Allies of Jund

by Voron on 04 February 2011

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

More then just Allies.

To many decks focus to much on just the ally part. But every ally also has an additional creature type, and why not exploit that one also?

So here is my Jund-warrior ally deck.

As you'll notice, all creature are also warriors, but some aren't allies... useless? No, they can boost the warriors even better then the allies can!!!

Brighthearth Banneret:
Making all my cards cheaper! With just 1 on the field I already get +/- 20 one-drops! And if I don't need him anymore, I can just 'reinforce' another creature.

Bramblewood Paragon:
Not only does this one works like a cheaper Kazuul Warlord, it also gives all my allies trample!

Obsidian Battleaxe:
Giving all my warriors haste and +2/+1 is just amazing! And the greatest thing? I can equip him for free most of the time!

My only doubt are Putrefy & Terminate, 8 destruction cards. Might be a little bit to much, imo. And I'm thinking about getting some Changelings in it (especialy 'Taurean Mauler' or 'Blades of Velis Vel', although Chameleon Colossus might be the best addition I guess)

So if anybody has comments, please share them! I think I could really use them! :)

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 2,606 times.

Mana Curve

Mana Symbol Occurrence

00151515

Card Legality

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

Deck discussion for Allies of Jund

Pretty neat. Indeed, I can see what you mean. I don't have any Ravnica or Lorwyn cards, but I can definitely see some potential here. The black gives a nice edge to eliminate opponents creatures. As for the land, does it still do well, considering they all come in tapped (unless, for a few, you pay two life)? I figure tap lands might slow a deck down. But, if it works, it works, and that's enough. :)

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Posted 02 April 2011 at 22:53

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This was one of my first experiments with multi-colored lands. And yes, I found out that tap-lands slow a deck down...A LOT! And this deck has the potential to be very fast. I own this deck, and I can tell you that I don't use that many non-basic lands in it XD I'm just a little bit to lazy to update it here.

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Posted 03 April 2011 at 10:52

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Eek! This deck is scary. Have you actually played it in a tourniment yet?

Your spells definitely need some improvement. Thoughtseize/IoK, Lightning Bolt, and Smother should be the spells your looking at. You relly need to lower your curve, or you will find you lose when on the play way too often.

Since you run so many 2 CMC dudes, AEther Vial is another great card to have. I would also drop Battleaxe, there is much better equipment avaliable such as Jitte and every mythic Sword.

Your mana base is really, really bad. I don't think any of your lands are playable really (except the shocks if your dont have duels). If I were you, I would run 2 of each basic, 3 of each fetch, 2 of each duel/shock. that would be 21 lands.

On your creatures.... again, your curve will lose you every other game you play. I really think that the White allies are crutial for making the deck function, being the only 1-drop and one of the best 2-drops avaliable. You should really cut everyone at 4 or 5 CMC (you can cast a 4/4 for 5, Bant decks have 4+/5+ for 2) for lower cost cards.

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Posted 21 April 2011 at 22:29

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I really like this, I dig the way you broadened it past just allies...reminds me a little of my elf/wolf/ally deck (which also cheated in some changelings, lol) http://www.mtgvault.com/ViewDeck.aspx?DeckID=175368.

I'm going back and forth on Putrefy vs. Maelstrom Pulse...the main thing is the instant v. sorcery issue. I also really like the idea of Nacatl War-pride in here, but I've been on a bit of a kick with that card lately, anyway. Overall, impressive deck.

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Posted 22 July 2011 at 12:23

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