Mtg jund

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Best MTG Jund Cards

Are you planning on making a Jund deck? If so, you’ll have a large library of cards to choose from, since the combination is comprised of three different colors: red, green, and black.

Although having choices is almost never a bad thing, having so many options can make it difficult or confusing or actually put a deck together. We’ve created this quick guide to the best MTG Jund cards to give you some inspiration for your deck.

Let’s take a look at what we picked…

What is Jund Like in Magic: the Gathering?

As we mentioned above, Jund is a combination of red, green, and black mana. When you combine multiple colors like this, you oftentimes get something that helps make up for the weaknesses of its individual colors while using those colors’ strengths.

In this case, you can get a feel for what Jund is like by looking at just two of its colors: red and green. Combined, red and green make an extremely aggressive combination with large creatures.

Splashing black in the mix helps give Jund some much-needed card draw and kill spells. Overall, though, Jund still sticks to its red and green roots, having tons of big creatures like dragons to choose from.

Read Also: MTG Names for Color Combinations (and How They All Work)

Best MTG Jund Cards

Korvold, Fae-Cursed King

Korvold, Fae-Cursed King - Foil - Brawl Deck Exclusive

If you think having to sacrifice your own permanents is a bad thing, Korvold, Fae-Cursed King may change your mind. This dragon noble card gives you one benefit to sacrificing your own permanents: you get to put a +1/+1 counter on it for every permanent sacrificed.

Put another way, Korvold gets bigger and bigger the more you sacrifice your own permanents. Those building a deck with him in it would be wise to incorporate sac outlets, or cards that allow you to sacrifice your own permanents for various reasons. An excellent example would be Ashnod’s Altar.


Lord Windgrace

Magic: The Gathering - Lord Windgrace - Foil - Commander 2018

There are only a handful of planeswalkers out there that can be Commanders, and Lord Windgrace is one of them. The strategy with Lord Windgrace is an interesting one.

His first loyalty ability lets you draw a card and discard a card, so you can gradually shape your hand with him. If the card you choose to discard is a land, then you get to draw another card.

Don’t worry about those lands going into your graveyard, though. Lord Windgrace’s second ability lets you put two lands from your graveyard into play.

If you manage to get his loyalty counters high enough to use his last ability, you’ll get some excellent removal and token generation. He’s simply a great card. Should you not feel like building a deck with him on your own, you can also always get the preconstructed Commander deck that uses him, Nature’s Vengeance.  

There are many reasons why Wasitora, Nekoru Queen is powerful. The simplest reason is that she’s a hard hitter; as a 5/4 with flying and trample, it’s likely that her damage is getting through whenever you attack with her.

The best part about her, though, is that whenever she does get through to do damage to a player, you force that player to sacrifice a creature. If they can’t, you get a cat dragon creature token as consolation. Either way, you have tons of motivation to keep attacking with her.

Want to see more powerful dragon cards? Check out our guide to the best MTG dragon cards.

Kresh the Bloodbraided

Magic The Gathering - Kresh The Bloodbraided - Shards of Alara

What we love about Kresh the Bloodbraided is it gets stronger whenever any creature goes into a graveyard. That includes your opponents’ creatures, as well.

Even if all that happened was Kresh got a single +1/+1 counter whenever a creature went to a graveyard, it would be strong. But it’s much better than that – Kresh gets a number of +1/+1 counters equal to a creature’s power whenever a creature goes to the graveyard.

In many ways, that means it’s good for you if your opponents have powerful creatures on the battlefield. When they die, you’ll get that much stronger.

Gyrus, Waker of Corpses

Magic: The Gathering - Gyrus, Waker of Corpses - Foil - Commander 2018

Gyrus, Waker of Corpses, like many other hydra cards in MTG, can be as big as you want it to be. In addition to its basic mana cost of one red, one black, and one green mana, you can pay as much additional mana as you’d like. Gyrus will get a +1/+1 counter for each additional point of mana you spend to cast it.

