Jund Storm!

Intro

A few years ago I convinced my playgroup to start playing EDH as a way to spice up our casual game nights. I decided to build Prossh mostly because I had a Cradle and the deck seemed pretty fun. This first iteration was a traditional token swarm deck with all the usual suspects. Since then, I've built him as Food Chain combo, stax, voltron, control, and now as a storm deck. In my opinion, Prossh is one of the most versatile commanders out there (shout outs to Tasigur and Thrasios).

Jund Storm?

I've been working on this version of the deck continuously for the past couple years and I have been having so much fun with it that I decided to start foiling it out. Jund is not a common color combination for storm decks. Blue excels at everything a storm deck wants to be doing and by building without it, I knew it would not be the most powerful option. This deck is an exercise in seeing what was possible and it turns out that quite a bit is possible. I have to give credit to Moxnix for a few of the cards in this list that I would have struggled to find without his thread on MTGSalvation (Minions Murmurs is a wild card for black).

The early builds revolved around Gaea's Cradle and various untap effects that finished off opponents with Purphoros and Empty the Warrens. This combo only requires a storm count of 10 to have the goblins deal 40 to each opponent, usually a winning amount. This combo is still in the deck and is one of the two primary win conditions. Kaladesh block was great for the deck and brought a few toys that revolutionized the deck. The first card of note is Aetherflux Reservoir which has replaced Empty/Purphoros as the most used win condition. The second card that vastly improved the build was Paradox Engine. This card allows us to abuse our mana rocks even more and, with Earthcraft/Candelabra, can turn every spell in the deck into a ritual.

How does it play?

The deck is pretty straightforward in what it wants to do. We want to make tokens and leverage those tokens into card draw and mana. Cradle, Xenagos, Earthcraft, and Battle Hymn are all ways to turn those tokens into mana. Shamanic Revelation, Collective Unconscious, Skullclamp, etc all turn those dorks into cards that then get us more gas. Chain these spells together and either draw or tutor our way to a win condition. Generally speaking, the deck is a turn slower than other competitive decks like Jeleva.

Our worst nightmare is Elesh Norn. We almost cannot storm off with her on the board. The second worst nightmare scenario is repeated board wipes. Those are beatable because we have access to a variety of token makers. The whole reason we play Prossh at all is to have access to a token producer in the command zone. Blood Moon effects that mess with our mana are pretty strong but can be beaten if we fetch basics or have access to mana rocks and dorks.

The deck is quite resilient to hate in general. So many redundant spells and the lack of one obvious "must counter" spell like Ad Nauseam or Food Chain makes the deck able to shrug off disruption and go off without having to find that key card. Stop us turn four and we will just go again on turn 5.

Gameplan

The first couple turns we are going to want to ramp as hard as possible. The goal is to cast Prossh turn 3 and go off the next turn. There are turn 3 wins available but they border on magical Christmasland.

Going off involves having a source of big mana and a draw spell. The deck has so many hit cards that it is pretty easy to chain them together when you are drawing 5+ cards at a time. That density is the cost we have to pay to not have access to the blue cantrips to sculpt our hand. The other cost is the minimal interaction we have. Currently I only play Toxic Deluge and Chaos Warp. Past iterations have included Red Elemental Blast and Pyroblast but they weren't really pulling their weight.

The first tutor target is generally for either a draw spell or a mana generator, depending on which you already have access to.

Card Choices

Lands- Pretty straightforward, basics get you through a Blood Moon and enable Earthcraft. Now that I own a Candelabra, I could consider cutting some but I don't have any lands in mind to take those slots. We have all the relevant fetches and rainbow lands. Deserted Temple untaps Cradle and Petrified Field gets Cradle back. Gaea's Cradle was how this deck started and is a great enabler, but isn't as central to the build as it used to be. Field is probably the top cut if there is another land I would want more. The Battlebond duals are interesting but I haven't decided if they will make the cut.

Tutors- Pretty much playing all the best tutors in our colors. The usual suspects in unconditional black tutors and the Cradle finders like Crop Rotation and Sylvan Scrying. Green mana is the easiest to generate and Crop Rotation often functions as a way to filter green mana into black or red if we need it. Great way to find Cradle, a relevant basic for Earthcraft, or Temple to untap Cradle. Notable that Increasing Ambition gets you two cards even if you cast it with Yawgmoth's Will or Past in Flames. I haven't seen an Imperial Seal lately so I'll have to test that when one comes through. I have a Grim Tutor in my binder but it doesn't seem good enough.

Token Generation- This is how we go off. So many of our gas cards rely on the number of creatures we have. Prossh in the Command Zone just for his ability to generate tokens. We really just need one of these spells to go off so don't commit too much to the board if there is a chance you have to pass the turn without killing the table.

Draw- There are two kinds of draw spells in the deck that occupy different roles. The little ones are to help get us through opening hands that are good but are missing an element we need to go off. Dark Confidant has been excellent as a way to draw a couple extra cards in the opening turns. The big spells are for after we have cast Prossh or a token generator and get us through our deck. I would qualify Scroll Rack as a draw spell as it lets us throw back bad cards and replace them with new options. All the tutors and shuffle effects make it easy to get rid of those bad cards and give us access to new ones for the next draw spell. Paradox Engine untapping the Rack is also pretty busted as a functionally giant Brainstorm multiple times a turn.

Win conditions- There are two primary ways that we win the game. The first is casting an Empty the Warrens with Purphoros in play. Only takes 20 goblins to deal 40 to each opponent which is usually enough. The second way is Aetherflux Reservoir. Aetherflux is also useful as a counterspell once you get above 50 life as you can kill the player interacting with you and remove that interaction from the stack when they die.

90/92 Foils. Don't like the FTV foiling or judge DT art so original printings!

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Date added 7 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

61 - 0 Rares

12 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.78
Tokens Beast 3/3 G, Elemental 1/1 R, Emblem Nissa, Vital Force, Goblin 1/1 R, Kobolds of Kher Keep 0/1 R, Saproling 1/1 G, Satyr 2/2 GR, Spirit 1/1 C, Squirrel 1/1 G
Folders EDH, Prossh, Jund Decks EDH
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