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PostPosted: Thu May 29, 2014 7:12 am 
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:g::r::b: Jund :g::r::b:


:g::r::b: Multicoloured Card List :g::r::b:


:g::g::g: Green Card list :g::g::g:


:r::r::r: Red Card List :r::r::r:


:b::b::b: Black Card List :b::b::b:


Colourless Card List


Non-Basic Land Card List


Note: Please mark decks as "Premium" if you use Premium cards in your deck builds. Thank you.

If I left anything out or you see any errors please let me know.

Source: Atharva's Decklists & Strategies Thread

Deck Lists

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Last edited by minddrifter on Mon Jul 14, 2014 4:36 pm, edited 8 times in total.

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PostPosted: Sat Jul 12, 2014 10:02 am 
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PostPosted: Mon Jul 14, 2014 3:24 pm 
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Here's one:

The best deck in the format, it's not even close..



1 x Inferno Titan
1 x Soul of Zendikar
1 x Stormbreath Dragon
2 x Arbor Colossus
4 x Saruli Gatekeepers
2 x Graveborn Muse
2 x Gravedigger
4 x Liliana's Specter
4 x Elvish Visionary

3 x Ground Assault
4 x Shock
4 x Auger Spree
3 x Tribute to Hunger

4 x Rakdos Guildgate
4 x Gruul Guildgate
4 x Golgari Guildgate
5 x Swamp
4 x Mountain
4 x Forest


Only thing I'm thinking about is whether shock is better than Dead Weight

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PostPosted: Mon Jul 14, 2014 4:01 pm 
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Only thing I'm thinking about is whether shock is better than Dead Weight


In most cases, yes. Instant speed V. Sorcery Speed. Ability to target players as well, as opposed to just creature.

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PostPosted: Mon Jul 14, 2014 4:05 pm 
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Only thing I'm thinking about is whether shock is better than Dead Weight


In most cases, yes. Instant speed V. Sorcery Speed. Ability to target players as well, as opposed to just creature.

I agree. If Dead Weight was an Instant I'd go with it, but it is not.

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PostPosted: Mon Jul 14, 2014 4:16 pm 
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HARBiNG3R wrote:
mjack33 wrote:
The real strength of a traveler's amulet is that I can reuse it with treasured find and possibly other future cards. It's an actual card that ends up in the grave and can be used for fixing more than once.

And since we are discussing the card, it is undeniably better for more than 3 colors than guildgates.


So you would send 2 cards and 4 mana to put one extra basic card on your hand? Sorry, but the amulet is a waste of a treasured find. You should be using it for more important and better utility spells. In a self-mill build you can almost use it like a Demonic Tutor.


Yes. I would use treasured find as two mana land fetch in a 4 or 5 color deck and to bring back cultivate in a 3 color deck. And **** it if I was mana screwed I would use it on a traveler's amulet in a 3 color deck to make sure my cards were live when I need them alive.

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PostPosted: Tue Jul 15, 2014 3:47 am 
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Something I don't understand : What is the point to Cruel Sadist, in any deck ?
It feels like it's reaaaaaaaaaaally bad to me... if it didn't cost mana to add +1/+1 counters, it could have been OK, but as it is... it seems pretty bad to me.

Maybe with Doubling Season


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PostPosted: Tue Jul 15, 2014 6:54 am 
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Aranthys wrote:
Something I don't understand : What is the point to Cruel Sadist, in any deck ?
It feels like it's reaaaaaaaaaaally bad to me... if it didn't cost mana to add +1/+1 counters, it could have been OK, but as it is... it seems pretty bad to me.

Maybe with Doubling Season

Maybe some sort of :g::w::b: life-gain token deck can make use out of her, lol. But yeah, not the best card. Only 1 mana to begin with...she might be useful somewhere.

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PostPosted: Tue Jul 15, 2014 7:07 am 
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I don't know, I kind of want to build a deck that makes the "Cruel Sadist + Illusionist's Bracers + Paragon of Open Graves" combo work.

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PostPosted: Tue Jul 15, 2014 9:06 am 
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Aranthys wrote:
Something I don't understand : What is the point to Cruel Sadist, in any deck ?
It feels like it's reaaaaaaaaaaally bad to me... if it didn't cost mana to add +1/+1 counters, it could have been OK, but as it is... it seems pretty bad to me.

Maybe with Doubling Season


Cruel Sadist is a decent blocker since you can tap it and get those counters on the block. I do think its first ability is over costed, paying both 1 life and :b: is too much. Its second ability is fine except that its dependent on the first ability which is not that great. On the flip side you do get a 1/1 for :b: with upside. Overall its a mediocre creature all around.


