So You Wanna Play Jund?

A Brief Story of Jund

Five years ago, when it was a Standard/Block deck, Jund was almost brainless. Most people just dumbly played [ccProd]Bloodbraid Elf[/ccProd]s and Bituminous Blast and just hoped to cascade into the right card (which was [ccProd]Blightning[/ccProd] 90% of the time). In the beginning of the Modern/Extended age, Jund abused Punishing Fire. With Punishing Fire’s banning and the release of [ccProd]Deathrite Shaman[/ccProd], the deck got some really explosive draws with the overpowered [ccProd]Birds of Paradise[/ccProd] while still having the versatility/power of BBE. When the Elf was banned, a lot of people said Jund was dead. I’d say these people had never played Jund before, because BBE wasn’t even in the top 5 cards in the deck. Of course Jund keeps winning and then WoTC banned the best card in the deck, the one that provided all the busted and unfair openings. Then people said Jund was dead (again). Well, maybe the Jund people used to know…

Jund wasn’t a brainless deck anymore. There’s no overpowered recurring removal anymore. There’s no cascade to save the day. No busted openings. Jund needs to be reinvented, and this time we became a fair control deck.

Current Jund

Why choose Jund? Well, you will have access to the three best spells that cost one, three of the best creatures that cost two, the best planeswalker, and good manlands. You have amazing early-mid-late game and the best sideboard options. When you sum up everything, you have a highly customizable deck that can be designed to beat ANY deck. It’s very likely you will always have the best 75 cards in the room, but choosing them is really hard and choosing the initial 60 is even harder.

Why not to play Jund: You will have no good matchups, there’s some pretty bad matchups, your mana base is unstable, and you will always face the risk of drawing the “wrong half” of your deck.

Does Jund fit your playstyle? After all these cons, do you still want to play Jund? Do you have previous experience with Jund and/or Green Midrange decks? If you answered yes for all three questions, congratulations, you will have a great deck to play at GP Richmond. Let’s build it?

Some authors (myself included) already stressed the idea of building a 75 cards deck instead of a 60 cards one (not true for non interact combo decks). This is especially good for midrange/control decks that usually have different answers for different decks. The assumption is: Instead of a straightforward main deck and solutions in the sideboard, you will have the best possible deck after sideboard for most matchups and optimal (optimal =/= best) initial 60 cards for a specific field. To achieve this, you will need to play versatile cards that won’t totally turn a matchup for you (such as [ccProd]Shatterstorm[/ccProd] vs Affinity) but will be sided in against a lot of different decks (such as [ccProd]Rakdos Charm[/ccProd] for example). The idea is to have something like 60% win percentage after board vs the whole field instead of having a 90% edge vs some and 10% vs others.

A typical Jund build looks like this:

6-8 Discard Spells

The backbone of Jund. Jund without discards is just an underpowered Naya. Having the power disrupt the plans of your opponents for a single mana is just overpowered. For a very controllish/combo field, Id play at least 6 main with 1-2 in the sideboard. If you expect more creatures, four main (and 1-2 in the side) should be fine.

4 [ccProd]Tarmogoyf[/ccProd]s

I don’t think I need to say anything here. This guy worths over a hundred dollars for a reason.

3-4 [ccProd]Dark Confidant[/ccProd]s

In an unknown field, four is always correct. In a super aggro field, I can see one getting axed, specially if you plan to play several sweepers main.

2-4 [ccProd]Scavenging Ooze[/ccProd]s

With the resurgence of all these (mostly graveyard-based) combo decks (because, you know, the deck that used to prey on them is dead heh), Ooze is an all star. The fact that it is also very good vs aggro ensures I’m not playing less than 3 anytime soon.

8-12 Removal Spells

Four [ccProd]Lightning Bolt[/ccProd]s are mandatory. For the others, the best options are [ccProd]Abrupt Decay[/ccProd], [ccProd]Terminate[/ccProd] or [ccProd]Dismember[/ccProd], [ccProd]Maelstrom Pulse[/ccProd] and [ccProd]Slaughter Pact[/ccProd]. Pulse is a catch all answer, but mostly of the time it is either a bad Abrupt Decay or a bad Terminate. Dismember used to be better than Terminate, specially when you run [ccProd]Treetop Village[/ccProd]s and needed to kill a turn one DRS. But times changed, now we have a deck that runs [ccProd]Primeval Titan[/ccProd], the mana base is prohibitive for Treetop Village and goyfs are bigger than ⅘ so Terminate is the right choice. For the last slots (usually in the sideboard) I like Slaughter Pact a lot. It kills all problematic creatures, ambushes all-in affinity and twin players and it’s great at third turn protecting Liliana.

