Welcome to a concept that I've brewed (I love brewing in general) that is a Green-Red-black re-imagining of the very well known midrange deck, Jund.
I like to call this deck "Violent Jund" as it is a version of Jund that is considerably more aggressive in how its played, while also enjoying some of the sustain and grinding ability that is associated with the midrange archtype.
Without further ado - lets break into the deck list proper: (this is not a finalized list, merely a quick snapshot of its core design, land base is also pending)
You'll see several familiar cards associated with Jund but some definitely standout absentees as well. Some things of note before moving on:
1) This deck is a version of Jund where Black is the tertiary/splash color for some of moderns most powerful black cards (Trophy and K Command), and Green/Red are the dominant or primary colors
2) Liliana of the Veil is a no go for more reasons then 1 in this shell.
a) She is strong, but she is not that good in the current meta in my opinion due to the large prevalence of tribal and graveyard based go wide aggressive strategies currently moving around in force in today's meta.
b) she's double black, and black is our splash
c) We have a new toy - The recursive and instant speed Risk Factor, that gives our deck late game ultimatums that are both brutal, and equate to a "damned if you do, damned if you don't" scenario that this deck's gameplan sets up consistently and with brutal efficiency.
3) Traverse your heart out. Traverse the Ulvenwald , Mishra's Bauble, Vexing Devil, and Street Wraith allow for a lean and busy first 2 turns that quickly establish Delirium as well as allowing Tarmogoyf to land on curve (should you wish) almost always out of bolt range - and creating a beautiful toolbox engine that makes Bloodbraid Elf a consistant absolute nightmare on turn 4 (For your opponent)- case in point...
She is a monster in this shell. Cascade into Risk Factor or Kolaghan's Command to leave your opponent reeling. Assassin's Trophy = destroy what you wish. Cascade into Strangleroot Geist and swing for a hasty 5 damage. Lightning Bolt, Tarmogoyf , and Vexing Devil are all aggressive hits - even traverse can be pivotal if cascaded into in this deck. Cascade is never a total whiff - even at its floor (Mishra's Bauble) as a cascade hit at least turns BBE into "3/2 creature with haste + draw 1 card on the next upkeep" - not terrible by any means and certainly beats whiffing with targeted removal or redudancy into a life threatening card like Dark Confidant
The first 2 cards lay the foundation for early pressure. Vexing Devil most recently has gained notoriety through its powerful synergies with Pelt Collector. That is not what we are doing here.
- Early aggressive damage (lay the first brick in a wall of heavy damage)
- Value for a mere 1 cmc
- And the most important - super synergies with Traverse the Ulvenwald, Tarmogoyf and K-Command.
Strangleroot Geists let your opponent know that there will be no down time, and they don't leave the field easily. Chances are they will have lost 6-7 life not counting their own fetches and shocks by turn 2 end.
Finally, Risk Factor is a recursive instant speed card that closes games or gives you the cards needed to close games at instant speed
= your opponent can choose either.
The damage is coming regardless with the amount of direct damage and hasted options you have in your deck - And its recursive with the new game mechanic "jump start" to boot.
Let me paint a picture:
Turn 1 Mishra's Bauble, Fetch land, Vexing Devil (4 dmg choice) - Thats 3 types in the yard for Traverse, and you now have access to a 3/4 tarmogoyf or any 3 card combination of traverse, bauble, vexing devil, street wraith, fetch land, or bolt can set up the same early power plays.
Turn 2 Strangleroot Geist or Goyf or Bolt + Traverse the Ulvenwald for a creature of your choice - preferably BBE
Turn 3 Kolaghans Command getting back Vex/Goyf/BBE (if forced to discard or one of your creatures is destroyed) or Risk Factor (Usually they will take the damage *grins*, or stupidly refill my hand and I still deal the damage *grins*), or Additional Stranglerooot + Bolt or Traverse or Goyf or the list goes on
Turn 4 BBE - Now here's the kicker. She has a ton of strong cascade hits at this point. Strangeroot swings with her for 5. Goyf is big. Vexing Devil is a pain or thanks for a 4/3 to go with my hasted 3/2. Bolt is pain+removal. Trophy always has a target.
The Big Ones = Risk Factor, Kolaghan's Command - these guys will put your opponent on tilt at this point rather convincingly. Either Netting Value, 2-for-1-ing, dealing heavy damage, or ending the game outright.
Turn 5 onward you will have a very strong game through recursive effects, and repeatedly either fetching up BBEs or grabbing them from the yard. If not those then your hasted threats, big hitting goyfs and bolts will finish the job.
The deck is built in such a way that choice based cards like Risk Factor and Vexing Devil leave very little room to make a choice that's advantageous for your opponent. A true "Damned if you do, Damned if you don't" design that leaves very little room for your opponent to mount a strategy of their own.
This is my beloved creation - But hit me with your thoughts and suggestions! I am currently playing this deck and it has been working very well in my local meta that uses a host of tier 1 and tier 2 decks to run the gauntlet with.
given that all the creatures save BBE can be brought back with Claim // Fame, I find it hard to believe it's not here. Even the aftermath half is incredibly relevant in this deck, according haste and additional power to any creature you cast later on, or simply to the creature you just claimed.