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PostPosted: Fri Jul 18, 2014 3:41 am 
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Here's a pretty sweet JUND list for you guys.

JUND Midrange

Lands:

6x Forest
4x Mountain
3x Swamp
4x Rakdos Guildgate
4x Gruul Guildgate
4x Golgari Guildgate

Creatures:

4x Liliana's Specter
2x Indulgent Tormentor
1x Stormbreath Dragon
1x Inferno Titan
4x Elvish Visionary
4x Satyr Wayfinder
4x Saruli Gatekeepers
2x Arbor Colossus
1x Soul of Zendikar

Spells:

3x Ulcerate
4x Shock
2x Anger of the Gods
4x Auger Spree

---------------------
Midrange R/G/B deck

Pros:
- Decent manabase capable of casting all of the powerful cards constantly (but read the cons list too)
- Has a lot of removal
- Has efficient creatures
- Curves out well
- Maintains a lot of card advantage with draw and two for ones

Cons:
- Can lose to tokens without Anger of the Gods
- Has a hard time dealing with large creatures like Souls & Baneslayer
- Loses to having too many tap lands in starting hand sometimes
- Mulligans really hurt your ability to recover against faster aggro decks


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PostPosted: Fri Jul 18, 2014 6:03 am 
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RKO wrote:
Here's a pretty sweet JUND list for you guys.

JUND Midrange

Lands:

6x Forest
4x Mountain
3x Swamp
4x Rakdos Guildgate
4x Gruul Guildgate
4x Golgari Guildgate

Creatures:

4x Liliana's Specter
2x Indulgent Tormentor
1x Stormbreath Dragon
1x Inferno Titan
4x Elvish Visionary
4x Satyr Wayfinder
4x Saruli Gatekeepers
2x Arbor Colossus
1x Soul of Zendikar

Spells:

3x Ulcerate
4x Shock
2x Anger of the Gods
4x Auger Spree

---------------------
Midrange R/G/B deck

Pros:
- Decent manabase capable of casting all of the powerful cards constantly (but read the cons list too)
- Has a lot of removal
- Has efficient creatures
- Curves out well
- Maintains a lot of card advantage with draw and two for ones

Cons:
- Can lose to tokens without Anger of the Gods
- Has a hard time dealing with large creatures like Souls & Baneslayer
- Loses to having too many tap lands in starting hand sometimes
- Mulligans really hurt your ability to recover against faster aggro decks

Half your lands are Guildgates ? Isn't that a bit too much delay-wise ?


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PostPosted: Fri Jul 18, 2014 8:00 am 
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Aranthys wrote:
RKO wrote:
Here's a pretty sweet JUND list for you guys.

JUND Midrange

Lands:

6x Forest
4x Mountain
3x Swamp
4x Rakdos Guildgate
4x Gruul Guildgate
4x Golgari Guildgate

Creatures:

4x Liliana's Specter
2x Indulgent Tormentor
1x Stormbreath Dragon
1x Inferno Titan
4x Elvish Visionary
4x Satyr Wayfinder
4x Saruli Gatekeepers
2x Arbor Colossus
1x Soul of Zendikar

Spells:

3x Ulcerate
4x Shock
2x Anger of the Gods
4x Auger Spree

---------------------
Midrange R/G/B deck

Pros:
- Decent manabase capable of casting all of the powerful cards constantly (but read the cons list too)
- Has a lot of removal
- Has efficient creatures
- Curves out well
- Maintains a lot of card advantage with draw and two for ones

Cons:
- Can lose to tokens without Anger of the Gods
- Has a hard time dealing with large creatures like Souls & Baneslayer
- Loses to having too many tap lands in starting hand sometimes
- Mulligans really hurt your ability to recover against faster aggro decks

Half your lands are Guildgates ? Isn't that a bit too much delay-wise ?


Most hands have a single untapped land and 1 or 2 guildgates (giving you every color). You do lose a bit of tempo, but there are a lot of cheap cards and you can reliably cast Shocks/Ulcerate or chump block a dude until you get to more mana and drop the good stuff. Also, most of the chump blockers can trade one-for-one and Lilana's Specter can trade up and kind of 2-1 (1 card from their hand + 1 creature) so you're not really that far behind once you've stabilized and it's not hard to win with access to the best creatures in those colors. I'd say try it.

edit: forgot to say you get at least 2 - 3 cards with a single Anger of the Gods so yeah. idk. I think control has a really good place in this meta (at least at the moment) so running 3 color decks isn't a bad idea as long as you're playing the best cards available in those colors. Like I wouldn't be splashing White for Planar Cleansing, but if you're U/W then why not dip into Red for access to Anger of the Gods and Shocks?