It’s more than just a creature to bash enemies with, however. Whenever you attack with it, you can exile a creature from your graveyard and make a token of it that’s attacking along with Gyrus. The token gets exiled after combat, unfortunately, but this still boosts your combat prowess.

It’s best to put as much additional mana into Gyrus as you can when you cast it. The higher its power is, the more options you’ll have to choose from in your graveyard.

Sek’Kuar, Deathkeeper

Sek'Kuar Deathkeeper

This card is kind of like Korvold because it also makes the death of your own creatures sting a little less. Whenever one of your creatures dies, as long as it isn’t a token, Sek’Kuar, Deathkeeper creates a creature token for you that has haste.

It basically means your army can’t get smaller. As long as Sek’Kuar is on the battlefield, your creatures dying will just create an equal number of tokens.

Plus, you never really have to feel bad about creatures dying when you’re playing a deck with black in it. It’s only too easy to bring creatures back from beyond the grave with black mana.

Yurlock of Scorch Thrash

Yurlok of Scorch Thrash - Foil

Yurlock of Scorch Thrash basically brings an old mechanic called mana burn back. Mana burn is an outdated mechanic that required players to use all the mana in their mana pool by the end of the turn. If they didn’t, they would take one damage for every point of mana remaining in their mana pool.

On top of forcing players to be especially particular about the mana they generate, Yurlock also gives each player three mana. This might seem like a detriment to you initially, but unless each player can use that three mana, it means they’re going to take damage.

This makes Yurlock especially effective against decks that aren’t using Jund colors, or decks that don’t use all of Jund’s colors. There’s a chance players won’t be able to do anything with the mana Yurlock gives them, effectively doing three damage to them over and over again.

Common Questions about Jund in MTG

Does Jund make a good deck?

Jund colors, like virtually any other color combination, can make a good deck. It may seem like a cop-out to say so, but the strength of a deck largely depends on the knowledge and skill of the player.

That being said, there have even been some great additions to Jund Commanders in recent years, so we think it’s still a perfectly viable color combo in that format. If you’re looking for our suggestions on the best color combos in MTG, be sure to read our list of the best color combinations.

How do you beat Jund?

Does someone in your playgroup have an annoying Jund deck you’re trying to beat? Let’s look at some general strategies that are very effective against Jund.

Keep in mind, however, that it depends on the specific strategy being used by the opponent in question. In this section, we’ll just be taking a high-level overview at some general strategies that are common to Jund decks and how to counter them.

Jund decks tend to be extremely creature-heavy, so plan on having lots of board wipes in any deck you play against them. There are also tons of “fog” cards, which prevent combat damage from occurring and render creature-based attacks ineffective. A famous example is simply called Fog.

If you want to get particularly mean, consider building a Stax deck. Stax decks are decks designed to prevent anyone else from doing anything, including casting creatures. One infamous Stax Commander, for example, is Grand Arbiter Augustin IV. 

You can also fight fire with fire. By having a creature-based deck of your own, you can ensure that you have plenty of blockers on your end of the battlefield to shield you from combat damage.

What is the meaning of Jund?

Wondering what the word “Jund” means? To get the answer to that question, we’ll need to take a brief foray into the lore of Magic: the Gathering.

The story underlying MTG takes place in what’s called the Multiverse, which is an in-game universe divided into different planes. Each plane is essentially like its own dimension, with its own world and people.

Jund comes from the plane of Alara, which used to be one overall plane. However, Alara was split into shards, and one of those shards was called Jund.

Jund is, like the colors it represents, a violent place. It’s filled with explosive volcanoes, bubbling tar, and monstrous dragons. If you want to learn more about it, you can read this wiki page about Jund. 

Wrap Up

Jund is an excellent color combo to choose if you want to make something fast, aggressive, and painful for your opponents. Just keep in mind that creature-based decks have a ton of weaknesses, and high-level players usually don’t have an issue suppressing them.

You may want to think about finding ways to protect your creatures by using keywords like hexproof. You can read our list of MTG artifacts with hexproof for some examples of cards that may help you defend your creatures.


