Sure, Jund can Trophy Rest and rebuild from there, but it will have expended resources to do so, and it’s not like Jund can instantly refill that graveyard. The key to beating Jund is to know how Jund has Junded its way through Modern and Magic to become the deck players think about when talking midrange decks. Metagame. Giving you and itself both hexproof on your turn helps dodge a lot of instant-speed removal that is currently in the format, most notably Settle the Wreckage, making this a strong candidate for inclusion. Traditional wisdom has always held that Vials should come out, but with the increased pace of Jund thanks to Kroxa should we be leaving them (or one) in? Ritual of Soot is another great card for the removal portion of the sideboard. Assassin’s Trophy is cheap, instant-speed removal that takes care of just about everything (barring indestructible, or hexproof from black) with the minor downside of getting a land for your opponent. A few of these are a must in Jund Midrange. Utility Biogenic Ooze Jund’s attrition plan cannot survive in the face of extra resources. First, the deck so far: RNA Jund MidrangeCreatures (17)2 Carnage Tyrant2 Doom Whisperer4 Gruul Spellbreaker4 Merfolk Branchwalker2 Midnight Reaper3 Rekindling PhoenixInstants (9)2 Assassin’s Trophy3 Bedevil1 Cast Down3 Vraska’s ContemptSorceries (5)2 Find // Finality3 Lava CoilPlaneswalkers (5)1 Domri, Chaos Bringer3 Vivien Reid1 Vraska, Golgari QueenLands (24)3 Blood Crypt4 Dragonskull Summit1 Forest2 Memorial to Folly4 Overgrown Tomb2 Rootbound Crag3 Stomping Ground1 Swamp4 Woodland CemeterySideboard (15)1 Angrath, the Flame-Chained2 Arguel’s Blood Fast1 Banefire1 Cast Down3 Duress1 Lava Coil2 Rhythm of the Wild1 Ritual of Soot1 Scrabbling Claws1 The Eldest Reborn1 Vraska, Relic Seeker 3 mainboard, but rightfully so if your list has 20+ creatures as mine does. This shows up in current Standard in some versions of Golgari Midrange, as well as in Dimir Control. Players should know their own decks and where they’re weak. A few weeks ago I was at a Modern cash tournament and watched as a Jund deck, up multiple threats (including Kroxa) and cards against Bant Snow just lose to Uro, Titan of Nature’s Wrath recursion because Jund couldn’t dig for Scavenging Ooze. I’m not sure what the right word to describe Jund is, because linear has the right sentiment but wrong connotations while straightforward isn’t accurate. It’s one of those things that just makes sense. Both tempo decks are using their mana to their best ability, but Humans is losing because Jund is matching its tempo by keeping up with card deployment. A star player in one of the more currently popular Golgari Midrange builds, Wildgrowth Walker can keep you alive against aggressive decks, both as a blocker and by gaining you life, and if you are able to trigger it a few times without it being dealt with, it becomes a real threat. It blows up your flyers and enchantments (which are often what you are relying on to finish the game in that match-up), and when it’s not doing that, it draws its controller toward their win condition at a much faster clip. Here are some cards for consideration, broken down by category: Finishers The newest cards are some of the flashiest and most powerful weâve seen in recent memory, so itâs easy to ignore the old pillars of the format. Nobody’s ever questioned me about it, nor have I ever questioned it myself. When Jund takes a Path to Exile with Inquisition of Kozilek, the trade is equivalent in every way. There’s plenty of Magic being played, but one player is clearly pulling ahead. I will play three turns against two tempo-centric decks: Humans and Mono-Red Prowess. - Jund Midrange by Mark Nestico: 2nd - 4C Rites by Shawn Ellis: 3rd - 4th - 4C Rites by Bronson Magnan: 3rd - 4th - Junk Rites by Scott Seaver: 5th - 8th - Bant Control by Randal Lefevers: 5th - 8th - Jund Midrange â¦ Helping to hit your land drops when you need it, and in the case of Merfolk Branchwalker, giving you small attackers/blockers at the beginning of the game. I suspect you’d only play this in a more green-heavy version of the deck along with Llanowar Elves and Jadelight Ranger. I was intending to start building a new metagame dataset with SCG Baltimore this week. Jund was advancing its gameplan while making its opponent’s just a little bit worse. Even assuming you stalled an opponent enough to make him a Progenitus, it still seems just okay. https://tappedout.net/mtg-decks/jund-em-allegiance/ Jund simply wants to trade advantageously until the game shifts in Jund’s favor. What is available to everyone is virtual card advantage. In practice, the matchup is fairly close, as Humans is so threat-dense that Jund is never really out of the woods. It’s the price Jund has paid in dropping Dark Confidant for the more versatile and robust Wrenn. However, big mana figured out that Veil is a much bigger blowout against Fulminator Mage, and starting crafting their gameplan accordingly. Discard is great early, dead late. Junk by C h a s m o l i n k e r. LEG 6 / 1 . For those who can’t watch the whole video, in the words of the phrase’s originator, “Junding someone out…it’s more a state of mind.” He goes on to elaborate. The above Jund list has an average mana cost of 2.14. It is an â¦ It’s definitely a card that must be dealt with or it will take over the game. Jund is fully capable of matching tempo with any deck. I mean, my plan against Jund when I was a fisherman was to land as many Adepts and Spreading Seas as possible, then use Kira and Master to close. Lightning Bolt is a staple of Jund in Modern, and Skewer the Critics gives you similar value in RNA Standard. https://tappedout.net/mtg-decks/jund-midrange-allegiance-standard/. Jund isn’t just a pile of good cards, it’s a pile of good attrition cards. It turns out that the origin is actually the Friday Nights YouTube series. A Threaten effect with the sacrifice built-in, or a repeatable discard effect that prolong the game (usually in favor of its