Make
soulstinger,
consuming fervor, and
supernatural stamina should all be at 4 copies each. The
soulstinger alone triggers the
nest of scarabs, the enchantment is a guaranteed -1/-1 which equal a (1/1) scarab for EVERY -1/-1 counter that drops. The
supernatural stamina will save you a lot of games because it'll help your vital creatures stay in the game a lot longer and they receive a power boost before they even die (that makes for a great combat trick). The
archfiend of Ifnir and
Key to the city in my opinion should either be removed or side boarded. The
key to the city is a 1 turn occurrence and would be too slow for you to take full advantage of the archfiend.
Now if you had the
archfiend of Ifnir in your deck with copies of
deem worthy then you'd have something special. This is because when you CYCLE the
deem worthy it triggers the -1/-1 drop. Also while
soul-scar mage is on the field the 4 points of damage you would deal gets turned into -1//-1 counter damage instead. This will trigger off your
nest of scarabs.
Also I think that you may want to replace the
defiant greatmaw with
baleful ammit. I think this would be a good idea because even though the greatmaw is bigger than
baleful ammit, the black creature has
LIFELINK. And though the greatmaw drops 2 -1/-1 counters and ammit only makes 1 he doesn't put your entire team in a tight spot by only give one point of negativity against yourself.
Personally I feel that Jund can be a tier 1 deck because it provides a solid board presence, if you add more kill spells (such as
deem worthy), and have more ways to
hinder or utterly destroy your opponent's resources then this can become a tier 1 deck. Even if you don't have Blue's controlling or stopping magic, RED and BLACK do just fine in the destruction department and GREEN can nearly outgrow anything. if you add spells such as
splendid agony you'd be able to distribute even more -1/-1 counters and it could
serve as a kill spells What do you think of this so far?