If you are looking to play Jund in Modern, you've come to the right place.

Jund bleeds Green, Black, and Red. The flavor is Midrange, aiming to strip the opponent of their synergies with hand disruption and spot removal. We want a fair contest where attacking and blocking is what determines the winner. The mid-game is where matches are won or lost. Use Liliana of the Veil to lock down the board. Jam Dark Confidant to gain card advantage at any cost. Provide a clear a path for an efficient beater like Tarmogoyf to close out the game. Jund is an aggressive attrition deck that wants to stick a threat early while dismantling the opponent's game plan from the inside out.
With the most efficient threats, and the most flexible sideboard cards at its fingertips, Jund is always in a position to win. So join me on this journey and discover your favorite way to "Jund 'em Out."

Any suggestions or comments are greatly appreciated. Thanks again for checking out my Jund Midrange Primer!
Also, check out my budget build 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

SCORE: 336 | 50 COMMENTS | 11996 VIEWS | IN 43 FOLDERS

Blackcleave Cliffs 3-4 | Nurturing Peatland 1-2 | Blooming Marsh 0-1
Pain free access to and on T1 is ideal for playing Inquisition of Kozilek , Thoughtseize or for holding up Bolt and Push if needed. This fills the slots for fast lands and running a 5th in Blooming Marsh is not a good move. If anything trimming back to a 3/1 split respectively is acceptable if/when Bolt is bad. A staple in Jund, Blackcleave Cliffs is key to keeping the early game in check with disruption and removal.

4 Verdant Catacombs | 2-4 Bloodstained Mire | 1-2 Wooded Foothills
Having access to the correct mana we need is crucial in a 3-color deck. Fetchlands, like Verdant Catacombs , make this basic functionality possible. Verdant Catacombs should be saved in case we need basics to get around Blood Moon whenever possible. Or just for the simple fact that we can fetch basic lands without the need for shocking an Overgrown Tomb . All three of these Fetchlands can grab any of the 3 shock lands in the deck.

2-3 Raging Ravine | 0-2 Treetop Village | 0-1 Twilight Mire
A Jund classic; Ravine acts as insurance against mana flooding and can be a win condition on its own. Even though it can lead to clunky starts, Raging Ravine pairs nicely with Blackcleave Cliffs early on when we have multiple discard spells to cast. A T2 Ravine when paired with a discard spell is the best time to drop this brutal man-land.

Occasionally accompanying Raging Ravine , Treetop Village can be a more aggressive man-land that gets on-line quicker than the former. a 3/3 Trampler is nothing to scoff at early in the game. Decks running 25 lands usually have room for 1 or 2 copies in addition to Raging Ravine . The choice for 24 land decks is between Treetop Village and Twilight Mire . I prefer Twilight Mire right now with additional mana fixing for free going a long way with the current aggro meta. Besides, getting out of you Blackcleave Cliffs to double activate Scavenging Ooze against dredge is where I want to be right now.

1 Blood Crypt | 2 Overgrown Tomb | 1 Stomping Ground
Shock lands are a necessary evil even without $50 fetches . I had a version of the deck running pain lands instead, but the damage dealt over time grew to be too much in the long run. With the least needed color pairing being a cycle land we can pitch it late game if we are flooding. Prioritizing T1 and having enough / to go around, we want more for Scavenging Ooze and Treetop Village .

2 Swamp | 1-2 Forest | 0-1 Mountain
Just a handful of basic lands. Having access to early is necessary for Liliana of the Veil as well as most of the early game needing for discard and Dark Confidant . Jund occasionally runs basic Mountain over basic Forest . This is dependent on the meta and how many red sources the deck needs. Since this list is currently only running 3 Bloodbraid Elf due to the Aggro heavy meta, I'm OK cutting the Mountain for now.

2-4 Assassin's Trophy
Jund decks of old had a very toolbox style removal package. Terminate gave the deck unconditional creature removal, though often a dead draw against control decks. Abrupt Decay for miscellaneous problem cards that fell short of hitting big threats. Maelstrom Pulse was a general catch-all for planeswalkers and the like but was slow and often an over-costed abrupt decay. Fatal Push gave the deck some versatility early game, but failed against control and big mana decks.
With the printing of GRN, we now have a clean answer to any threat imaginable in Assassin's Trophy . Our own Path to Exile in a way. This streamlines the removal suite tremendously giving us more consistency and less dead draws Game 1. The biggest upside of course is Game 1 Tron hate as we can blow up those hideous lands as early as T2.

