So this deck is dragon tribal (though I may one day change it from that for generally-effective creatures) in Jund colors with a dredge/reanimator strategy. I've had the deck around for about a year, though it was originally a controlly version of dragon tribal that wanted Karrthus out a lot. After feeling the full effects of the M14 rules change when Karrthus was hit with Rite of Replication or something like it and with a board full of dragons in many different games, I was really put down by it all, and it shifted in just a GB build with Jarad, Golgari Lich Lord at the head. When I played that deck, I really missed the teeth that red could bring to it, so I brought back Karrthus with all of his dragons and with a new strategy that has, so far, worked well and has been extremely fun to play. Example of fun: Hitting a Rise of the Dark Realms with Scourge of Valkas and ~10 dragons hitting the field all at once.
Also, this deck's sleeves have the Targaryen crest on the back. The dragon must have three heads.
For strategy, this deck's early game is pretty much ramping and dumping things into the 'yard. The mid game will yield some more aggressive plays and should include establishing a threshold of dragons on the field. The late game is where this uber-battlecruiser deck shines: using little reanimation tricks and the few mass card-puke spells this deck has (Rise of the Dark Realms, Twilight's Call, Genesis Wave) establishing a superior and aggressive board position while decking opponents' faces via Kokusho, the Evening Star, Flayer of the Hatebound, Scourge of Valkas, etc, will be top priority. Playing Karrthus should wait until A. There are no blue players on the field (Karrthus hates Clones), B. You just puked dragons all over the field that need some haste, C. There's another deck with a ton of dragons on the field, or D. You desperately need a source of damage or a blocker. Victory will come from either combat damage, damage from triggers, or opponents seeing the writing on the wall and scooping.
This deck is in no way optimized. The mana base at a glance is sufficient, but really needs some streamlining and optimization. There are also several cards which I'll probably pull in the near future, like Dragonstorm because I usually don't having many ways to abuse thanks to its steep mana cost, and it would be a dead draw in every part of the game except the late game. Expect changes to come by August (2014).
So this deck is dragon tribal (though I may one day change it from that for generally-effective creatures) in Jund colors with a dredge/reanimator strategy. I've had the deck around for about a year, though it was originally a controlly version of dragon tribal that wanted Karrthus out a lot. After feeling the full effects of the M14 rules change when Karrthus was hit with Rite of Replication or something like it and with a board full of dragons in many different games, I was really put down by it all, and it shifted in just a GB build with Jarad, Golgari Lich Lord at the head. When I played that deck, I really missed the teeth that red could bring to it, so I brought back Karrthus with all of his dragons and with a new strategy that has, so far, worked well and has been extremely fun to play. Example of fun: Hitting a Rise of the Dark Realms with Scourge of Valkas and ~10 dragons hitting the field all at once.
Also, this deck's sleeves have the Targaryen crest on the back. The dragon must have three heads.
7 Karrthus, Tyrant of Jund
Lands
4 Swamp
9 Mountain
8 Forest
1 Jund Panorama
1 Rocky Tar Pit
1 Evolving Wilds
1 Terramorphic Expanse
1 Bojuka Bog
1 Slippery Karst
1 Tranquil Thicket
1 Barren Moor
1 Forgotten Cave
1 Rakdos Carnarium
1 Golgari Rot Farm
1 Twilight Mire
1 Overgrown Tomb
1 Rakdos Guildgate
1 Golgari Guildgate
1 Akoum Refuge
1 Tainted Wood
1 Thespian's Stage
1 Svogthos, the Restless Tomb
More Mana
1 Sol Ring
2 Viridian Emissary
3 Krosan Tusker
3 Harrow
3 Far Wanderings
3 Chromatic Lantern
4 Explosive Vegetation
1 Faithless Looting
2 Grisly Salvage
2 Satyr Wayfinder
2 Mulch
2 Commune with the Gods
2 Life from the Loam
3 Buried Alive
3 Splinterfright
4 Jarad's Orders
5 Heretic's Punishment
5 Corpse Connoisseur
6 Deadbridge Chant
Reanimators
3 Eternal Witness
4 Whip of Erebos
4 Vigor Mortis
5 Tempt with Immortality
5 Rescue from the Underworld
5 Torrent of Souls
6 Twilight's Call
6 Deadwood Treefolk
7 Bladewing the Risen
9 Artisan of Kozilek
9 Rise of the Dark Realms
Tribal Support
3 Dragonspeaker Shaman
3 Descendants' Path
4 Krosan Drover
4 Brawn
4 Crucible of Fire
6 Death by Dragons
9 Dragonstorm
5 Scourge of Valkas
5 Stormbreath Dragon
5 Hunted Dragon
6 Broodmate Dragon
6 Ryusei, the Falling Star
6 Hellkite Charger
6 Dragon Broodmother
6 Kokusho, the Evening Star
6 Hoard-Smelter Dragon
6 Hellkite Tyrant
7 Knollspine Dragon
7 Thunder Dragon
7 Dragon Mage
7 Kilnmouth Dragon
8 Utvara Hellkite
8 Hellkite Overlord
Miscellaneous Fun Utility Things
2 Sylvan Library
3 Genesis Wave
6 Life's Finale
6 Flayer of the Hatebound
7 Disaster Radius
9 Plague Wind
For strategy, this deck's early game is pretty much ramping and dumping things into the 'yard. The mid game will yield some more aggressive plays and should include establishing a threshold of dragons on the field. The late game is where this uber-battlecruiser deck shines: using little reanimation tricks and the few mass card-puke spells this deck has (Rise of the Dark Realms, Twilight's Call, Genesis Wave) establishing a superior and aggressive board position while decking opponents' faces via Kokusho, the Evening Star, Flayer of the Hatebound, Scourge of Valkas, etc, will be top priority. Playing Karrthus should wait until A. There are no blue players on the field (Karrthus hates Clones), B. You just puked dragons all over the field that need some haste, C. There's another deck with a ton of dragons on the field, or D. You desperately need a source of damage or a blocker. Victory will come from either combat damage, damage from triggers, or opponents seeing the writing on the wall and scooping.
This deck is in no way optimized. The mana base at a glance is sufficient, but really needs some streamlining and optimization. There are also several cards which I'll probably pull in the near future, like Dragonstorm because I usually don't having many ways to abuse thanks to its steep mana cost, and it would be a dead draw in every part of the game except the late game. Expect changes to come by August (2014).