Posted by: Angel Entropy | June 4, 2009

Jund Beatdown

My experience in Jund has not been pleasant.  I’ve always liked the combination of red and green and a multi colored plane should be really good for multiple colors.  However this is not the case.  The main theme of Jund is devour.  Devour is a very flavorful ability but it is very useless in real life.  In drafts and sealed tournaments, devour is a decent ability.  Able to create large fat creatures by eating the weaker ones, a Jund mage would then easily over power the other mage with raw size.  However, in constructed games, devour is never really good.  There is just too much removal.

In standard, there is terror and terminate which are both common answers for large creatures.  There are very few black devour creatures to be protected from the terror spell and terminate pretty much kills anything which isn’t protected from red and black.

The blue mage’s answer is unsummon, disperese, boomerang and call to heel.  Any of those spells will set any Jund player a lot.  The cost of sacrificing an army of smaller creatures and letting your big Voracious Dragon be sent back to your hand is very expensive.

White has oblivion ring and pacifism.  Both good spells that will either throw your vicious creature to the void or make him into a gibbering wimp, not willing to fight against anything.

Green has large creatures of their own to stop your own expensive creatures.  Should two large creatures fight and the devour creature loses, the card disadvantage created is enough to make you lose.

My  recomendation is not to try and use the devour mechanic, it’s just too weak.  There are other ways for a red green aggro deck to work.  Cascade is a nice mechanic that could be of use, especially with small but efficient creatures.

Current projected cascade beatdown in Alara block: (budget edition…no Bloodbraid Elves)

4 Jund Hackblade
4 Hellspark Elemental
4 Rip-Clan Crasher
4 Scourge Devil
4 Elvish Visionary
4 Giant Ambush Beetle

4 Violent Outburst
4 Magma Spray
4 Colossal Might

4 Firewild Borderpost
10 Mountain
8 Forrest
2 Either Jungle Shrine or Savage Lands (doesn’t matter which)

This deck is mainly a aggro deck bring down a creature and attack.  Baring any mass removal like Infest or Volcanic Fallout, it should be able to overrun if anyone would try to use it, feel free but I am getting more and more interested with the shard of Esper and have already started my trek there.


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