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Jund Kicking the Ramp

Standard* BRG (Jund) Ramp

Zopolo


Sideboard


Hello everyone this is a work in progress, therefore it'd be very appreciated if you'd leave any thought or suggestion about this brew in the comments!

The strategy of this deck is actually pretty similar to those of other ramp decks we used to see in the recent past (F.e. the jund ramp version which uses the deserts + Hour of Promise sinergy). The main problem with this kind of strategy is that meanwhile we need to survive the early-mid game against aggressive white/red-based decks, which are very popular expecially now that we don't have a defined standard metagame, we also need to avoid being crushed by uw control, which is probably the most solid control decks we have seen in the recent standard: the add of Teferi, Hero of Dominaria, Syncopate, Seal Away and Lyra Dawnbringer gave the colors combination answers to basically any threat and high quality finishers. That said, We'll try our best to figure out the most solid and versatile configuration of this deck.

How many new toys do we have to brew with?

  1. Llanowar Elves: This creature is really important for our early game plan since it allows us to play ramp spells on turn two (if we cast Grow from the Ashes and take a mountain we'll also have the mana up for Shivan Fire) and represents a way to cast before time our expensive spells if our opponents doesn't get rid of it quickly.

  2. Elfhame Druid: This creature gave me the inspiration for this deck. Kicker spells have a lot of flexibility and potential, and this lady matches perfectly with Shivan Fire, Grow from the Ashes, Fight with Fire and Josu Vess, Lich Knight.

  3. Grow from the Ashes: This ramp spell gives us the opportunity to accelerate, fix and keep the mana up for removal spell afterwards in either mode you cast it, at least for Shivan Fire if we cast it for and at least for Abrade or Cut / Ribbons if cast for . The perfect scenario is casting this on turn 3 for it's kicker cost with the help of Elfhame Druid.

  4. Fight with Fire: Fine removal spell at , potentially game ending/sweeper for it's kicker cost of . I dont't sincerely know if it is good enough to make the cut, could be suboptimal in many situations. I wanted to include this in the main deck because the potential is very high.

  5. Josu Vess, Lich Knight: Again, fine spell for it's normal casting cost, very appealing for . It seems quite too slow and mana intensive tho, this dude won't probably make the final cut.

  6. Shivan Fire: This is the kind of protection we needed. Super efficient in the early game and useful even in the late game, although we can't go face since this is not Burst Lightning unfortunately.

  7. Territorial Allosaurus: I ignored this card at first, probably because I'm fed up of dinos. It could be very good in this deck, even as a simple 5/5 for . Thanks for the suggestion Force_of_Willb, I'm sold!

What are we ramping into?

  1. Carnage Tyrant: Playing against control decks in g1 would be a kind of nitemare if it was not for two copies of this thick boy. Fantastic threat even in other matchups, obviously.

  2. Vraska, Relic Seeker: Awesome planeswalker thanks to it's versatility, very good at stabilizing a precarious board state.

  3. Walking Ballista: We potentially generate enough mana to play this, get rid of toughness 2/3 creatures and still keep it on the board. Awesome threat and still fine play in every spot of the curve if we need early blockers/removal effect.

  4. Nissa, Vital Force: One of the cards I'm most skeptical about, it does shine in a restricted kind of matchups (I will probably keep this lady in the sideboard). Still this could either represent a good threat or turn in a card advantage machine if left unchecked.

  5. Cut / Ribbons, kicked Fight with Fire and Josu Vess, Lich Knight.

  6. Chandra, Torch of Defiance: Every single ability of this planeswalker perfectly fits our strategy. This is one of the main reasons we are going instead of , combination that, in my opinion, by itself does not have that many cards to make this deck flexible and powerful enough. Keep in mind that she doesn't keep in check opponent's planeswalkers anymore unfortunately.

The NPE Problem

As you can see, the maindeck list focuses towards ramping and surviving the early-mid game in order to develop powerful threats as soon as possible. I have chosen this impostation keeping in mind that aggro decks are way too popular right now, this unfortunately means that control decks will have all the time to develop their card advantage while keeping wraths and counters up against our few threats since we have basically no interaction and no early pressure. Unless you're playing against a potato, you'll have hard time winning game 1 against them. Here comes the sideboard plan, which should turn the odds in you favor: you basically remove all the red removal spells package and go heavy on by adding disrtuption + card advantage in form of Duress, Doomfall and Arguel's Blood Fast   and add some graveyard hate + threat by including 3 copies of Deathgorge Scavenger and a Nissa, Vital Force.Sideboarding against aggressive decks should be easier, you have tons of options to adjust the deck in base of the size of the creatures / kind of other threats you think you're gonna face.

Let me know what you think!

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Date added 5 years
Last updated 5 years
Legality

This deck is not Standard legal.

Rarity (main - side)

7 - 1 Mythic Rares

15 - 7 Rares

9 - 2 Uncommons

13 - 5 Commons

Cards 60
Avg. CMC 2.65
Tokens Emblem Chandra, Torch of Defiance, Emblem Nissa, Vital Force, Pirate 2/2 B, Treasure
Folders Standard Decks
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