Jund control pauper

by Hydracodien on 28 January 2024

Main Deck (60 cards)

Sideboard (6 cards)

Sorceries (6)

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Deck Description

I want this to work so bad. Lol. The thought is to controll the board with kill spells and burn spells, ramp out some mana. Start destroying their lands. a few burn spells and a roiling terrain or two they should be dead. Goblin Anarchomancer makes our land destruction cost less so it should be able to overtake them mid to late game leving them with little to do. Turn one Aboreal Grazer into raze next turn and an Anarchomancer makes for a pretty easy match I'd imagine. You'd, in theory be able to keep them annoyingly low on mana while killing what creatures they can get out when needed. Eventually you should over take them on the land destroyed to land being played.

Deck Tags

  • Pauper
  • Land Destruction
  • Jund
  • Test

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

00112919

Deck Format


Pauper

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Jund control pauper

Big thing I want to figure out is the land, and is green wort it and should it just be rakdos?

I need to figure out any good dual land options, and amount of each color I should be running. 3 color decks are always rough for me when making the mana base.

Is green worth the space in the deck? It seems like a good idea to try and ramp ahead and keep some card advantage. the Elvish Visionary may be a bad spot and I should be useing some red looting cards instead? I need the green for the Goblin to help witht the cost of the land destruction so it seems relevant. And the black helps with the control aspect, slowing the game down enough to make this even work, so I don't think dropping black is an option, but I could see an argument for the green.

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Posted 28 January 2024 at 07:28

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