Jund Aggro Suggested by Kyle Sanchez on 2009-10-04
Posted: Wed Sep 30, 2009 11:18 pm
Maindeck:
Creatures
4 Bloodbraid Elf
4 Goblin Guide
4 Putrid Leech
3 Siege-gang Commander
4 Vampire Lacerator
Enchantments
4 Quest For The Gravelord
Instants
3 Burst Lightning
4 Lightning Bolt
2 Terminate
Sorceries
4 Maelstrom Pulse
Basic Lands
1 Forest
5 Mountain
2 Swamp
Lands
4 Dragonskull Summit
4 Rootbound Crag
4 Savage Lands
2 Terramorphic Expanse
2 Verdant Catacombs
This very aggressive Jund build focuses on the stellar one-drops of Goblin Guide and Vampire Lacerator. The mana is a bit awkward, considering there’s only five sources to cast turn 1 GG and four sources to cast Lacerator. This could be solved by cutting Green… however, after testing the straight RB version for awhile, I quickly noticed how important Bloodbraid and Maelstrom Pulse are to keep ground in the mid game.
My initial builds started as Bloodchief Ascension centered decks coupled with Blightning, but it quickly became apparent that Blightning lost its value when you’ve got Goblin Guide filling their hand up, which is extremely important for the Rakdos players to realize. Quest for the Gravelord, on the other hand, is extremely powerful and for all intents and purposes an Instant speed 5/5 for one Black mana that essentially has Suspend 2 or so. It’s like a turbo Durkwood Baloth that works well against board sweepers and plays into the “remove their critters to swing in with mine” plan. Siege-Gang Commander also helps keep Quest’s value in the late game, providing a hoard of donks that you don’t really care about.
I also can’t emphasize how important Maelstrom Pulse is to the R/B decks. It solves the Baneslayer problem, punishes the tribal aggro decks that overextend with double Honor of the Pure or multiples of the same creature, and provides a catch-all for whatever funky Enchantment BS the opponent might come at you with, like the White and Black Ascensions.
One of the intriguing aspects I noticed when building these types of decks is how we went from having a glut of three-drops in Lorwyn Standard to being able to operate well under the curve and dump the hand slightly quicker with Zendikar. Everyone has numerous enticing one- and two-drop creatures/removal that they want to max out to gain the edge quicker in the game. The decks that are prepared for this trend and have a plan to combat it are the ones that will make the early jump as tier 1 decks.
Creatures
4 Bloodbraid Elf
4 Goblin Guide
4 Putrid Leech
3 Siege-gang Commander
4 Vampire Lacerator
Enchantments
4 Quest For The Gravelord
Instants
3 Burst Lightning
4 Lightning Bolt
2 Terminate
Sorceries
4 Maelstrom Pulse
Basic Lands
1 Forest
5 Mountain
2 Swamp
Lands
4 Dragonskull Summit
4 Rootbound Crag
4 Savage Lands
2 Terramorphic Expanse
2 Verdant Catacombs
This very aggressive Jund build focuses on the stellar one-drops of Goblin Guide and Vampire Lacerator. The mana is a bit awkward, considering there’s only five sources to cast turn 1 GG and four sources to cast Lacerator. This could be solved by cutting Green… however, after testing the straight RB version for awhile, I quickly noticed how important Bloodbraid and Maelstrom Pulse are to keep ground in the mid game.
My initial builds started as Bloodchief Ascension centered decks coupled with Blightning, but it quickly became apparent that Blightning lost its value when you’ve got Goblin Guide filling their hand up, which is extremely important for the Rakdos players to realize. Quest for the Gravelord, on the other hand, is extremely powerful and for all intents and purposes an Instant speed 5/5 for one Black mana that essentially has Suspend 2 or so. It’s like a turbo Durkwood Baloth that works well against board sweepers and plays into the “remove their critters to swing in with mine” plan. Siege-Gang Commander also helps keep Quest’s value in the late game, providing a hoard of donks that you don’t really care about.
I also can’t emphasize how important Maelstrom Pulse is to the R/B decks. It solves the Baneslayer problem, punishes the tribal aggro decks that overextend with double Honor of the Pure or multiples of the same creature, and provides a catch-all for whatever funky Enchantment BS the opponent might come at you with, like the White and Black Ascensions.
One of the intriguing aspects I noticed when building these types of decks is how we went from having a glut of three-drops in Lorwyn Standard to being able to operate well under the curve and dump the hand slightly quicker with Zendikar. Everyone has numerous enticing one- and two-drop creatures/removal that they want to max out to gain the edge quicker in the game. The decks that are prepared for this trend and have a plan to combat it are the ones that will make the early jump as tier 1 decks.