I would readily push Trophy to the sideboard and include something which pushes your plan A, after all you are "violent". Trophy causes tension in your decision trees, because do you want to ramp your opponent when you're the beatdown? The creatures are great but if you want to push damage through, some number of Rancor would also work very nicely with your non-tramply boys. We don't want to be chump blocked do we?
PS: nice brew man, keep on going! I love that feeling of bringing a brew to a sanctioned event and killing established decks.
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given that all the creatures save BBE can be brought back with Claim // Fame, I find it hard to believe it's not here. Even the aftermath half is incredibly relevant in this deck, according haste and additional power to any creature you cast later on, or simply to the creature you just claimed.
I would readily push Trophy to the sideboard and include something which pushes your plan A, after all you are "violent". Trophy causes tension in your decision trees, because do you want to ramp your opponent when you're the beatdown? The creatures are great but if you want to push damage through, some number of Rancor would also work very nicely with your non-tramply boys. We don't want to be chump blocked do we?
PS: nice brew man, keep on going! I love that feeling of bringing a brew to a sanctioned event and killing established decks.
Claim // Fame - I like the way you think. Definitely something worth trying. * goes on list of things to try * The idea of recursion with it and being able to suddenly haste a tarmogoyf sounds pretty awesome.
The Assassin's Trophy thoughts are in advisement. At 2 I usually don't see the card until mid or late game - when a problematic permanent may have found its way onto the field and either slowed or stopped my advance. The card has never proven problematic and is more often the saviour in my experience, but I will take your suggestion into advisement!
Thanks for the response MarcWizard. And I will absolutely keep brewing for the reasons you've described.
PS: Forgot to address Rancor - that sounds really good too. I do like the trample and recursive properties - also being an enchantment should the card fail to return to my hand doesn't hurt for goyf and delirium properties as well. I will put that on my list of cards to try as well.
Do you have any updates? How has the decked performed? Have you made any changes? I've just stumbled across this thread and it seems good. I feel it's missing out on Grim Flayer though, maybe play it over Strangleroot Geist? You're already playing a delerium deck, it seems like it'd fit.
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"The worst part isn't the pain, or the smell, or even the fear of death. It's hearing the clatter of bone on stone and knowing the bones are yours."BRG
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Welcome to a concept that I've brewed (I love brewing in general) that is a Green-Red-black re-imagining of the very well known midrange deck, Jund.
I like to call this deck "Violent Jund" as it is a version of Jund that is considerably more aggressive in how its played, while also enjoying some of the sustain and grinding ability that is associated with the midrange archtype.
Without further ado - lets break into the deck list proper: (this is not a finalized list, merely a quick snapshot of its core design, land base is also pending)
4 Bloodbraid Elf
2 Scavenging Ooze
4 Strangleroot Geist
2 Street Wraith
4 Tarmogoyf
4 Vexing Devil
Instants and Sorceries (20)
2 Assassin's Trophy
3 Kolaghan's Command
4 Lightning Bolt
4 Mishra's Bauble
3 Risk Factor
4 Traverse the Ulvenwald
1 Bloodstained Mire
4 Copperline Gorge
2 Forest
1 Overgrown Tomb
2 Raging Ravine
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
4 Wooded Foothills
1 Assassin's Trophy
2 Blood Moon
1 Destructive Revelry
1 Dismember
1 Goblin Chainwhirler
1 Hazoret the Fervent
4 Leyline of the Void
1 Pia and Kiran Nalaar
1 Plaguecrafter
2 Sweltering Suns
You'll see several familiar cards associated with Jund but some definitely standout absentees as well. Some things of note before moving on:
1) This deck is a version of Jund where Black is the tertiary/splash color for some of moderns most powerful black cards (Trophy and K Command), and Green/Red are the dominant or primary colors
2) Liliana of the Veil is a no go for more reasons then 1 in this shell.
a) She is strong, but she is not that good in the current meta in my opinion due to the large prevalence of tribal and graveyard based go wide aggressive strategies currently moving around in force in today's meta.
b) she's double black, and black is our splash
c) We have a new toy - The recursive and instant speed Risk Factor, that gives our deck late game ultimatums that are both brutal, and equate to a "damned if you do, damned if you don't" scenario that this deck's gameplan sets up consistently and with brutal efficiency.
3) Traverse your heart out. Traverse the Ulvenwald , Mishra's Bauble, Vexing Devil, and Street Wraith allow for a lean and busy first 2 turns that quickly establish Delirium as well as allowing Tarmogoyf to land on curve (should you wish) almost always out of bolt range - and creating a beautiful toolbox engine that makes Bloodbraid Elf a consistant absolute nightmare on turn 4 (For your opponent)- case in point...