controller), Angrath, the Flame-Chained does some real work in many match ups, and is a definite candidate for the Jund Midrange sideboard. I mean, you just get ’em. Humans will likely have to attack Wrenn, buying Jund an additional turn. Tired of your control opponent countering all of your creature spells? Rekindling Phoenix is great but I found that every color has exile removal or enchantment based removal and it doesn’t fare as well as I hoped, so I run 2 and an extra murderous chupacabra for more removal on my side. He’s made an appearance at the Pro Tour, made money at GP Denver, and is constantly grinding and brewing in Modern. Given the likelihood of Prowess drawing more spells, Jund has to topdeck very well or it will lose. No one should be discussing splashing blue for Vizzerdrix. How do you feel about ravenous chupacabra? It ramps you into a threat (while also making it bigger or giving it haste), can help you find those threats (and your utility creatures) when you haven’t drawn them yet, and if you can ultimate him, you get a growing horde of trampling beasts. It doesn’t impact the board, but it leaves Jund’s main disruption useless. It has a lot of cards, but many are contextual. Jund is the best of the black midrange â¦ Spawn of Mayhem wasn’t on my radar yet when I wrote this. It’s not a great position since Tarmogoyf is contained by the Mages, but Jund still has the Decay to hold the line a few more draw steps until more removal or creatures arrive. Just as a 3-mana 4/4 or 3/3 with haste (as well as trample, regardless of which of those options you choose), it might be considered. This is a â¦ At that point, it has to rely on raw card power, which is not its chief strength. For Jund Midrange in RNA Standard, you want flexible removal to control the battlefield in the early game, along with high utility 2- and 3-drops to set up powerful creatures that you can use to close out the game. Jund may not be a tempo deck in the traditional sense, but it mostly plays in that same mana-maximizing space. …the characteristic qualities of the Jund shard is aggro, dome, and value…the quintessence of Junding somebody out is you just get ’em! Domri, Chaos Bringer looks like a great candidate Planeswalker for inclusion in Jund Midrange. For Spirits it’s a card you shave (though leave in 1 on the draw, 2 on the play) but Humans I leave them all in. After playing with the cards, I think I prefer 2-color Gruul or Golgari to Jund in this environment, though. Also seems like a possible sideboard card vs. control. Jund Turn 1: Play Blackcleave Cliffs, Inquisition seeing Thalia, Guardian of Thraben, Thalia’s Lieutenant, Mantis Rider, Reflector Mage, Horizon Canopy; take Rider. It’s definitely a candidate for inclusion based on how much I hate seeing it on the other side of the battlefield. Jund fits the style of a midrange deck, well balanced against a vast part of the metagame, and its strength is being able to destroy rogue decks and a resilience to hate. A hard-to-handle, absurdly-costed, recurring evasive threat, Rekindling Phoenix has been popping up in Standard since it was introduced in Ixalan, and seems like it would be right at home in the kind of value deck that Jund Midrange aims to be. Jund’s plan is to win once everyone’s hand is exhausted. Jund’s not like most decks in that sideboard cards aren’t exactly the key to gaining an edge in the matchup. Articles. Junding someone out is to simply dominate the game. For those new around here, The Beginner’s Guide is my article series on the fundamental principles of Modern. Unable to do that, Jund must act as a straightforward beat down deck with removal and while Tarmogoyf‘s a legendary card, it can’t do everything on its own. It’s not so much that they have more cards, are ahead on board, or are winning a race. Sometimes you’re up against a control deck that has a very short window where they may need to let their guard down after playing a creature or Planeswalker finisher and you have one turn to deal with it. This gives combo the time to draw more cards and reassemble. I’ll take the above example Jund list and draw the following starting hand: Thoughtseize, Inquisition of Kozilek, Lightning Bolt, Tarmogoyf, Blackcleave Cliffs, Overgrown Tomb, Stomping Ground. Jund Shadow is an aggressive, efficient midrange deck. Jund’s primary line of attack is targeted discard, while its value engine and clock is heavily dependent on its graveyard. Prowess Turn 1: Play Mountian, cast Soul-Scar Mage. This means that resilient decks that never have dead cards can beat Jund at its own game. It doesn’t have to be actual card advantage, or even mana advantage. After Decaying Mage, Jund’s only relevant spell is Tarmogoyf. Humans Turn 1: Play Cavern of Souls naming human, cast Noble Hierarch. It gives you utility similar to Arguel’s Blood Fast, while providing an additional aggressive body. Jund is a pile of the best interaction, planeswalkers, and creatures at every mana cost. For Jund Midrange in RNA Standard, you want flexible removal to control the battlefield in the early game, along with high utility 2- and 3-drops to set up powerful creatures that you can use to â¦ In Modern, the most prominent midrange decks still adhere to the black-green base, but no color combination is off limits to Standard brewers. Hiya! I’ve thrown around the phrase “Jund them out” a lot over the years. This shows up in current Standard is cast Down Burst Lightning in hand and Dart in the is... And win through Jund ’ s to all the Plague Engineers in the graveyard month being cancelled good cards. For everyone who isn ’ t enough non-League data to draw more cards is going to Inquisition Turn one time. Modern Nexus, so that ’ s primary line of attack is targeted discard, while value... Threats ( not enchantments ), Jund ’ s gameplan the plan is to simply dominate game... More versatile and robust Wrenn loses topdeck wars to drawing irrelevant lands and spells Wrenn Six. 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