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Enchantment (1)

Creature (1)


-Deck Stats-

Minor Edit (DEC2019)- Currently testing the deck out without Jokulhaups so the primer is currently incorrect. However I may put it back into the deck so I do not want to cut that section just yet.

Ramp- 13

Tutors- 10

Card Draw- 5

Interaction (Single Target)- 5

Board Wipes- 5

What started out as a typical lands matter deck has slowly evolved into a Jund combo deck due to the meta I play in. My meta is highly competitive with multiple highly tuned and optimized decks being played. I started by lowering the overall CMC curve to allow for faster and more consistent turns. This entailed removing staples in most Windgrace decks such as Omnath, Locus of Rage , Titania, Protector of Argoth , and Avenger of Zendikar since their CMC was so high and I no longer wanted the deck to go wide.

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Getting to the WIN-

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The deck runs a suite of tutors to include- Demonic Tutor , Vampiric Tutor , Sidisi, Undead Vizier and Final Parting to allow you to get combo pieces. (A quick note on Final Parting , it works extremely well in this deck since it also allows you to get a land to put into your graveyard, which you can then play at some point with GY land recursion thus effectively allowing you to get 2 cards giving you pseudo card advantage. There is little to no downside) The deck also runs Sylvan Tutor , Summoner's Pact , Genesis Wave , and Worldly Tutor to allow you to get your combo pieces that involve creatures. Since this is a combo deck tutors play a large part in the strategy. The combos will be listed at the end of the description.

The deck does run a light package of removal and interaction, however this is offset by multiple tutors to allow you to get what you need to respond to your opponents plays.

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Piloting the deck-

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Playing the deck requires that you ramp quickly utilizing land tutors, begin building engines like The Gitrog Monster + Squandered Resources or Fetch lands, then begin to find your combo pieces choosing which combo will work best for the game state and the decks you are playing against.

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High Synergy "Combos"

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There are also a few synergy pieces in here that, while not leading to direct wins, can help provide options for tricky games.

With Prismatic Omen and Valakut, the Molten Pinnacle on the battlefield (and preferably Crucible of Worlds or Ramunap Excavator ) play Scapeshift sacing all the lands but Valakut, the Molten Pinnacle allowing you to deal 3 dmg to target creature or player per land you search up. This can act as creature removal and or a kill play if another player is low on life. The other Scapeshift play involves Field of the Dead . Same idea as Valakut/Scapeshift but instead of dealing dmg you will be creating an army of 2/2 Zombies. These can be used as blockers, fodder for your mana producing sac outlets, or simply swinging out to beat face.

Next is good old Thespian's Stage + Dark Depths combo. Play Dark Depths make Thespian's Stage a copy of it sacing both lands and get a 20/20 indestructible flyer. Then just replay both lands from the graveyard and do it again when your opponents finally get rid of Mariat Lage

Finally Stranglehold + Maralen of the Mornsong is a soft lock combo to slow down your opponents by removing their ability to draw cards completely leaving you the only player drawing cards.

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Saving Grace-

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The deck does run an extremely light land destruction suite, however Jokulhaups is in the deck only to allow you to restart the game if the deck is falling too far behind. This puts the deck ahead of your opponents as long as you have Lord Windgrace out and or you have enough mana to float before playing Jokulhaups to drop Crucible of Worlds or Ramunap Excavator down after destroying everything.

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Wrapping-Up-

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This is a strong combo deck for not being blue and while it is not CEDH I would put it around an 8 or so using the Command Zones power scale. While playing this deck I have never been mana screwed, nor have I had issues with color fixing. I have been mana flooded a few tmes, however unlike most decks getting flooded does not hurt this deck as it provides synergy with minor sub themes it is trying to employ. The deck is vulnerable to blue player's counter spells as well as removal if you have to set your combo pieces up over two turns, so make sure to pay close attention to the board state when you go to combo off. Be aware that Discard decks can provide an issue if you lose multiple card draw engines or end up having to play slow. Most of the time your tempo and speed will out pace theirs, but it can provide issues so be aware

With that said the deck is consistent in what it wants to do and is a blast to pilot. It is a powerful deck that can hold it's own against just about any other deck under CEDH level. As an added bonus the deck can play at lower power levels as long as you do not go for the main combos in the deck. Utilize Valakut, the Molten Pinnacle / Field of the Dead + Scapeshift instead and have fun playing the deck in a different way.

Feel free to ask any questions or provide feedback. There is always something out there I have never seen or thought about that could improve the deck.

Win Condition Combos

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Melira, Sylvok Outcast + Murderous Redcap + Sac outlet= Infinite Dmg from Murderous Redcap

Mikaeus, the Unhallowed + Walking Ballista + Sac outlet= Infinite Dmg from Walking Ballista

Temur Sabertooth + Dockside Extortionist + Comet Storm = Infinite mana with Dockside Extortionist and Temur Sabertooth then infinite dmg with Comet Storm

High synergy "Combos"

- Stranglehold + Maralen of the Mornsong = Opponents no longer able to draw cards

Valakut, the Molten Pinnacle + Prismatic Omen + Scapeshift = Not infinite but will do a large amount of dmg to players and or creatures

Field of the Dead + Scapeshift for 6 or more lands= Army of 2/2 Zombies

Sac outlets-

Viscera Seer

Ashnod's Altar

Phyrexian Altar

Suggestions

Updates Add

I have been looking for a way to abuse Dockside Extortionist since putting it in the deck and finally thought of a simple way to do it. I removed Thunderscape Familiar and Emerald Medallion to add Temur Sabertooth and Comet Storm. While the mana reduction on my spells was nice it was not having as much of an effect on the deck as I was hoping. I have wanted another wincon that is cheap and does not rely on a sac outlet. Here is the new combo-

Play or cheat in (using Defense of the Heart or Protean Hulk) Temur Sabertooth and Dockside Extortionist. Then as long as Dockside Extortionist netted you 5 treasure tokens, or you have mana open, activate Temur Sabertooth to bounce Dockside Extortionist back to your hand. Then play Dockside Extortionist again for 5 more treasure tokens. This will net you 1 treasure token. Then repeat the process for "Infinite mana". After you have all the mana simply cast Comet Storm for all the life.

I went with Comet Storm over Torment of Hailfire so that this combo can be done at instant speed if you can cheat out the creatures.

I also removed Ghost Town and added Abundance. The deck will not have any problems running on 37 lands, and Ghost Town was only in the deck to proc Field of the Dead later in the game. Abundance will add alot more value since it works with Sylvan Library to draw three cards (Choosing land or non land adding better filter) without paying Sylvan Library 4 life cost.

Comments

Casual

91% Competitive

Top Ranked
Date added 9 months
Last updated 1 month
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

59 - 0 Rares

10 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 2.78
Tokens 2/2 Cat Warrior, 2/2 Zombie, None Treasure, 1/1 City's Blessing, 20/20 Avatar
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