Some Planeswalkers

You are playing a control deck. You need to generate card advantage some way besides Dark Confidant. You do not have cantrips or [ccProd]Sphinx’s Revelation[/ccProd]. But you have some damn good planeswalkers available. [ccProd]Liliana of the Veil[/ccProd] used to be great, then became bad when everyone was running [ccProd]Lingering Souls[/ccProd], then become good again when Jund was the one using Souls and now, without DRS it is probably too slow.
For the field I expected in Valencia (lots of [ccProd]Nacatl[/ccProd] decks and some [ccProd]Bitterblossom[/ccProd]/tokens), it would probably be bad, but turns out that the field is at least 50% combo so even without any acceleration, Liliana is a very good option when you have a lot of discards to play turn one and two. I’ve played before with zero Lilianas, but I think it’s time to go back to the full four (2-3 main deck).

[ccProd]Garruk Relentless[/ccProd] saw some play when decks with Deathrite Shamans were dominant. This is not the case anymore and he is very weak at the moment. On the other hand, Chandra is probably the Jace of the format. It’s very hard to kill personal [ccProd]Howling Mine[/ccProd] (nobody plays [ccProd]Hero’s Downfall[/ccProd] or [ccProd]Detention Sphere[/ccProd] in Modern). The fact that it interacts very nicely with [ccProd]Courser of Kruphix[/ccProd] and Confidant is a plus.

Some Lifegain

The only real options here are [ccProd]Kitchen Finks[/ccProd] and [ccProd]Courser of Kruphix[/ccProd]. [ccProd]Master of the Wild Hunt[/ccProd] is terrible – it is slow, doesn’t block anything, the lifegain is pathetic. [ccProd]Batterskull[/ccProd] is even slower and it is better vs control than it is vs aggro (trust me). Finks is supposed to be amazing with all these Nacatls but the best removal at the moment ([ccProd]Anger of the Gods[/ccProd]) doesn’t interact well with it, so we have Courser. Not only it generates some very needed card advantage to go along the easy-to-kill Confidant and the slow Chandra, but it also gain a lot of life if left uncontested, it’s hard to kill in a Bolt planet and (very important) makes sure your Goyfs are bigger than average.

Some Graveyard Hate

[ccProd]Scavenging Ooze[/ccProd] is slow poking at the graveyard, so you probably need something else to go with it. The only main deckable choice is [ccProd]Jund Charm[/ccProd]. Theres a lot of good sideboard options, but my favorite card is Rakdos Charm for its versatility. It is very good vs all graveyard based decks, it is an additional removal for affinity, good vs twin (killing unaware players and destroying random [ccProd]Spellskite[/ccProd]s/Swords/[ccProd]Batterskull[/ccProd]s) and fine vs Kikipod.

Some Sweepers

[ccProd]Anger of the Gods[/ccProd]. Case closed. The card is absurd if you expect aggro and very good vs Pod. With the upside of not killing any of your creatures besides confidant.

Some sort of Mana Denial/Land Destruction

[ccProd]Fulminator Mage[/ccProd]s are the preferred choice here. Jund can not play [ccProd]Tectonic Edge[/ccProd]s, so you are VERY soft to Tron, Scapeshift and random [ccProd]Celestial Colonnade[/ccProd]s. The fact that the [ccProd]Amulet of Vigor[/ccProd] deck is getting popular, only makes is even better. [ccProd]Sowing Salt[/ccProd] is a card that just beats Scapeshift and Tron, but the versatility of the mages make them a must play in the sideboard.

24-25 Lands including 2-5 Manlands

Frank Karsten wrote an article a couple months ago that calculated the minimum colored sources you should run to have a specific amount of that colored mana available at each turn.

That means we need 19 sources to reliable cast Liliana/Anger/Courser on turn three. Of these cards, only Liliana is really important on turn three. There’s no rush to cast Courser and you usually want to wait a little bit before a big blowout with Anger, so if we meet the requirements to cast them on turn four (18 sources) Im fine with it.