3-4 Lightning Bolt
The reason to play Jund is self contained in the never aging Lightning Bolt . The simplest Aplha boon carries Jund's removal suite on it's back day in and day out. A face beater and bird killer since its inception, Lightning Bolt reigns supreme in flexible spot removal. Able to punch out close matches with face melting damage is what separates Jund from other GB shells. The saying, "Dies to Bolt " is very real, and Jund exploits this with great success. Not so good against go wide strategies, trimming back to 1-2 copies post SB for better answer cards is appropriate.

2-3 Kolaghan's Command | 0-2 Maelstrom Pulse | 1-2 Fatal Push
Assassin's Trophy is great, but the incidental mana ramp can be problematic at times. Therefore, it is important that Jund has early removal and other options, saving Assassin's Trophy for specific targets. Kolaghan's Command almost always has a 2 useful modes at any given time. Creeping up to 3 copies in some artifact heavy metas, K-Command is a tremendous hit off of Bloodbraid Elf . But we need additional planeswalker removal as well as a pseudo board wipe against tribal decks. Maelstrom Pulse fills this role nicely. As for that early removal I mentioned, Fatal Push pairs well with Lightning Bolt in getting rid of pesky problems like Noble Hierarch and Champion of the Parish . Even further, Push can go up and get most creatures in modern with the crack of a fetch-land.

4 Tarmogoyf
Jund has all of the removal and hand disruption to manage the early game. But that won't win the game unless you present a clock for the opponent to beat. Jund has no faster clock than Tarmogoyf . Often a 4/5 and getting as big as an 8/9 at casting cost, nothing is more efficient at getting them dead. A full play set goes without question and gives the deck a whopping piece of the "goodstuff" pie.

3-4 Bloodbraid Elf
Card advantage is good. Always. Card advantage on a 3/2 haste body is even better. Bloodbraid Elf tops out the curve at 4 cmc but cascades into every single card in the deck. Whether it's an All-Star Kolaghan's Command , Liliana of the Veil , or Tarmogoyf . A wrecking ball for Planeswalkers and a handful against aggro; BBE spins the card advantage wheel like nobody's business. Be mindful of what you bring in from the SB as cards like Damping Sphere can be problematic, but Grafdigger's Cage is no problem at all.

3-4 Dark Confidant
Card advantage personified, Dark Confidant has been flipping lands for years. (Hopefully) While being great a digging up extra cards to fill our hand, Dark Confidant puts some restrictions on the acceptable cmc for any card in the deck. If anything, Thragtusk is about as high as you want to go with the curve. I prefer to cut it off at 4 cmc as do most sensible Bob players. Lava Axing yourself is best left to the Death's Shadow players. All things considered, Bob is a staple in Modern Jund and is an irreplaceable CA engine. General rule of thumb is to split 3/3, 3/4 or 4/3 with Bloodbraid Elf to minimize bad flips.

1-3 Scavenging Ooze
Don't leave home without at least one of these in your deck. With dredge currently at the forefront of Modern, Scavenging Ooze is our main board GY hate of choice. Exile key combo pieces, or a pesky Bloodghast with Scooze while simultaneously gaining back life from all of the Bobbing and weaving and growing to be a serious threat of its own. Currently filling 3 slots in most deck lists, expect to stay alive in faster aggro match-ups long enough to swing things in your favor. Be sure to stock up on mana sources when you have a Scooze . And remember that one is all you need. Feel free to pitch extra copies to Liliana of the Veil at a moment's notice.
4 Inquisition of Kozilek
Hands down, one of the best discard spells ever printed, Inquisition of Kozilek is the T1 play Jund is known for. Hitting almost every relevant spell in Modern, T1 Inquisition provides information if not anything else. A guide of sorts on how to best sequence your cards. What to play into and what to wait out. Having the knowledge of what your opponent is trying to do and what they have at their disposal is priceless. While discard is great in most Game 1 match-ups, It's bad against GB/x mirrors. These match-ups come down to who can stick the biggest threat. Therefore, trimming down on discard for more threats is appropriate.