Magic: The Gathering - How to Build Your First Modern Jund Deck

Jund is a grindy green-black deck splashing red that can wear down the opponent in many ways. While it may not be fast, it's thorough.

The Modern format of Magic: The Gatheringis a somewhat more accessible version of the ultra-powerful (and often expensive) Legacy format, and it's home to the classic Jund archetype.

A Jund deck is effectively black/green "The Rock" with red splashed in to give the deck a bit more speed and burn power. This is not a turn-four aggro or combo deck, but it can keep the opponent on the back foot from turn one and win at its leisure.

Related: Magic: The Gathering - How to Build a Double Masters Black/Green Deck In Limited

Creatures And Lands

Jund decks have a robust and dynamic manabase, to ensure that green, black and red mana are accessible as needed in the first three turns of the game. Exact numbers will vary, but this deck will run a handful of the matching fetchlands: Wooded Foothills (often just one or two), Verdant Catacombs (3-4 copies) and Bloodstained Mire (1-3 copies). These cards are looking for the shocklands of the right colors: Stomping Ground (1-2 copies), Overgrown Tomb (3-4) and Blood Crypt (0-1 copies).

But that's not all; Jund can also throw in one or two basics for each color, and these basics are a fine target if the enemy is putting a lot of pressure on the Jund player's life total. They're also useful for enemy Path to Exiles and similar effects. Finally, lands such as Blackcleave Cliffs and Nurturing Peatland can round out the manabase, and one or two copies of Raging Ravine not only fix mana (red and green), but they can become creatures.

Related: Magic: The Gathering - Tarkir's Mardu Horde Clan, Explained

Jund's creatures are efficient and varied, and the central creature is Tarmogoyf, which will nearly always be a four-of. It's cheap at 1G, and it scales up in size with each player's graveyard. With Jund's diverse cards and many removal spells, it should be easy to have a 4/5 or even 5/6 Tarmogoyf by turn four. Scavenging Ooze may appear as a two-or three-of, a mainboard graveyard hate card that also gains life and gets bigger (it also costs just 1G). Dark Confidant is a card-draw maniac in black, costing life points in exchange for more cards every single turn. This deck's spells are typically cheap, so the Confidant's life loss ability won't hurt too much.

Bloodbraid Elf, now unbanned, is an aggressive 3/2 with haste that can Cascade into nearly anything (0-3 copies), and Huntmaster of the Fells is a 2/2 Werewolf that can gain life, make tokens, deal damage to targets and transform into a 4/4 beater with trample. Jund can go without it, but 1-2 copies can be helpful and generate a lot of advantage.

Related: Magic: The Gathering - Double Masters' Green Cards Are More Than Token Generators

Other Spells

This deck relies heavily on merciless instants, sorceries and planeswlkers to grind down the enemy and make way for its creatures. With black mana, Jund can perform hand control via Inquisition of Kozilek (2-3 copies) and Thoughtseize (2-3 copies), and its burn comes from the famous Lightning Bolt (full playset). Green and black combine to form flexible removal with the likes of Abrupt Decay, an uncounterable instant that destroys any nonland permanent with CMC 3 or lower (1-3 copies).

Assassin's Trophy can hit a permanent of any CMC, but it does have a Path-style land tutor effect for the opponent. Maelstrom Pulse is a bit expensive and slow, a sorcery costing 1BG, but it can hit any nonland permanent and all others with the same name (great against tokens). A deck may run 0-2 of that card. Kolaghan's Command is optional, but it can generate aggressive card advantage for 1BR by destroying artifacts, Shocking targets, forcing discard and returning creature cards from the graveyard to the hand. It may be a metal call, and the Jund player may run 0-2 copies.

Liliana of the Veil is emblematic of this deck, often appearing as a full playset. Its +1 can fuel Tarmogoyf fast, and its -2 is removal that dodges Hexproof, indestructible and protection. Meanwhile, its ult can win entire games by halving the opponent's board state. Wrenn and Six is a new addition from Modern Horizons, a two-drop planeswalker that can return lands from the graveyard to hand, and its ult gives all spells in the graveyard Retrace. That gives the Jund deck a ton of gas to grind out games.

