Jund Assault

by Thunderbane on 18 February 2013

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (5)

Instants (10)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This is a jund aggro list I play. Its fast almost stupid fast. And with the release of gatecrash. Its become a near unstoppabe killing machine.

How to Play

To play the deck is simple. ATTACK!!!!!!! And in the sideboard are additional tools to speed the deck along. Reanimator and lifegain. Skullcrack, Slaughter Games, and Rakdos Charm come in. Control cause you headaches? Slaughter games for revelation and golgari charm for wrath seal their fate. Against other aggro. Attack and attack some more. And if necessary bring in the skullcracks for aditional reach.

Deck Tags

  • Aggro

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 670 times.

Mana Curve

Mana Symbol Occurrence

00103220

Card Legality

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

Deck discussion for Jund Assault

Any advise or comments welcome. Id like to know what everyone thinks.

0
Posted 18 February 2013 at 19:24

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I like it!

I might run this one day at my local FNM, I'll let you know how I do!

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Posted 18 February 2013 at 21:38

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Please do let me know. At my last tournament I went 3-0. I took down two reanimater and naya aggro. Its capable of some rediculous starts. Lol

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Posted 19 February 2013 at 00:02

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Might I make a suggestion though real quick?

For the Main Board

-4 Evolving Wilds
+4 Farseeks

and the Sideboard

-1 Rakdos Charm
-1 Golgari Charm
+2 Thundermaw Hellkite

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Posted 20 February 2013 at 09:42

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I would be using farseeks if I was on a midrange game plan. But I need to play creatures on turn two not ramp. And as much as I love thundermaw he's just not for this deck. Too slow for it. I don't usually see five mana. I'm gonna be trying to kill by turn four. As. For the evolving wilds. They stay. They allow deck thining and they guarantee that my muckwaders and flinthoofs will be fully powered up.

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Posted 20 February 2013 at 19:07

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Ah. I see where you're coming from. I'm just so used to using farseeks. haha. ^^

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Posted 20 February 2013 at 20:32

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Ill be posting my jund midrange in a few hours. It uses farseeks and four thundermaws. Hehe!

1
Posted 20 February 2013 at 22:42

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