It used to be really easy to meet this requirements with Deathrite Shaman, lots of fetchlands and very few basics. Times have changed and there are no Birds of Paradise anymore and Blood Moon is being heavily played. With this in mind, I’d advise to play 3-4 basics (forests and swamps here) and 7-8 fetches. With 8 fetches will you meet Frank’s requirements easier with the cost of taking some extra damage along the way. Considering that the field is more control/combo based with very few aggro decks, I’d say 3 basics and 8 fetches are the right call at the moment.

Manlands are a crucial part of Jund’s strategy. Uncounterable heavy hitters that doesn’t die to sorcery speed removal? Sign me in. The only con is the comes into play tapped clause. In a fast format as modern, this can be the difference between winning and losing. With 24 lands in the deck, you will reliable have three on turn 3, but you never want to play turn one and two tapped lands. It’s also a disaster to have tapped lands in a crucial turn when you need to activate and attack with raging ravine. That said, I’m comfortable with 21 lands that comes into play untapped and this means 3 manlands running 24 lands or the full four in 25. Just remember Treetop Villages don’t blend well with Terminate, so stick on Raging Ravine only for your own safety.
All that said, this is the suggested mana base:

4 [ccProd]Verdant Catacombs[/ccProd]
2 [ccProd]Marsh Flats[/ccProd]
2 [ccProd]Misty Rainforest[/ccProd]
2 [ccProd]Swamp[/ccProd]
1 [ccProd]Forest[/ccProd]
1 [ccProd]Stomping Grounds[/ccProd]
1 [ccProd]Overgrown Tomb[/ccProd]
1 [ccProd]Blood Crypt[/ccProd]
4 [ccProd]Blackcleave Cliffs[/ccProd] (best land of the deck – playing turn one Lightning Bolt or a discard spell without taking damage is really good)
3 [ccProd]Raging Ravine[/ccProd]
1 [ccProd]Grove of the Burnwillows[/ccProd] (I’ve heard [ccProd]Taiga[/ccProd] is really good)
2 [ccProd]Twilight Mire[/ccProd]

This sums 18 black sources, 18 red sources and 17 green sources. Considering there’s two B/G filter lands, we are really close to Frank’s numbers.

Now that we have our mana, let’s define the final numbers of the deck. The field is really combo/control oriented now (I know I’m repeating myself here) so I want at least 7 discards. A turn one discard is rarely dead, so I will include 6 of them in the main deck. [ccProd]Thoughtseize[/ccProd] is your premium discard spell here since it deal with all problematic cards ([ccProd]Cryptic Command[/ccProd], [ccProd]Birthing Pod[/ccProd], Planeswalkers, Scapeshift, etc). To complement the discards, we will have four [ccProd]Liliana of the Veil[/ccProd]. It’s never a completely dead card even though it is pretty bad in some matchups, so I will start with three of them main. As our main removals, I will stick on 4 Lightning Bolts, 3 Abrupt Decays, 2 [ccProd]Terminate[/ccProd]s and one Maelstrom Pulse[/ccProd] main deck. Two [ccProd]Slaughter Pact[/ccProd]s will join the sideboard. GP’s usually have totally wild fields, so having access to some sweepers main is always a good idea. At the PT I played with 3 [ccProd]Anger of the Gods[/ccProd] main and another one in the sideboard. It’s probably too much now, three total is probably the right number (two main, one SB). Courser is in a really bad position now since it is pretty bad vs all the combo decks and Pods. I still think that you need to have some lifegain main deck to fight random burn and Zoo decks, so I will keep two main. It is not that bad vs the value twin and UWR by the way. Lets add here 4 [ccProd]Tarmogoyf[/ccProd]s, 4 [ccProd]Dark Confidant[/ccProd]s and 3 [ccProd]Scavenging Ooze[/ccProd]s and we have:

[ccdeck]24 Lands
3 Inquisition of Kozilek
3 Thoughtseize
3 Liliana of the Veil
4 Lightning Bolt
3 Abrupt Decay
2 Terminate
1 Maelstrom Pulse
2 Anger of the Gods
4 Tarmogoyf
4 Dark Confidant
3 Scavenging Ooze
2 Courser of Kruphix
2 Slaughter Pact
1 Anger of the Gods
1 Thoughtseize
1 Liliana of the Veil[/ccdeck]

This is a very good core to start with. We have a 58 cards deck and a 5 cards sideboard. I’d happily register only these 63 cards and would feel prepared for any modern event, but there’s no reason to handicap ourselves, so let’s fill these last twelve slots.

