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Jund Midrange SOI (Performing well in testing-complete with notes) (Standard)

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I have been testing 5 different decks now for SOI standard, all of which are pretty solid (this one, mono-white splash blue (Reflector Mage/Ojutai), B/W Eldrazi, Jund Vampires (Collected Company/Atarka Command), Zombie Reanimator. This Jund deck has been winning at a very high rate against the other decks. It is winning a ton in game 1 too, which is crazy because this decks sideboard is one of its strengths.

-Vampires have actually faired the best in game 1's. Vampires have draws sometimes that just allow you to make huge early game swings, and with all the flying allow for the game to be finished before jund gets to do much. Plus a properly timed Atarka's Command can make a game that looks safe end in an instant. After sideboarding things change greatly. The Vampires slow down as they must adjust to deal with sweepers and Jund brings in Radiant flames and cheaper removal making it really hard on Vampires.
-Against Zombies Kalitas is an all-star. Him and the other exile effects make it very hard for Zombies to run at full potential.
-The White splash deck always feels like it gets off to a good start. You play a Reflector mage which stalls a Sin Prodder or Recruiter. You feel good as you then drop Gideon turn 4. I don't know if it is dumb luck or what it is but it always seems like Gideon is dealt with shortly after. Ruinous Path is sometimes around, however a lot of games the recruiter or prodder that is out there gets pumped by an Arlinn, or sometimes you get two turns out of Gideon before the Jund deck has dug down for an answer. The disadvantage for the White deck is that Ojutai usually only gets 1 swing. Without the counters the Jund deck tends to hold a removal card so that she never sees a second swing. Most game I found she sits there untapped with my opponent keeping two black always untapped to take her out. The Avacyn trickery can save her once but it does not come up as often as you would like.

  • I have not played a lot of the B/W eldrazi vs Jund matchup yet, I will update when I do. It looks like this is the worst matchup for Jund. The discard cards for eldrazi should be able to tear junds hand apart and Reality Smasher looks like it is going to be hard for Jund to deal with. I am playing x2 Sorin in the eldrazi deck and I feel that is going to be a bad top deck in stage 3 of most games for jund to deal with.

Te deck:
Very strong removal package.
Early game spells repeat with midgame creatures.
Lots of card advantage cards- strip opponents hand while growing your own.

Removal package may shift depending on format.

Still decisions to be made with Deathcap Cultivator vs Duskwatch. Need to see if ramp or card advantage feels better in deck.

Thoughts after Playtesting:
Duskwatch Recruiter is the clear choice over Deathcap Cultivator. Every time I played Duskwatch on turn 2 it meant that turn 3 would be solid. It would either get me an extra card or let me play kalitas or Thunderbreak a turn early. If not it would be because i played Sin Prodder.
-Sin Prodder is great. Really great. In this deck you are only playing threats and land. I've never had a turn where i felt Sin Prodder hurt me. You don't want me to have the removal, ok lose the life I already have removal in my hand. You don't want me to have the creature, oh well lose the life I''ll use Duskwatch to draw a creature. Make me dump the land, ok I'll remove something or dig for a card this turn instead. Let me have the extra card each turn, are you really going to let the midrange jund deck have more cards?
-Arlinn is as amazing as I thought. My first impression is that you would prettty much always make a wolf, transform, then next turn do the 3 damage. There have been so many games for me where dropping her has been game over. Drop, pump GG or drop wolf, transform, anthem/trample on repeat until GG. +2/+2 and Vigilance on a Kalitas is just nasty.

  • I love Dark-Dwellers and Greenwarden together more than I'd say anyone on the planet. There are times when I think maybe the high cost may be better used on another quality 3 drop, but after testing I like the deck as is. I have plenty of things to do on turn three every game. Also, after your opponent works so hard to deal with Arlinn/Kalitas/Thunderbreak, to then play Greenwarden and see their face is too priceless.
    -Greenwarden just puts them in such a terrible spot and the 5/4 body is perfect. The 4 toughness makes it possible for them to kill but do you really want me to get back a creature that is actually better on board or the exact removal I need to kill your threat. At the same time you don't want to leave something on the board that big, especially with Arlinn lingering to pump it or give it trample.
    -Then there is Dark-Dwellers. So great. This lets you play Ruinous Path early to kill a creature knowing you can most likely use it to kill a planeswalker later if needed. Using it to target Kolaghan's Command can be pretty broken. By turn 5 getting to kill another small creature, make your opponent discard there midgame threat, and/or better yet get back your turn 4 creature that they rushed to kill as soon as it hit the board. So good.
    -On turn 4 you are playing either Arlinn or Kalitas or Thunderbreak. You are feeling alright either way.
  • Ob Nix was the last card I added to the deck by cutting 1 Dark-Dwellers. I didn't know how it would work at first. It's the right move. Every game Ob Nix hits the board the game has shifted into Jund's favor right away, and in games where jund is already ahead it just puts it away.

The feel when you play the deck is that if your opponent does not have you totally on the ropes by turn 4/5 then you are going to win. If the game is even, at all, by Jund's fifth land drop then Jund is going to win. Every turn is a new threat, plus card draw, and returning/replaying cards in the yard. This is totally my favorite play-style, manage stage 1 of the game, then pull back to safety in stage 2, then slowily pound the opponent afterwards.

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Maybeboard

This deck does not appear to be legal in Standard (Season from Sep 2021).

Problems: Not legal in this format: Sin Prodder, Goblin Dark-Dwellers, Greenwarden of Murasa, Kalitas, Traitor of Ghet, Thunderbreak Regent, Transgress the Mind, Kolaghan's Command, Ruinous Path, Grasp of Darkness, Smoldering Marsh, Cinder Glade, Foreboding Ruins, Game Trail, Hissing Quagmire, Read the Bones, Ob Nixilis Reignited, Arlinn Kord // Arlinn, Embraced by the Moon, Duskwatch Recruiter // Krallenhorde Howler, Radiant Flames, Naturalize, Ultimate Price, Infinite Obliteration, To the Slaughter, Grasp of Darkness.

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