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PostPosted: Fri Jul 18, 2014 6:19 pm 
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[Premium]

Spiderspawning with Warstorm Surge ... because I felt like splashing a 6cost enchantment, that's why!

Will probably turn into Golgari deck, but right now, people cry when the combo unfolds.

Jund spydarz:

CMC
{1]: 4 Death Cultist, 4 Pharika's Chosen
{2}: 4 Satyr Wayfinder, 3 Treasured Find
{3}: 1 Hall of Triumph, 1 Reclamation Sage, 4 Necromancer's Assistant
{4}: 3 Gravedigger
{5}: 3 Spider Spawning, 3 Rescue from the Underworld
{6}: 2 Warstorm Surge
{7}: 3 Pelakka Wurm, 2 Rune-Scarred Demon
{8}: 1 Griselbrand

Lands:

8 Swamp
3 Mountain
7 Forest
4 Golgari Guildgate

Concept is easy enough, it's standard spiderspawning deck, just toss those critters out there, mill yourself. Don't be shy to use a rescue from the underworld on a couple of satyrs, if you have none of the MVP's in the yard, Treasured find should nearly always go towards Rescue which is the star next to spider spawning. Hall of Triumph always set to green, you want beefy spiders. If it becomes lategame, a resolved Warstorm Surge followed by Spiders usually either ends the game with direct damage or clears the board.

And I cannot stress enough, this is NOT a well-oiled efficient deck that will win over 9000 - for that, remove red and go Golgari spiders. But it has that fun-factor overkill feel to it.

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PostPosted: Sat Jul 19, 2014 3:30 pm 
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Lands:23
7x Mountain
7x Forest
2x Swamp
4x Gruul Guildgate
3x Rakdos Guildgate

(14 red sources, 11 green sources, 5 black sources.)

Creatures:22
4x Satyr Hoplite
4x Timberland Guide
2x Reclamation Sage
3x Rockslide Elemental
3x Bloodflow Connoisseur
2x Brood Keeper
3x Nessian Asp
1x Stormbreath Dragon

Non creature Spells:15
3x Elixir of Immortality
3x Krenko's Command
3x Ground Assault
4x Inferno Fist
2x Doubling Season

Token/counter factory. Elixir should keep you alive until the factory starts working. Light on removal, but the removal can be used an unlimited number of times due to Elixir. I'd like to find room for draw power.


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PostPosted: Mon Jul 21, 2014 7:12 am 
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Sweep em

3x Ulcerate

4x Elvish Visionary
2x Treasured Find
3x Ground Assault

3x Tribute to Hunger
2x Anger of the Gods
3x Auger Spree
2x Triumph of Ferocity
4x Cultivate

4x Saruli Gatekeepers

1x Stormbreath Dragon
1x Shadowborn Demon

1x Inferno Titan

3x Pelakka Wurm


3x Swamp
6x Mountain
5x Forest
3x Rakdos Guildgate
3x Gruul Guildgate
2x Golgari Guildgate
4x Radiant Fountain

General game plan is just kill everything and play bombs. For premium users I would suggest -2 Triumph of Ferocity, -1 Auger Spree, -1x Cultivate for 4x Phyrexian Rager. Maybe Gravedigger could find a spot in the premium build as well


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PostPosted: Mon Jul 21, 2014 7:48 am 
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slodice wrote:

Why play this card in a three color deck ?


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PostPosted: Mon Jul 21, 2014 7:57 am 
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It buys some time when opponents realize what your strategy is and stop overextending. I guess running it is optional, the main reason I run it is because the deck lacks early creatures and I usually see just 2 per game, which isn't that big of a deal with all the guildgates and Cultivates. It looks cool having 7 different lands on the battlefield at the same time tho


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PostPosted: Mon Jul 21, 2014 6:27 pm 
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Goog point. I don't think tokens return if you sac them, but I could be wrong. Even if they do, I still think that the extra stall power is needed. So far I'm 5:0 with this deck and I certainly would've been in trouble without the Gatekeepers. It's always been a comeback from a few lifepoints.

Being able to get a single creature back is not good enough for me. That's not gonna win you the game on it's own, you need the enchantments to win. In the worst case scenario you have nothing worth reanimating in your graveyard yet and the Gatekeepers are strictly better. Then if you do, let's say a Pelakka Wurm, that doesn't even stall THAT much better. Both gain you 7 life and block like 90% of the creatures in the game. And with the enchantments out, the Gatekeepers are strictly better again, because they're a creature to reanimate, they trigger the Accord and keep you alive very well.

The only time I'd want the Rescue is with a Runescarred Demon in the graveyard to fetch me a Planar Cleansing or an enchantment. IF I can even afford to do that on my 5th turn without dying.


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PostPosted: Tue Jul 22, 2014 9:16 am 
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