For the two main deck ones, we can include two cards to improve specific matchups. I know I want 2 [ccProd]Chandra, Pyromaster[/ccProd] in the 75 and considering it is the best cards vs the deck that just won the PT I’d like to include at least one in the first 60 cards. Another option is a [ccProd]Thrun, the Last Troll[/ccProd], but I think Chandra is a superior main deck option overall. For the other slot, I’d like something that can fight combo. An extra discard would fit just fine, but what about something that just randomly beats some decks while not being totally useless in other matchups? Enter [ccProd]Jund Charm[/ccProd]. As a sweeper, it will be ok vs big Zoo and Pod, great vs Affinity. It destroys Living end and Storm (backed with removal for Ascension). It does so much for only a card. Its even better in post board games when your opponents will play around it just to get trapped by your other hate cards. Playing around all possible tricks/hate is really hard thus, having several different one-offs that in the end do pretty much the same is a great way to win in modern.

Moving forward, lets talk about the other 10 slots of the sideboard. One additional Chandra and a Thruns are a good way to beat UWR. Four Fulminators put the nail in the coffin while covering Scapeshift, Amulet of Vigor and Tron. We still need to deal with graveyards, so lets add a pair of Rakdos Charms. These won’t be enough to put a fight against affinity, so Id love to have something else. Enter the fact that the hexproof deck showed in big numbers at PT Valencia. I don’t wanna play something very specific like [ccProd]Back to Nature[/ccProd], I want something more versatile. Enter [ccProd]Engineered Explosives[/ccProd]. It’s probably the best non fringe card vs hexproof while being good vs affinity, random token decks and other super fast decks. Another very good card is [ccProd]Golgari Charm[/ccProd]. Its amazing vs twin, good vs affinity, good vs hexproof and very good vs storm (shutting down both empty the warrens and ascension). I’d love to run 2 Golgari Charms to be honest, but it is really hard to find room for them. As a final touch, I want to add something else to beat Pod and Storm. While Storm should be a good enough matchup, I feel that we can use an additional tool versus Pod. [ccProd]Grafdigger’s Cage[/ccProd] is the choice here.. So it leads to the following 76 cards:

[ccdeck]4 Verdant Catacombs
2 Marsh Flats
2 Misty Rainforest
2 Swamp
1 Forest
1 Stomping Grounds
1 Overgrown Tomb
1 Blood Crypt
4 Blackcleave Cliffs
3 Raging Ravine
1 Grove of the Burnwillows
2 Twilight Mire
3 Inquisition of Kozilek
3 Thoughtseize
3 Liliana of the Veil
4 Lightning Bolt
3 Abrupt Decay
2 Terminate
1 Maelstrom Pulse
1 Jund Charm
2 Anger of the Gods
1 Chandra, Pyromaster
4 Tarmogoyf
4 Dark Confidant
3 Scavenging Ooze
2 Courser of Kruphix
2 Slaughter Pact
1 Anger of the Gods
1 Thoughtseize
1 Liliana of the Veil
4 Fulminator Mage
2 Rakdos Charm
1 Golgari Charm
1 Engineered Explosives
1 Chandra, Pyromaster
1 Thrun, the Last Troll
1 Grafdigger’s Cage[/ccdeck]

Yes, there’s 16 cards in the sideboard. It is not hard to cut one. I can easily see a Fulminator being cut, if you are feeling brave and expect more creature decks, you can even cut two and add an extra Explosives/Golgari Charm/Anger of the Gods. If you do not expect creature decks at all, just cut the Anger. If you had asked me three weeks ago what I would cut, I would snap cut Fulminator Mage, but after playing 4 Scapeshift in 6 rounds at PT Valencia (I even beat three of them) I don’t want to mess with them. Since I played zero creature/Pod decks, today I’d cut an Anger of the Gods. Just don’t cut the Slaughter Pacts. They are obviously good vs aggro and Twin, but they are also the best removal for Celestial Colonnade (Terminate can be Spell Snared).

Looking at these 76 cards, I feel we don’t have any game versus Burn and we are kind of weak versus Affinity. I’d be very comfortable playing against any other deck.

I know that if you come this far with me, you are expecting a sideboard guide. I don’t think this really works for midrange and/or decks that change the gears between control and aggressor often, but now Jund is a more controlling deck without busted draws so a sideboard plan can be appropriate. Keep in mind that these are only guidelines and you NEED to adapt them according to your opponent’s play style and the cards he is bringing after sideboard. (REMEMBER THE SUGGESTED SIDEBOARD HAS 16 CARDS, ADJUST ACCORDINGLY.)