RELATED: Magic: The Gathering - Building a Modern Delver Deck

Sideboard Options

Jund's mainboard can handle almost anything the opponent throws at it, but not quite everything. Ramp decks like Tron or Amulet Titan are rough, so Jund can side in the likes of Ghost Quarter, Fulminator Mage and Alpine Moon to destroy or modify fancy enemy lands and slow down a ramp deck. If the meta has a lot of blue-heavy decks, the green enchantment Choke is a fine option, and one or two copies may appear in the sideboard.

Sideboard cards may also target artifacts, with Ancient Grudge being able to dispatch two different artifacts via Flashback (and it's cheap). Shattering Spree and Shatterstorm are fine options too, though they can be a bit red-heavy, and Jund focuses more on green and black than red. In green, Collector Ouphe can help shut down artifact shenanigans without destroying those artifacts.

If Jund is willing to neuter Tarmogoyf, it can focus on graveyard hate to slow down the likes of Living End and Dredge. Bojuka Bog is a land that exiles an entire graveyard (and is thus impossible to counter), and Relic of Progenitus and Leyline of the Void can also shut down graveyards nicely. Lastly, cards like Grim Lavamancer, Anger of the Gods, Liliana, the Last Hope and Plague Engineer work well against creature-heavy decks.

KEEP READING: Magic: The Gathering - The Temur Frontier Clan, Explained


Titans Season 3, Episode 13, "Purple Rain," Recap & Spoilers

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Yep, I know. You are thinking about the same thing.

"Golgari Rock was one thing, but Jund is close to $1500! How is this three-color strategy viable on a budget?"

I'll be upfront; it's impossible to create Jund on a budget from the get-go. The strategy asks for more than the budget wallet can give. It's a three-color strategy that demands suitable mana fixing, not to mention powerful spells to support it. As discussed in last week's article, it's easier to create a semi-competitive Golgari Rock list to use as a base to expand into Jund, given plenty of cards cross over. It's essential to have a solid Golgari Rock foundation that can unlock options to extend into other colors, such as Jund or even Sultai. I understand this can cause frustration, as you want to have Jund as soon as possible, but you're better served being patient.

However, once you have a decent Golgari Rock list, the option to expand into Jund becomes available as I believe it's all about slow progression. One benefit of playing Jund (and Golgari Rock) is that it's highly customizable. Whichever metagame you face, you can tech either of these strategies to combat what is dominant. See plenty of artifact strategies? Pack Collector Ouphe or more Kolaghan's Command. Is your metagame graveyard-dependant? Pack Leyline of the Void or more Scavenging Ooze. Given the colors these strategies fall in, there are multiple tools available to adjust your list, allowing you to thrive in your metagame.

Jund reaches a similar (if not higher) price compared to Golgari Rock, as it utilizes many of the same cards that Golgari Rock employs. However, Jund adopts another powerful planeswalker alongside Liliana of the Veil.

Modern Horizons reinvigorated Jund as we know it, and it's all down to Wrenn and Six. Previously, Jund would struggle with mana issues given the nature of the strategy and the mana demands that came with it. However, Wrenn and Six mitigates this issue by rebuying fetch lands, not to mention removing all the tricky 1-toughness threats which Modern is known for. Like Liliana of the Veil, Wrenn and Six is an absurdly expensive card that I would suggest holding off on until it's the last card you need for Jund. It's essential to gather the most mileage out of your investment early on, so I recommend picking up the cheaper cards first as these will offer the highest impact. Even when you hit the more expensive cards, I would focus on nabbing Tarmogoyf and Liliana of the Veil before considering Wrenn and Six. 

Semi-Optimal Jund

Starting with a semi-optimal Jund list, the red splash expands the already impressive removal suite while adding threats such as Bloodbraid Elf.

Magic: The Gathering TCG Deck - Semi-Optimal Jund by Emmmzyne

'Semi-Optimal Jund' - constructed deck list and prices for the Magic: The Gathering Trading Card Game from TCGplayer Infinite!

