Thanks for stopping by. If you are looking to play competitive Jund in Modern, you've come to the right place.

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Jund bleeds Green, Black, and Red. The flavor is Midrange aiming to control the early game with hand disruption and cheap spot removal with cards like Inquisition of Kozilek and Lightning Bolt. Blackcleave Cliffs is the best land in the deck for this reason alone. The mid-game is where matches are won or lost. Resolving a Liliana of the Veil to lock down the board; a Dark Confidant to gain card advantage, especially with additional discard spells; or clearing a path for an efficient beater like Tarmogoyf to close out the game. Getting into a top deck war is often times the best strategy late game as Jund typically has the best top decks in Modern at its disposal. Bloodbraid Elf being a premium.

This deck is competitive any day of the week. In any meta. Dare I say.... EVERY meta. That might be an overstatement... The point is Jund is never really down for the count. Jund is a grindy midrange deck that can sometimes win on Turn 4. It is resilient to "hate" cards as there are a variety of threats and no one card is needed to win the match. It has every removal spell under the Sun for early game attrition and efficient threats for closing out the game. Get into a top deck war and out value your opponent with cards like Tarmogoyf, Liliana of the Veil and Bloodbraid Elf.

There is always a way to win, however convoluted the line may be. Even flooding out isn't all that bad because two of the best creature-lands ever printed, Raging Ravine and Treetop Village, co-exist in one 60 card deck. Jund thrives on information obtained through Inquisition of Kozilek and Thoughtseize to force the game to follow the best line for Jund. With no true "synergies," besides of Bloodbraid Elf into EVERYTHING, the deck relies on having the best Top Decks in Modern.

With the most efficient threats, and the most flexible sideboard cards at its fingertips, Jund is always in a position to out perform your opponent's deck. So join me on this journey and discover your favorite way to "Jund 'em Out."

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I've done my best to highlight the key cards in the deck and the Jund package in general. There are a handful of flexible slots in the deck list and infinitely many ways to Jund 'Em Out. Give it a go and Happy Junding!

Any suggestions or comments are greatly appreciated. Thanks again for checking out my Jund Midrange Primer!

Also, check out my budget version for a more affordable version if you're late to the Jund Train and don't want to break the bank.

So, You Wanna Play Jund Yea? (Budget)

Modern Chasmolinker


Stock List

Land (24) Removal (10) Sideboard (15)
4x Blackcleave Cliffs3x Assassin's Trophy2x Ancient Grudge
1x Blood Crypt2x Fatal Push1x Collective Brutality
2x Bloodstained Mire2x Kolaghan's Command1x Damnation
1x Forest3x Lightning Bolt1x Engineered Explosives
2x Overgrown TombCreatures (15)3x Fulminator Mage
3x Raging Ravine4x Bloodbraid Elf1x Grafdigger's Cage
1x Stomping Ground4x Dark Confidant1x Grim Lavamancer
2x Swamp3x Scavenging Ooze1x Kitchen Finks
2x Treetop Village4x Tarmogoyf1x Liliana, the Last Hope
1x Twilight MireDisruption (10)2x Nihil Spellbomb
4x Verdant Catacombs 4x Inquisition of Kozilek1x Thoughtseize
1x Wooded Foothills4x Liliana of the Veil
2x Thoughtseize


Abrupt Decay (1-2): Hits most of what the creature removal package doesn't. Enchantments, Artifacts, and a handful of annoying planeswalkers. Also, great against Merfolk as it kills Kira, Great Glass-Spinner since it can't be countered. Don't forget about Blood Moon

Assassin's Trophy (1-4)??: A very strong card. Takes the place of Maelstrom Pulse, Abrupt Decay, Terminate, and Dreadbore. Not sure how many to run just yet. Three seems good for now. Also, gives Jund main board land destruction for Tron and Valakut matchups.

Fatal Push (1-3): Great removal, especially in conjunction with all of the fetch lands. Hits 90% of threats in modern. I don't feel a full playset is necessary especially since we're in red. We have access to Terminate and Bolt so 3 seems like where we want to be with Push.

Terminate (1-2): Great for killing off a big creature like Tasigur, the Golden Fang or big eldrazi.

Damnation (0-1): Board wipe for anything going wide.

Slaughter Pact (0-1): Protects Liliana of the Veil, general catch all for when tapped out. This card is not run in most builds but is very meta dependent. Good against burn.

Lightning Bolt (3-4): The reason Jund plays red. One mana burn that can close out the late game or burn out a creature/planeswalker early on.

Kolaghan's Command (1-3): Great against artifacts and often gets back a Dark Confidant or Tarmogoyf once stabilized.