Fast Zoo:

+2 [ccProd]Slaughter Pact[/ccProd] +1 [ccProd]Anger of the Gods[/ccProd] +1 [ccProd]Engineered Explosives[/ccProd] +1 [ccProd]Thrun, the Last Troll[/ccProd] +1 [ccProd]Liliana of the Veil[/ccProd]

-3 [ccProd]Thoughtseize[/ccProd] -3 [ccProd]Dark Confidant[/ccProd]

Melira Pod:

+1 [ccProd]Anger of the Gods[/ccProd] +1 [ccProd]Thoughtseize[/ccProd] +1 [ccProd]Chandra, Pyromaster[/ccProd] +1 [ccProd]Grafdigger’s Cage[/ccProd] +1 [ccProd]Golgari Charm[/ccProd]

-3 [ccProd]Inquisition of Kozilek[/ccProd] -2 [ccProd]Abrupt Decay[/ccProd]

I can see bringing Fulminator Mages on the play and try attack their lands alongside their mana creatures. If you chose to bring them, take out a mix of Abrupt Decays/Lilianas as well.


+2 [ccProd]Slaughter Pact[/ccProd] +1 [ccProd]Anger of the Gods[/ccProd] +4 [ccProd]Fulminator Mage[/ccProd] +2 [ccProd]Rakdos Charm[/ccProd] +1 [ccProd]Golgari Charm[/ccProd] +1 [ccProd]Engineered Explosives[/ccProd]

-4 [ccProd]Dark Confidant[/ccProd] -2 [ccProd]Courser of Kruphix[/ccProd] -2 [ccProd]Thoughtseize[/ccProd] -1 [ccProd]Chandra, Pyromaster[/ccProd] – 1 [ccProd]Liliana of the Veil[/ccProd] -1 [ccProd]Scavenging Ooze[/ccProd]

Splinter Twin (pure combo)

+2 [ccProd]Slaughter Pact[/ccProd] +4 [ccProd]Fulminator Mage[/ccProd] +2 [ccProd]Rakdos Charm[/ccProd] + 1 [ccProd]Golgari Charm[/ccProd] +1 [ccProd]Thoughtseize[/ccProd] +1 [ccProd]Liliana of the Veil[/ccProd]

-2 [ccProd]Anger of the Gods[/ccProd] -2 [ccProd]Scavenging Ooze[/ccProd] -1 [ccProd]Maelstrom Pulse[/ccProd] -2 [ccProd]Courser of Kruphix[/ccProd] -1 [ccProd]Chandra, Pyromaster[/ccProd] -1 [ccProd]Jund Charm[/ccProd] -2 [ccProd]Lightning Bolt[/ccProd]

Splinter Twin (value)

+2 [ccProd]Slaughter Pact[/ccProd] +1 [ccProd]Rakdos Charm[/ccProd] + 1 [ccProd]Golgari Charm[/ccProd] +1 [ccProd]Thrun, the Last Troll[/ccProd] +1 [ccProd]Chandra, Pyromaster[/ccProd]

-2 [ccProd]Anger of the Gods[/ccProd] -4 [ccProd]Dark Confidant[/ccProd]


+2 [ccProd]Slaughter Pact[/ccProd] +4 [ccProd]Fulminator Mage[/ccProd] + 1 [ccProd]Thoughtseize[/ccProd] +1 [ccProd]Liliana of the Veil[/ccProd] +1 [ccProd]Chandra, Pyromaster[/ccProd] +1 [ccProd]Thrun, the Last Troll[/ccProd]

-4 [ccProd]Lightning Bolt[/ccProd] -3 [ccProd]Abrupt Decay[/ccProd] -1 [ccProd]Jund Charm[/ccProd] -2 [ccProd]Anger of the Gods[/ccProd]


+2 [ccProd]Slaughter Pact[/ccProd] +4 [ccProd]Fulminator Mage[/ccProd] +1 [ccProd]Thoughtseize[/ccProd] +1 [ccProd]Liliana of the Veil[/ccProd] +1 [ccProd]Chandra, Pyromaster[/ccProd]

-3 [ccProd]Lightning Bolt[/ccProd] -3 [ccProd]Abrupt Decay[/ccProd] -2 [ccProd]Anger of the Gods[/ccProd] -1 [ccProd]Jund Charm[/ccProd]

If they have [ccProd]Prismatic Omen[/ccProd]s, keep 1-2 Abrupt Decays in and take out the Lightning Bolt.