3-4 Liliana of the Veil
One of the most powerful planeswalkers in Modern, Liliana of the Veil can outright win the game for you if your opponent is out of resources. Chipping away at their hand and killing off lone threats gives Jund a clearing to fire off threats and get in for lethal against a defenseless opponent. Managing a LotV ultimate can be devastating against control decks. Forcing their hand to pick the best of two evils, choosing between their resources or their lock on the game. Pairing nicely with Liliana, the Last Hope , a 3/1 or 4/1 split is common practice in an aggro heavy meta. Aggainst go-wide decks and GB/x decks, Liliana of the Veil is out-classed as they generally dump their hand by T3 and they have too many creatures to chump her edict ability.

1-3 Thoughtseize
Hand disruption comes in many forms, Duress , Despise , Blackmail , etc. But only one card gives you nearly unconditional discard and that's Thoughtseize . A standard All-Star is one of Modern's most recognizable cards. Filling the same role as Inquisition of Kozilek only without restraint. At the price of 2 points of life, Thoughtseize can strip your opponent of any non-land card in their hand. Be it a powerful planeswalker or a late game threat, Thoughtseize is proactive threat elimination at your fingertips. The 2 points of life can add up with the 3-color mana base so trim it back against Burn and aggro decks.

0-1 Liliana, the Last Hope
One of the newest tools in the Jund toolbox of cards is Liliana, the Last Hope . A match made in Heaven, or Hell, paired alongside Liliana of the Veil , this duo can control the board in wild fashion. Shooting down tokens and shrinking down creatures or getting back a lost soul of our own, Liliana, the Last Hope is a powerhouse. If left alone, her ultimate creates an unending horde of Zombies to take over the game shortly thereafter. Mostly relegated to the SB, she sees scattered play in main decks across the archetype. A 3/1 split with card:Lilian of the veil (ISD) | LotV is not uncommon and in an aggressive meta is the right call. No so great against combo decks.

Great Primers with excellent SB guides
Ancient Grudge : 0-2
Our most efficient and recursive threat against artifact decks. The card goes up and down as it's really only needed against Lantern, Affinity and other Mox Opal decks. When Mox Opal is in top 8 decks, run Ancient Grudge . Thanks to KCI being banned out of the format, we have a better understanding of when we need Ancient Grudge .
Anger of the Gods : 1-3
Any deck that looks to dump a mass of small creatures merits Anger of the Gods . An efficient sweeper that can bring us back from behind. Timing this against Tribal decks can be tricky as a Aether Vial activation can drop a Lord and pump the team. Play it before it's too late. Bringing it in against Arclight Phoenix decks is iffy. We need GY hate and tax effects over board wipes. If we are staring down 3-4 Arclight Phoenix it is usually too late.
Collective Brutality
Damping Sphere

Land (24) Removal (10) Sideboard (15)
4x Blackcleave Cliffs 3x Assassin's Trophy 2x Ancient Grudge
1x Blood Crypt 2x Fatal Push 1x Collective Brutality
3x Bloodstained Mire 2x Kolaghan's Command 1x Damnation
2x Forest 4x Lightning Bolt 1x Engineered Explosives
2x Overgrown Tomb Creatures (15)3x Fulminator Mage
3x Raging Ravine 4x Bloodbraid Elf 1x Grafdigger's Cage
1x Stomping Ground 3x Dark Confidant 1x Grim Lavamancer
2x Swamp 3x Scavenging Ooze 1x Kitchen Finks
1x Twilight Mire 4x Tarmogoyf 1x Liliana, the Last Hope
4x Verdant Catacombs Disruption (10)2x Nihil Spellbomb
1x Wooded Foothills 4x Inquisition of Kozilek 1x Thoughtseize
4x Liliana of the Veil
2x Thoughtseize

Match Results (Beginning 04-23-2019) Show

Shout out to ToolmasterOfBrainerd and for helping me format the deck page! And special thanks to Wihito for the cool card frames!

Here is a link to My Style Sheet for this page..
If you don't know what you're doing, don't use it. If you want to know more, I suggest visiting FancyTuesday's deck: User Page: Beginner.

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100% Competitive

Revision 232 See all

4 months ago)

-1 Scavenging Ooze main
+1 Bloodbraid Elf main
-1 Seasoned Pyromancer main
-1 Abrupt Decay main
+1 Blackcleave Cliffs main
-1 Wrenn and Six main
-1 Forest main
+1 Liliana of the Veil main
+1 Inquisition of Kozilek main
+1 Forest main
-1 Kalitas, Traitor of Ghet side
-1 Damnation side
+1 Fulminator Mage side
+1 Collective Brutality side