4) Traverse the Ulvenwald + Kolaghan's Command = Cast Bloodbraid Elf a lot. Cast her for days. Value Value Value -
She is a monster in this shell. Cascade into Risk Factor or Kolaghan's Command to leave your opponent reeling. Assassin's Trophy = destroy what you wish. Cascade into Strangleroot Geist and swing for a hasty 5 damage. Lightning Bolt, Tarmogoyf , and Vexing Devil are all aggressive hits - even traverse can be pivotal if cascaded into in this deck. Cascade is never a total whiff - even at its floor (Mishra's Bauble) as a cascade hit at least turns BBE into "3/2 creature with haste + draw 1 card on the next upkeep" - not terrible by any means and certainly beats whiffing with targeted removal or redudancy into a life threatening card like Dark Confidant
5) This deck has sustain. Cards like strangleroot geist, bloodbraid elf, kolaghan's command, and risk factor form a pivotal ring of card advantage that is recursive and debilitating.
------- Strategy/Gameplan -------
New concepts:
Immediately you should see some strangely out of place creatures and spells in this deck (4 Vexing Devils, 4 Strangleroot Geists, 3 Risk Factors)
The first 2 cards lay the foundation for early pressure. Vexing Devil most recently has gained notoriety through its powerful synergies with Pelt Collector. That is not what we are doing here.
Vexing Devil does 3 things in this shell:
- Early aggressive damage (lay the first brick in a wall of heavy damage)
- Value for a mere 1 cmc
- And the most important - super synergies with Traverse the Ulvenwald, Tarmogoyf and K-Command.
Strangleroot Geists let your opponent know that there will be no down time, and they don't leave the field easily. Chances are they will have lost 6-7 life not counting their own fetches and shocks by turn 2 end.
Finally, Risk Factor is a recursive instant speed card that closes games or gives you the cards needed to close games at instant speed
= your opponent can choose either.
The damage is coming regardless with the amount of direct damage and hasted options you have in your deck - And its recursive with the new game mechanic "jump start" to boot.
Let me paint a picture:
Turn 1 Mishra's Bauble, Fetch land, Vexing Devil (4 dmg choice) - Thats 3 types in the yard for Traverse, and you now have access to a 3/4 tarmogoyf or any 3 card combination of traverse, bauble, vexing devil, street wraith, fetch land, or bolt can set up the same early power plays.
Turn 2 Strangleroot Geist or Goyf or Bolt + Traverse the Ulvenwald for a creature of your choice - preferably BBE
Turn 3 Kolaghans Command getting back Vex/Goyf/BBE (if forced to discard or one of your creatures is destroyed) or Risk Factor (Usually they will take the damage *grins*, or stupidly refill my hand and I still deal the damage *grins*), or Additional Stranglerooot + Bolt or Traverse or Goyf or the list goes on
Turn 4 BBE - Now here's the kicker. She has a ton of strong cascade hits at this point. Strangeroot swings with her for 5. Goyf is big. Vexing Devil is a pain or thanks for a 4/3 to go with my hasted 3/2. Bolt is pain+removal. Trophy always has a target.
The Big Ones = Risk Factor, Kolaghan's Command - these guys will put your opponent on tilt at this point rather convincingly. Either Netting Value, 2-for-1-ing, dealing heavy damage, or ending the game outright.
Turn 5 onward you will have a very strong game through recursive effects, and repeatedly either fetching up BBEs or grabbing them from the yard. If not those then your hasted threats, big hitting goyfs and bolts will finish the job.
The deck is built in such a way that choice based cards like Risk Factor and Vexing Devil leave very little room to make a choice that's advantageous for your opponent. A true "Damned if you do, Damned if you don't" design that leaves very little room for your opponent to mount a strategy of their own.
This is my beloved creation - But hit me with your thoughts and suggestions! I am currently playing this deck and it has been working very well in my local meta that uses a host of tier 1 and tier 2 decks to run the gauntlet with.
Just click on the "Starting Hand" tab to play around with it a bit.
Let me know what you think!
I would readily push Trophy to the sideboard and include something which pushes your plan A, after all you are "violent". Trophy causes tension in your decision trees, because do you want to ramp your opponent when you're the beatdown? The creatures are great but if you want to push damage through, some number of Rancor would also work very nicely with your non-tramply boys. We don't want to be chump blocked do we?
PS: nice brew man, keep on going! I love that feeling of bringing a brew to a sanctioned event and killing established decks.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Claim // Fame - I like the way you think. Definitely something worth trying. * goes on list of things to try * The idea of recursion with it and being able to suddenly haste a tarmogoyf sounds pretty awesome.
The Assassin's Trophy thoughts are in advisement. At 2 I usually don't see the card until mid or late game - when a problematic permanent may have found its way onto the field and either slowed or stopped my advance. The card has never proven problematic and is more often the saviour in my experience, but I will take your suggestion into advisement!
Thanks for the response MarcWizard. And I will absolutely keep brewing for the reasons you've described.
PS: Forgot to address Rancor - that sounds really good too. I do like the trample and recursive properties - also being an enchantment should the card fail to return to my hand doesn't hurt for goyf and delirium properties as well. I will put that on my list of cards to try as well.