Jund Midrange is the best deck in the Modern Format...

Change my Mind.

New write up coming soon.

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. +1 Upvote If you like the deck!

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


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

Fatal Push (1-2): 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 (1-3): 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 (2-4): 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 (3-4): 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.

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

Goblin Rabblemaster (0-3): Rabblemaster is a fast clock and gives the deck a bit of an aggro side.

Kitchen Finks (0-2): 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): Just no. Very slow and better in Abzan than it is in Jund. If you don't believe me, just try it. And when you do play Tireless Tracker, just remember that you could have had a Goblin Rabblemaster or a couple of Kitchen Finks instead.

Inquisition of Kozilek (1-2): 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 (2-4): 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 (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 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.

Historically the worst match-up for any Jund player.
Small creature removal does nothing here. Big creatures will gum up the board and need to be dealt with. Terminate or Vraska's Contempt are unconditional removal. Prioritize cards like Thoughtseize over Inquisition of Kozilek. Getting rid of their Karn Liberated or Wurmcoil Engine before it hits the field is crucial.
Some artifact removal is good for Expedition Map and Chalice of the Void if they are running it. Keeping them off of Tron is key. Whether you have Fulminator Mage or simply Stone Rain. Something is better than nothing. What makes card:Fulminator magr best is it can be recurred with Kolaghan's Command for repeated use.

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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