+1 [ccProd]Anger of the Gods[/ccProd] +1 [ccProd]Thoughtseize[/ccProd] +1 [ccProd]Golgari Charm[/ccProd] +1 [ccProd]Engineered Explosives[/ccProd] +2 [ccProd]Slaughter Pact[/ccProd] +1 [ccProd]Thrun, the Last Troll[/ccProd]

-2 [ccProd]Terminate[/ccProd] -4 [ccProd]Lightning Bolt[/ccProd] -1 [ccProd]Chandra, Pyromaster[/ccProd]

Slaughter Pact comes in to kill their [ccProd]Dryad Arbor[/ccProd] that is supposed to save their creature when you play your Liliana turn three. Thrun usually can buy you some turns to find your answers if they don’t have [ccProd]Rancor[/ccProd].


+1 [ccProd]Thoughtseize +1 [ccProd]Liliana of the Veil[/ccProd] +2 [ccProd]Rakdos Charm[/ccProd] +1 [ccProd]Golgari Charm[/ccProd] +1 [ccProd]Engineered Explosives[/ccProd] +1 [ccProd]Grafdigger’s Cage[/ccProd]

-2 [ccProd]Terminate[/ccProd] -2 [ccProd]Courser of Kruphix[/ccProd] -1 [ccProd]Chandra, Pyromaster[/ccProd] -2 [ccProd]Anger of the Gods[/ccProd]


+2 [ccProd]Slaughter Pact[/ccProd] +1 [ccProd]Liliana of the Veil[/ccProd] +1 [ccProd]Chandra, Pyromaster[/ccProd] +1 [ccProd]Thrun, the Last Troll[/ccProd]

– 1 [ccProd]Inquisition of Kozilek[/ccProd] -3 [ccProd]Thoughtseize[/ccProd] -2 [ccProd]Anger of the Gods[/ccProd]

I’d like to have two extra cards to bring in since discards are awful post board. Some people bring in Fulminator Mages, but I don’t like it. If you know they have some 4cc+ problematic cards (such as Planeswalkers, Batterskull, Thundermaw or Obliterator) keep Thoughtseize in and take out Inquisitions.


You have two options:

+1 [ccProd]Thoughtseize[/ccProd] + 1 [ccProd]Thrun, the Last Troll[/ccProd] +2 [ccProd]Slaughter Pact[/ccProd] +1 [ccProd]Liliana of the Veil[/ccProd]

-4 [ccProd]Dark Confidant[/ccProd] -1 [ccProd]Anger of the Gods[/ccProd]


Shake your opponent’s hand and use the spare time to find something to eat.


+1 [ccProd]Thoughtseize[/ccProd] +1 [ccProd]Liliana of the Veil[/ccProd] +4 [ccProd]Fulminator Mage[/ccProd] +2 [ccProd]Rakdos Charm[/ccProd]

-3 [ccProd]Abrupt Decay[/ccProd] -2 [ccProd]Anger of the Gods[/ccProd] -1 [ccProd]Jund Charm[/ccProd] -2 [ccProd]Lightning Bolt[/ccProd]

Living End

+2 [ccProd]Rakdos Charm[/ccProd] +1 [ccProd]Thoughtseize[/ccProd] +4 [ccProd]Fulminator Mage[/ccProd] +2 [ccProd]Slaughter Pact[/ccProd]

-4 [ccProd]Lightning Bolt[/ccProd] -2 [ccProd]Anger of the Gods[/ccProd] -3 [ccProd]Abrupt Decay[/ccProd]

Be very aggressive sacrificing your Fulminator Mages. Playing Liliana and discarding extra Goyfs is also a good idea, especially if you have some pressure.

Plan A: Discard all their cascade spells while beating them down with ‘Goyfs.
Plan B: Stick a creature to start the beats and hold a graveyard hate forever.
Plan C: Play a turn 4 Ooze and start eating their graveyard.
Plan D: If they resolve an early [ccProd]Living End[/ccProd], grow a gigantic Goyf to block and ultimate Liliana while gaining some life with Ooze and Courser.