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Fortunately, a healthy chunk of the red cards continue to be affordable. Bloodbraid Elf has crashed in price since its unbanning in 2018. Lightning Bolt has seen various reprints over the years despite its extensive play in Modern. Also, Lightning Bolt will feature in Jumpstart, an upcoming set aimed for casual players featuring highly-desired reprints. So, if you don't have any Bolts, Jumpstart offers a fantastic opportunity to pick up the iconic red spell.

I've added Blightning as a placeholder for Kolaghan's Command. While it's not quite as flexible as Kolaghan's Command, Blightning does a good enough impression. In most cases, you will be looking to discard and deal damage with Kolaghan's Command, and Blightning remains a decent hit off a Bloodbraid Elf anyway. Jund switches between Terminate and Dreadbore often; I've opted for Terminate as Assassin's Trophy is the better version of Dreadbore, which is a viable upgrade later on in this article. 

Lastly, the mana base has to transform significantly to accommodate the red splash. I recommend picking up one Blood Crypt and one Stomping Ground as the most optimal Jund lists use this configuration. Filling out the mana base is Sulfurous Springs, Raging Ravine and Dragonskull Summit to ensure red is accessible in the early turns. Raging Ravine has become an affordable land thanks to its reprint in Ultimate Masters.

Next, there are plenty of upgrades to make this Jund build more competitive.

Magic: The Gathering TCG Deck - Semi-Optimal Jund (Part 2) by Emmmzyne

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As you can see, I've made quite a few upgrades to the previous list. I recommend upgrading in this order:


  • 1 Assassin's Trophy, replacing 1 Abrupt Decay
  • 3 Kolaghan's Command, replacing 3 Blightning
  • 2 Seasoned Pyromancer, replacing 2 Glint-Sleeve Siphoner
  • 1 Kroxa, Titan of Death's Hunger, replacing 1 Thrun, the Last Troll
  • 4 Bloodstained Mire, replacing 2 Dragonskull Summit, 1 Swamp and 1 Forest
  • 3 Wooded Foothills, replacing 1 Rootbound Crag and 2 Woodland Cemetery
  • 1 Nurturing Peatland, replacing 1 Llanowar Wastes

Often debated, Seasoned Pyromancer sees on-and-off play in Jund. While it's not quite Dark Confidant, it supports a role similar to Scavenging Ooze. You are not looking to cast Seasoned Pyromancer on curve; instead, it's your backup for when you survive the early assault and need card draw. Like Kroxa, Titan of Death's Hunger, it offers a late-game finisher that can be tough to deal with, as Jund is primarily an attrition strategy. 

As Jund is a three-color strategy, you can get away with using Wooded Foothills and Bloodstained Mire instead of investing in Verdant Catacombs. Both Wooded Foothills and Bloodstained Mire can grab any of the shock lands, and then it's a case of thinking ahead to which land to obtain off these fetches. Gathering the fetch lands will be the more challenging pickups, but will give Jund the mana consistency it sorely needs. Picking up Verdant Catacombs is an option if you feel comfortable doing so. However, it is not essential compared to Golgari Rock.

Then, I would look at acquiring Blackcleave Cliffs, which have retained their price due to their extensive application in Jund. Like Tarmogoyf, Blackcleave Cliffs is at its lowest rate in years but still maintains a sizable price tag. Another Nurturing Peatland would aid late-game card draw but is not essential—you could run Castle Locthwain or another on-color fetch instead. 

These updates are smaller than before, but I suggest obtaining these first before considering the high-end cards. 

Magic: The Gathering TCG Deck - Semi-Optimal Jund (Part 3) by Emmmzyne

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The sideboard is dependent to your local metagame, though I would recommend packing creature hate in either Damnation or Plague Engineer, due to the rise of Rakdos Goblins. With the introduction of Conspicuous Snoop, Rakdos Goblins is likely to become a tier 1 strategy that can pull off a turn-three combo win if it has all the correct pieces. Otherwise, packing a reasonable amount of graveyard and artifact hate is a good foundation for your Jund sideboard if you are going in blind.

