Geo-Jund

by Legion564 on 16 June 2010

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

This is my version of Geo-Jund, without the fetchlands. If you could vote and comment on how to improve it, that would be great. Thanks.

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

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This deck has been viewed 1,325 times.

Mana Curve

Mana Symbol Occurrence

00213215

Card Legality

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

Deck discussion for Geo-Jund

Im working on a Jund myself and I've found lightning bolts to be much more efficient then burst lightning.

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Posted 17 June 2010 at 11:53

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Yeah, I need to replace those. Anything else besides the burn spells?

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Posted 17 June 2010 at 13:01

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You might want to think about getting duel lands, they are great for mana fixing. If you want some cheap ones try getting the refuges.

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Posted 19 June 2010 at 17:17

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So just like 4 of each color combination? And what should I take out? Basic or the fetchlands?

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Posted 19 June 2010 at 18:04

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Oh, what about Savage Lands? Would those help?

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Posted 19 June 2010 at 18:06

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Oh Yeah! Savagelands are a must!!!
and if you are going for the Refuges sub them out for the fetch lands. the least amount of "come into play tapped" lands the better. they will significantly slow you down if you have too many...
otherwise looks good!
check out my decks if you get a chance...

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Posted 01 July 2010 at 22:15

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