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Jund Energy

Standard*

Elyswer


Sideboard


Maybeboard

Sorcery (4)


With the banning of key energy cards like Whirler Virtuoso, Longtusk Cub, Rogue Refiner, Bristling Hydra and Attune with Aether seeming very likely I want to see if energy can remain in the meta without being at the same level that its Temur counterpart. anything in the maybeboard is all cards I feel are in danger of banning.

Dependent on the potential bannings:Attune with Aether Replaced by Commune with Dinosaurs: This is a solid option to replace Attune, there is the downside of not guaranteeing a land drop and there is no energy gained. but what it does is allow you to look at the top of your library for the land or a dinosaur with can be a helpful post sideboard when we bring in Rampaging Ferocidon and Ripjaw Raptor

Longtusk Cub Replaced by Woodweaver's Puzzleknot: Now this may seem like a weird thing to replace the energy all start Longtusk cub. but this is a great card with Panharmonicon and Winding Constrictor out. when it ETBs you get energy and a bit of life. but they also work as a way to get more energy, later on, assuming people don't destroy it. best case scenario you can get 8 energy and 6 life for just 2 mana with I feel is good and efficient.

Bristling Hydra Replaced by Architect of the Untamed and Aethertorch Renegade: The architect is in no way stronger than our favorite hydra in standard. but it allows for even on turns when we can only play a land to get value. with its landfall like ability. and if you play a constrictor before you play the architect then you get 2 energy for each land you play. and when you have an excess of energy you can just dump it into her and get a 6/6 out of it. The renegade I love this card. it doesn't need to attack because it can burn the opponent when you have enough energy. and best case scenario you can get 10 or more energy when he ETBs for 3 mana.

Reasoning for other cards in the deck:

Removal:

Abrade: This one of my favorite removal spells in standard right now. it is very versatile in that it can kill a creature of an artifact. I won't play more than 2 however because there are other kill spells that can be more effective

Harnessed Lightning: This I feel is the best Red removal for energy because it best uses our energy making it very versatile in the creatures we can kill with it. kill something small? get some energy. Is there a big creature like a gearhulk? dump some energy and kill that as well.

Fatal Push: is there anything I can say that hasn't been said about this card? this sees play in modern and legacy. simply put this is the best Black removal in the format. sure if you play a 5 CMC creature it's useless but with standard right now it is a lot of 4 CMC and lower creatures. This takes care of most things

Creatures:

Glint-Sleeve Siphoner: This is a great card to be dropping on turn 2 and use it to attack and generate card advantage by drawing a card every couple of turns. Menace also makes it so this can get in to deal some damage easier.

Glorybringer: This is a great way to get some damage in when the ground is all cluttered up. plus this dragon also works as two more removal spells so we can deal with the cluttered ground easier.

Greenbelt Rampager: This is good way to generate energy early in the game and when you have enough it is 3/4 for 1 mana.

Voltaic Brawler: Another 2 drop I love to see on turn two. it's a 3/2 and 2 energy for 2 mana. and during combat, it grows to a 4/3 trample which is a great card in the early game.

Winding Constrictor: well this makes our energy generators make more of that sweet sweet energy. if Sultai uses it and is effective Jund will pick it up as well. and this is good to see on turn 2 as well.

Artifacts:

Panharmonicon: I have been waiting to see where this can shine. and I feel this is the best home. you play almost any creature or artifact in our deck and we get double energy. once this is down and if it stays its hard to not out value your opponent.

Gonti's Aetherheart: This is a one of because it is strong but it is highly costed and we don't want it weighing down our hand. but being able to use energy to take an extra turn can win us games. because we get to generate more energy or attack again before the opponent can do anything about it.

Lands:

Evolving Wilds: you look at the rest of our mana base and it seems typical of a three-color deck with energy. this is here for 2 reasons. First, this helps us mana fix since we might be lacking Attune with Aether. but also it enables revolt for our fatal push.

Sideboard:

Fatal Push: we have one more of these in the side so if we play against Ramunap red and any other aggro deck

Naturalize: This is great to deal with God-Pharaoh's Gift and troublesome enchanments like Solemnity and Search for Azcanta  

Rampaging Ferocidon: This a to bring in against Ramunap red

Rhonas the Indomitable: when I need to do combat Rhonas can pump them. and its a great blocker for hazoret

Ripjaw Raptor: This is another good value engine

Sentinel Totem: this is to deal with GPG decks

Sweltering Suns: board wipe nuff said

Vraska's Contempt: another one of the top removal spells in black

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Date added 6 years
Last updated 6 years
Exclude colors WU
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 2 Mythic Rares

18 - 8 Rares

21 - 3 Uncommons

12 - 2 Commons

Cards 64
Avg. CMC 2.20
Tokens 6/6 C Token Artifact Creatures Beast
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