Optimal Jund

Once you are happy with your semi-optimal Jund list, I would focus on the high-end cards in this order:


Eventually, you will have an optimal Jund list like this.

Magic: The Gathering TCG Deck - Optimal Jund by Emmmzyne

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It's worth noting that even without the high-end cards, these semi-optimal variants of Jund are good enough in a local competitive setting, and will give you the tools to understand midrange in Modern. Similar to Golgari Rock last week, you can have fun by playing a strategy that isn't powered out. Through experience, you'll become a better midrange pilot as these archetypes succeed based on your format knowledge, even with cheaper cards. 

As mentioned before, Jund's strength lies in its deckbuilding options and how you can optimize against other metagames. After a while, you will feel comfortable tweaking Jund in a way that suits you. And what cards you don't use, you can amass into an impressive toolbox allowing you to have all the answers for future metas. 

I hope this helps you navigate building one of Modern's most established strategies, which will remain relevant for years to come. As they say, if in doubt, Jund 'em out! 



Jund is one of five shards of Alara. It is primarily red-aligned, with black and green as secondary colors.[1][2][3]


Jund is composed of active volcanoes, sharp mountain ledges, and lush jungles. It has a pungent sulfuric atmosphere. The hot climate, bubbling tar-baths, and volcanic activity combine with the reptilian populace to create a sense of a primeval world. The land has deep-cut valleys in it that resemble huge claw marks if seen from above. These deep gashes in the land are where the jungles and swamps are found, The active volcanoes add difficulty to the lives of its human, viashino and goblin inhabitants, but are of great advantage to the dragons that dominate it.[4][5]

According to the creatures and shamans of Jund, Jund is a world of pure freedom. Every animal can do whatever they want to do. There is no authority of Jund, and therefore the world has become crazy and wild. Since Jund lacks white and blue mana, there is no peace and thought. Instinct is the choice over control and deliberation.

The food chain[]

Life on Jund is a never-ending struggle of survival of the fittest.[6] It is a voracious, creature-eat-creature world - almost every living thing on the plane is both predator and prey at once, constantly on the lookout for the bloody fare while trying to avoid becoming someone else's. The dragons are at the top of the food chain and feed on everything and anything below them. Fiercely territorial, they will fight over any scrap of food taken from their territory. When a dragon becomes too ancient to protect their territory, they perform a ritual called the Shriek of Flame where they plunge themselves directly into an active volcano, causing that volcano to erupt- often eradicating much of the prey left in its territory.

Second on the pecking order are the Crocodile-like Viashino. Stronger than the other humanoid races, Viashino are able to occupy the deep jungles and swamps where the hunting is harder for Dragons. They are muscular brutes that form tribes called Thrashes.

Humans are next on the food chain. They form nomadic tribes that are necessary for survival. Humans live in the small jungles at the base of mountains and in the scarred volcanic flats. At the age of ten, humans undergo a dangerous rite of passage where the warriors will climb an active volcano and are forced to bring back a glass shard to become a warrior. Shamans take a dangerous drug called Dreamfire Draught which attracts elemental entities. The young shaman must bargain with the elemental for a cure to this poison to become a Shaman. With either test, failure results in death. The humans have developed reptilian features such as forked tongues and scales covering some of their skin. In battle, a human warrior will mark a victory by weaving part of their hair into a small braid and binding it with a piece of their enemy's flesh.

The rat-like Goblins are last on the food chain, and are so used to being devoured by dragons, that their culture has become one glorifies that death and recognizes itself as "divine-food". Goblins inhabit the highest regions of the mountains which are easy prey for young dragons.


