Jokulmorder vs Autochthon

by Deuce5150 on 11 May 2015

Main Deck (56 cards)

Instants (8)



Land (22)

Sideboard (60 cards)

Enchantments (6)


Land (22)

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Deck Description

A clash of giants! The whale versus the wurm.

A set of duel decks.

How to Play

In Jokulmorder's corner:

Ramp, ramp, ramp! Play land with reckless abandon. Each land gives you more life, allowing you more time to find and summon your big, angry orca. Groundskeeper will pull your lands out of the graveyard, ensuring that you will always have an Island in your hand available to untap Jokulmorder. The whale is quicker than the wurm (as early as turn four with a perfect draw), so you'll have a good chance to start attacking sooner. However, once the impenetrable wall of giant wurms is up, you'll have to lull them to Sleep to do any damage.


In Autochthon Wurm's corner:

Leave no part of the Eldrazi Spawn unused. Tap them and sacrifice them to convoke your wurm. The quickest that Autochthon will arrive on the scene is turn five, with a perfect draw. Jokulmorder may have already bloodied your nose by then. But, with the possibility of Vigilance and protection from all colors on your side, you will be able to maintain your defenses and attack unblocked enough to chisel away at the opponent's potentially huge life total.

Deck Tags

  • duel decks
  • Budget

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0240022

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Jokulmorder vs Autochthon

I've played these two against each other a few times and they seem pretty balanced. I'm a little worried that four copies of Sleep might give Jokulmorder too big an advantage. Any suggestions are welcome.

Giant creatures battling without the fear of removal is fun!

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Posted 11 May 2015 at 13:06

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