advantage of using a fetch land. If ramp spells were bad players like Kibler and Conolly would never run them.

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Posted 11 October 2012 at 05:50

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My point was that the deck thinning was not significant not that ramp was bad and I don't watch pro player's lol this is a straight homebrew and I'm making it competitive, by packing more threats farseek is great but I'd rather draw mizzium mortars or abrupt decay or dreadbore normally and slow te other guy down

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Posted 11 October 2012 at 06:14

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Wasn't the point of saying to copy the pros more or less that deck thining is still very underrated. I still think those mizziums should be bonfires :P

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Posted 11 October 2012 at 06:50

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Lol perhaps eventually this deck is expensive enough as it is adding 160 in bonfires is to painful to think of I'm still tracking down 2 olivia( She'll drop thou) 3 huntmaster(he won't damnit) 2 dreadbore 1 garruk 1 vraska 1 abrupt decay 2x rakdos returns so its just dumb how quick it adds up at huntsmasters are hard to find
And I agree deck thinning is underrated but I'm preferring the 3/1 to grind someone out over speed I'm not in any mood to hurry in this one

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Posted 11 October 2012 at 06:55

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I don't really see anything wrong with this deck. Great job man.

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Posted 10 October 2012 at 18:35

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Change deathrite to Abor elves and bring back huntsmaster

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Posted 11 October 2012 at 00:33

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Love the addtion of Rakdos' Return, been playing with them this week and they are really strong.

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Posted 11 October 2012 at 06:52

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Mirror match you rip that off the top deck and it can be good game right there

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Posted 11 October 2012 at 07:02

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Lol me and another guy are building jund rock decks
His has 4 far seek
1 more huntsmasters
1less thragtusk
Garruk primal hunter over garruk relentless
And 2 less abrupt decay that I know of there's probably a few more differences some where

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Posted 11 October 2012 at 07:06

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Daylight has deleted this comment.

Posted 13 October 2012 at 16:26

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umm mana was okay although 4 planeswalker was too greedy here...

Vraska was the better bet if i gonna say..

she's adding some defensive presence while threatening with her high loyalty.,,
yet 3 of here was ok.. she can eat another PW too

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Posted 12 October 2012 at 10:45

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Lol I have 6 outs to planewalkers but they reason that garruk is good I if the board is clear he throws out 2/2 I not he kills 2/2 or smaller flips and starts giving me a creature tutor eery other turn

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Posted 12 October 2012 at 18:26

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Yeah, four planesalkers are pretty crazy, maybe throw in a different kind, idk. check out my deck i could use some help. http://www.mtgvault.com/ViewDeck.aspx?DeckID=394581

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Posted 14 October 2012 at 15:29

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I used garruk to fetch thragtusk 4 times and a thundermaw hellkite in 1mqtch and I used vraska to destroy restoration angels all day

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Posted 14 October 2012 at 20:03

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Nice deck you have , Thanks for the tips, made a few changes

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Posted 14 October 2012 at 23:22

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GREAT DECK! please check out my deck. thanks!

http://www.mtgvault.com/ViewDeck.aspx?DeckID=393486

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Posted 16 October 2012 at 14:10

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How is all the dual land working for you? It looks noneffective having only a minuscule amount of basic land... Or am I missing something?

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Posted 18 October 2012 at 12:56

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Shock lands make the other dual lands come out untapped e cause their both basic land types an most games it works out really well giving me two of all colors by turn 4 probably one out of 10 games To 12 i get no shocks no basics and enough land to keep the hand anyway

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Posted 18 October 2012 at 17:44

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I like your deck, It's similar to mine.
Take a look at mine see if you have any tips for me.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=393462

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Posted 18 October 2012 at 18:10

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How do you have 1000 spare dollars?

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Posted 25 October 2012 at 21:26

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I don't? Lol I traded a considerable portion of my magic collection o get this deck going

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Posted 26 October 2012 at 00:32

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Check out my Grixis control, let me know what you think!
http://www.mtgvault.com/ViewDeck.aspx?DeckID=391259

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Posted 28 October 2012 at 05:25

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how does Huntmaster fair for you? do you pass on a turn to flip it? this is my Dream Jund deck would you mind taking a look at it? I haven't played this deck so any advice on it would help.

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Posted 01 November 2012 at 15:02

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http://www.mtgvault.com/ViewDeck.aspx?DeckID=401224 sry

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Posted 01 November 2012 at 15:03

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He normally flips once since we're playing the game at my pace
so I get 2 life 2 damage a 2/2 wolf and a 4/4 trampled normally

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Posted 01 November 2012 at 18:00

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Other than the curve, I find this a good deck... :)

In the sideboards, drop Connections & put in 1 more Rakdos Charm & 1 more Slaughter Games!.. I'd also drop 1 Act from there...

Play only 3 Thragtusk in the main deck & put the 4th in the sideboards!..

Play only 1 Vraska!..

Drop Rakdos's Return!..

Add 1 more Visionary, 1 more Decay & 2 Tragic Slip!..

The mana base is wrong... You play too many nonebasic lands... That will give you problems sometimes... ...for example: too many life loss with the shock lands, expecially in the early game...

Play at least 6 basic lands, when you play 23 lands!..

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Posted 04 November 2012 at 16:00

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Given I don really need a one drop I let my shock come in tapped turn one then untapped buddy lands the rest of the game
And rakdos's return is a blow out when you use it normally that add by itself regularly wins games
The curve is not quite as high as high as it looks with 3 farseek and 3 key rune
The sideboard will be adjusted though

And people keep saying my land base is wrong I'm normally shocked one time a game have my first turn la enter tapped and that's all the rest is untapped all game

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Posted 04 November 2012 at 18:38

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Looks good.

If you have a min can you check out my hybrid aggro mid-range Jund deck?
Thanks. .. http://www.mtgvault.com/ViewDeck.aspx?DeckID=393462

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Posted 09 November 2012 at 01:45

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I dont really understand this deck. its high mana cost, i dont really think shock lands are all that great. they seem really self defeating. can you explain to me how this deck is soposed to work?

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Posted 22 November 2012 at 08:37

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Shock lands have double lands types (swamp mountain ) this allows dragonskull and the other lands to come in untapped
The high mana cost works because I burn out Aggro decks with removal and have farseek and the keyrune to ramp and drop thragtusk or huntmaster to stabilize and drop bombs

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Posted 22 November 2012 at 19:08

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Really nice deck. I like it a lot. Keep up the good work.

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Posted 25 November 2012 at 19:39

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