Maelstrom Pulse (1-2): Catch all removal for tokens, planeswalkers, and any problem permanent.

Kozilek's Return (0-2): Instant speed board wipe against anything going wide.


Tarmogoyf (4): Easily a 4/5 or occasionally a 5/6 by turn 3. Out sizes most large creatures late in the game.

Bloodbraid Elf (3-4): Cascade into literally every other spell in the deck. From LotV, Kolaghan's Command, Lightning Bolt, Terminate etc.

Raging Ravine (2-4): Can be a win condition all on its own if the board state is controlled. Also helps keep hands that are a little heavy on lands.

Huntmaster of the Fells  Flip (0-1): Gains life and an extra body when he enters and interferes with bounce or flicker strategies. Also, helps stabilize against aggro decks in general.

Scavenging Ooze (1-3): Can get really big late game while gaining back life as needed. Removes targets for Kolaghan's Command and Snapcaster Mage. Extra green mana sources to feed it.

Dark Confidant (3-4): Helps grind against other Midrange decks like Abzan, Grixis, and the mirror.

Kalitas, Traitor of Ghet (0-1): Great stabilizer. Builds zombies whenever we kill something, (Happens a lot) and gains a substantial amount of life back. Can be underwhelming against big creatures without removal. Pairs up perfectly with Dark Confidant

Tasigur, the Golden Fang (0-1): Can act as a 5th Tarmogoyf. Really hurts off a Bob trigger.

Grim Lavamancer (0-1): Great for getting damage through when nothing else will. Consistent burn that must be dealt with.

Goblin Rabblemaster (0-1): Was a mainstay before Bloodbraid Elf was unbanned. Still, Rabblemaster is a fast clock and gives the deck a more aggressive feel.

Kitchen Finks (0-2): This card fluctuates in and out of the SB, Original Jund lists ran a full playset but this has since been reduced to the SB. Kitchen Finks is great against aggro decks and an excellent spell to cascade into from BBE. Haven't nailed down which 3 drop I like better, Finks or Rabblemaster.

Tireless Tracker (0-1): Better in Abzan than it is in Jund. I hear it's good against the mirror, but my experience with Tracker has been lack luster.


Inquisition of Kozilek (3-4): Turn one is all about disruption. Great for early threats that you can't deal with otherwise. Be mindful of overloading your deck with discard as hitting discard off of BBE is bad.

Thoughtseize (1-2): Gets bigger targets than IoK. The life loss needs to be a balancing act between fetch/shock lands and Bob, paying 2 life for discard adds up quick. Hitting one of these off of BBE isn't as bad as IoK because as long as they have a hand you have a fair chance of finding something. Still not ideal though.

Liliana of the Veil (3-4): Locks out the opponent once you've stabilized. Discard and removal in one package that needs to be answered. Best against control, not so much against aggro.

Liliana, the Last Hope (1-2): Flexible planeswalker. With the rules change you want both Liliana's out together in some match-ups to control the board state.

Liliana, Heretical Healer  Flip (0-1): Can be good alongside Bloodbraid Elf or Tarmogoyf. Bad in a removal heavy meta and the mirror.

Tips and Tricks (In the Works)

Raging Ravine

Raging Ravine's ability can be activated twice to get TWO +1/+1 counters

Scavenging Ooze

Don’t leave home without this one. Scooze is one of the most important cards for keeping you alive in the late game. It’s such a nuanced card that has so many fine points that many people might not know. For instance:
Don’t die with and a Scavenging Ooze in play. Take Walking Ballista for example. Say you’re at 2 life and there are no creatures in either graveyard. Your opponent casts a Walking Ballista for 4 cmc netting 2 counters. They attempt to shock you with direct damage and end the game right there. But, don’t forget you’ve got a Scavenging Ooze. When Ballista’s second counter is removed it immediately hits the graveyard as a state based action. You can eat the Ballista in response to the second activation, gain one life and NOT DIE.

Bloodbraid Elf

Take the same situation only the turn before you have 6 untapped lands. You cast a Bloodbraid Elf which cascades into Scavenging Ooze. But which lands did you leave untapped?? You always want to keep in mind what your out is. If you tapped two Ravines an Overgrown Tomb and a Blood Crypt to play Bloodbraid and left a Blackcleave Cliffs and a Swamp, now you have no to eat creatures with Scooze. Now you die to a shock from Walking Ballista.

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Shout out to ToolmasterOfBrainerd for helping me format the deck page!! Check out his page and all of his awesome Decks and Alters.


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-1 Liliana of the Veil main
+1 Maelstrom Pulse main
-1 Terminate main
+1 Abrupt Decay main