Blue Moon

+1 [ccProd]Thoughtseize[/ccProd] +1 [ccProd]Liliana of the Veil[/ccProd] +1 [ccProd]Golgari Charm[/ccProd] +1 [ccProd]Engineered Explosives[/ccProd] +1 [ccProd]Rakdos Charm[/ccProd] +1 [ccProd]Chandra, Pyromaster[/ccProd] +1 [ccProd]Thrun, the Last Troll[/ccProd]

-2 [ccProd]Anger of Gods[/ccProd] -1 [ccProd]Jund Charm[/ccProd] -1 [ccProd]Terminate[/ccProd] -4 [ccProd]Lightning Bolt[/ccProd]

Make sure to fetch for basics even if means you won’t be able to cast red spells in the early game (they are all bad anyways). Their biggest threat (way more than Blood Moon) is Shackles, be careful.

Some random Modern tips:

– Scapeshift usually boards in some [ccProd]Obstinate Baloth[/ccProd]s versus Jund even though they are really bad. I guess they only board them expecting to face some awful Jund player. Don’t be one of these. Do not play and use Liliana on turn three unless you used some discard on earlier turns to make sure they do not have a Baloth or you have a 4/5 or bigger ‘Goyf. Playing a Liliana and not using it right away isn’t a mistake. Just wait until you have open mana so you can answer the possible 4/4.

– Hexproof uses fetchlands to search for Dryad Arbor to save their hexproof guy from Liliana. If they have a fetch in play, don’t run into it. Be aware that some Living End decks also play a Dryad Arbor. Always count on it before alpha striking.

– Always use Misty Rainforest and Marsh Flats first if possible. Be careful with your land sequencing. Always keep in mind that the ideal scenario is to have one of each dual by turn three but if you are playing versus a control deck, you know you do not need 1RR (no need to cast Anger) by turn three so you can fetch accordingly. If you are playing versus Living End, it is usually correct to have all your lands produce green to maximize your Ooze.

– Playing versus an unknown deck, it is usually correct to play a discard on turn one even if your only other land to play on the next turn is a tapped land (Raging Ravine).

– Do not EVER kill a [ccProd]Glimmervoid[/ccProd] with your Fulminators versus Affinity.

– Do not EVER kill a non-Colonnade land versus UWR.

– If you have an Abrupt Decay in hand and are facing a deck that can play Blood Moon and you do not have enough basics, ALWAYS LEAVE BG untapped.


– If you have some pressure, use your Fulminator Mages to keep the Scapeshift off double green/triple blue (depending the state of the game). Once they hit seven lands, there’s little value killing their lands. With a Fulminator in play, they need 8 lands to deal 18 damage to you. With two Fulminators, they need nine. Just remember you need to destroy their Mountain after Scapeshift resolves (NOT THE VALAKUT).

– With a Courser in play, do not crack your fetches if you do not need to. I will not explain why. 🙂

– Play your Courser on turn four if you think they will kill it to try to get some value of it.

– Remember Twin can not combo you if you have Golgari Charm (kills [ccProd]Pestermite[/ccProd] and [ccProd]Deceiver Exarch[/ccProd] becomes 0/3). Speaking of Golgari Charm (and any other enchantment removal like Abrupt Decay/Pulse): If their creature only has one aura beside [ccProd]Daybreak Coronet[/ccProd] enchanted, killing that aura will also kill Coronet.

– Maelstrom Pulse kills both [ccProd]Wurmcoil[/ccProd] tokens at once.

– Remember that a discarded [ccProd]Emrakul[/ccProd] from their hand it will shuffle their graveyard. It will most likely shrink your Tarmogoyf but it is sometimes very good like versus the Goryo’s Vengeance decks if they have a stacked graveyard.

A final note: Jund is not dead, it will never be while we have the Thoughtseize-Goyf-Confidant-Lili.

If there is a deck in Modern that rewards you for playing it properly and knowing what to do in every scenario, that deck is Jund. If this is your kind of deck, practice a lot, sleeve it up, and go to the next Modern tournament. You will not find any exceptional matchups but you will feel very good each time you outplay your opponents just because you are prepared and your deck has the tools to do it. You will not regret your choice (I never did).

Good Luck in Richmond!

3 thoughts on “So You Wanna Play Jund?”

  1. Pingback: » Junk is the New Jund

  2. Pingback: Todo sobre Modern: Parte 1 por Daniel Vicente «

  3. Pingback: The Modern Jund Primer | TeamHardKnox

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