When the Conflux occurred, blue and white mana flooded into Jund. The food chain became disrupted and fell apart. Creatures became less violent and more thoughtful, but this created more wildness. The angry shamans struggled to keep control as the dragons flew to new lands to destroy more. New creatures and plants emerged, and the natural instinct of several of Jund's creatures disappeared. As Jund's edges merge more and more with the other shards, it becomes part of the new Alara.[7]

Notable locations[]

  • The Bloodhall is the ancient meeting place of the humans of Jund from all clans.
  • Varakna is the deepest tar-swamp in Jund.
  • The Worldheart Chalice, the lair of Nicol Bolas.
  • The Pit, the deepest valley in the land, over two miles deep.
  • Hellkite's Pass[8]

Planeswalker visitors[]

In-game references[]

Represented in:
Associated cards:
Quoted or referred to:


External links[]


Jund mtg



Although it’s no longer one of the best decks in Modern, I’ve still been enjoying Jund lately, and believe it has a lot to offer in a world where Ragavan, Nimble Pilferer and Urza’s Saga are so popular. 

I intend to do some dedicated writing about the archetype, perhaps updating last year’s Deep Dive to reflect the many things that have changed in Modern. There are many questions to answer: Scavenging Ooze or Kroxa, Titan of Death’s Hunger? Ragavan or no Ragavan? Lurrus or no Lurrus? Just to name a few. But while I continue to research and build my expertise, I thought I’d highlight one of the many directions you can go with the Jund color combination in Modern. 

Magic Online player Carson_Caruso says yes to Kroxa, yes to Ragavan, but no to Lurrus. Ragavan and Kroxa are incredible cards, and it can never be a big mistake to play with them in any deck that can access red and black mana. 

The Lurrus question is much more interesting. A Lurrus version of Jund would include Mishra’s Bauble, and possibly dip into a delirium theme with Unholy Heat and/or Seal of Fire. In a format centered on efficiency, it’s no great hardship to play mostly cheap cards. So what do you gain in giving up on the companion?


Grist, the Hunger TideLiliana of the VeilEnduranceSeasoned Pyromancer

Liliana of the Veil has historically been one of the most important cards in Modern Jund, and happens to be one of my favorite Magic cards ever printed. Seasoned Pyromancer provides much-needed card advantage, and helps you pull ahead after an early exchange of resources. Pyromancer also happens to pair well with Wrenn and Six and Kolaghan’s Command.

Two new printings from Modern Horizons 2 are Grist, the Hunger Tide and Endurance. I’ve played with both of these cards (granted only as one-ofs) and I’ve been impressed. Grist comes down early, and goes up in loyalty while protecting itself with a blocker. It also builds in valuable answers to larger creatures like Murktide Regent, without having to play too many narrow removal spells. 

Seeing Endurance in the full four copies between main deck and sideboard is the biggest surprise, but it makes sense to me. The 3/4 reach body matches up well against much of the format, including the deadly Dragon’s Rage Channeler. It also corrects traditional weak points when it comes to matchups like Living End and Dredge.


Bloodbraid Elf (Timeshifted)Klothys, God of DestinyAshiok, Dream Render

These are some other permanents which would interest me once I’ve committed to going without Lurrus, and I think Carson_Caruso going without them is telling. Bloodbraid Elf is still a useful card, but the days of starting your deck list with four and never looking back are over. Modern games don’t always go long enough for you to utilize a four-mana spell. Plus, it matches up badly against Teferi, Time Raveler, which stops your cascades.

Klothys, God of Destiny and Ashiok, Dream Render are great at what they do, but I respect the choice to omit them and focus on where Jund really shines, which is beating up on creature decks. 


Alpine Moon

A final point to notice about this deck list is the full four copies of Alpine Moon, which is great against Urza’s Saga. Due to a rules subtlety that’s beyond the scope of this article, Alpine Moon naming Urza’s Saga simply kills the land. Dead! Directly to the graveyard! Once that card is out of the picture, the opponent is forced to play your game, where your spot removal and resource management techniques can allow you to win the game. Naming Inkmoth Nexus and Urzatron lands also comes up. 

It’s refreshing to see Jund putting up a strong finish in Modern. It may not be the flashiest strategy, but some of us aren’t quite willing to give up on it, particularly when there’s so much new ground to explore!


Tags: highlight mtg, Jund, Midrange, Modern, Modern mtg, Reid Duke

Jund - Modern League - July 19th, 2021

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Congratulated, took out a bottle of wine right there, presented it as a gift.

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