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Jund Lurrus
Gameplan
Play aggressive creatures with repeatable sources of card advantage and removal while also fielding hand-destruction.
Deck Structure
The basic premise of this part of the deck is to provide us with repeatable card advantage and removal through Lurrus. This section could be much stronger. Right now the only cards I've been able to find that is reasonable in rate and function are these two enchantments, with Mire's Grasp and Skin Invasion as contenders as well.
There are two cards in this deck that derive great benefit from delirium. These cards are Grim Flayer and Traverse the Ulvenwald. In order to comply with the deckbuilding constraints that these cards bring with them, I've added 2 Fabled Passage, Stonecoil Serpent, Bomat Courier, and Dead Weight / Vessel of Nascency. Unfortunately Lurrus prevents us from using any planeswalkers, so we will have to make due with creature/instant/artifact/sorcery as the main combo for reaching delerium.
In order to add to the graveyard in a way that isn't wasteful or in conflict with the aggro gameplan, I chose to go with Bomat Courier, Lightning Axe, and Fiery Temper. These three cards are very synergistic with each other and provide card advantage/removal to an already restricted deckspace. Bomat Courier's generic cost also helps reduce the burden on the manabase in the early turns.
The main workhorse creatures of the deck are Bloodsoaked Champion, Fiend Artisan, Grim Flayer, and Kari Zev. These guys allow us to go wider and taller than other aggro decks while also being annoying to remove without a Fatal Push.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Compare | Revision | Created | By | |||
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» | Revision 2 | May 26, 2020 | _Cinder_ | |||
Revision 1 | May 26, 2020 | _Cinder_ |