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Jund Sinfriends Midrange

Standard*

Dkayse


Sideboard


Maybeboard


Update 5-4-16

Added two more lands for consistency

-2 sin + radiant flames ** was digging for answers for aggro. Why dig when you can just have?

+1 ignition ** synergy with kalitas and cultivators

-2 tempers + grasp

-1 slaughtered +1 price

-2 painful truths +2 read the bones* digging up to four is better and recast with dark dwellers is good

Sideboard updated

Vs Aggro

-2 read the bones + 2 radiant flames

1 ob nixilis + 1 ignition

-1 girtrog +1 disregard

-1 seasons +1 slaughter

If vs mono colored then

-1 slaughter +1 price

Vs control

-1 price +1 pick

-2 grasp +1 slaughter

-1 Arlin +1 Chandra

-1 ignition + petition

-1 mindwrack +1 duress

-2 radiant flames 1 duress + pick


Outdated info (retains basic deck idea still)

Deck revolves on very heavy hand synergy and discard synergy that provides both massive card advantage, continuous board presence, and enforces two for one situations or difficult mind games on an opponent. I call it Redge. Red Dredge. Or Sinwalkers cause this deck is bloody evil.

ros: Extremely good mid-late game. Great synergy. Applies pressure both in decision making and in creatures. Constantly forces 2 for 1 situations on the opponent. Lots of synergy between Sin Proddler, Girtrog Monster, Seasons Pass, Chandra, and Mindwreck Demon.'

Example: Sin Proddler Upkeep : They decide to most likely take 3-6 damage or toss land. Either way, a gain. If its a land and they make us discard, Girtog toggles and we draw. Then draw phase happens. Or, Chandra 0, discard hand, discard x lands, draw X lands. If we discard Drownyard we can return it to sac it for Girtog, drawing another one. Or mindbreak demon enters with Olivia, Olivia triggers haste now have a 5/6 flying trampler haste at 4 CMC. Dredge 4, any lands we draw. Another syngery Girtog Enters, olivia discard land from ETB effect, 7/7 deathtoucher + Draw'd. List continues. Another cool synergy is Chandra + Discard + Avacny's judgment. Free board wipe, essentially.

Through playtesting with Call the Bloodline I now believe Girttrog is completely broken and is going to sky rocket in price. With call and girttrog you are able to filter your draws on both turns while providing board presence. Both yours and your opponents.

Cons: Very weak against aggro. Would need major sideboard adjustments. Ramp isnt as good as I would like it to be. But turn 3 Arlinn Kord is nothing to scoff at. Also, out of my ideas, this is easily the most expensive deck. I would basically be forced to play just this one but It is my own little creation and I am really proud of it.

Ideas: Possibly upping seasons pass to 2 instead of 1. Since it allows me to grab any massive threats I may have discarded or lost. The recursion is amazing mid to late game. All 3 walkers gain me board prescence in some way and removal. Main issue is finding suitable removal and early game draw but between Sin, Girtog, and Ob the draw power will be there. Also thinking Wolf of Devil's breach could be a great 1 of, but would require testing. Another idea is Thunderbeak Regent over Mindbreaker. Trade off is Thunderbeak wont be in standard nearly as long nor does it feed my graveyard. Another idea for late game is Animist's Awakening.

I also justify using only 21 lands in this deck because of all of the land fixing i have coherently built into the deck with Traverse, Nissa, and Deathcap. I've done plenty of midrange decks before and honestly always found 21-23 to be the best safety net. I know plenty disagree but its whats worked best for me for a long time.

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Date added 8 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

16 - 1 Mythic Rares

30 - 5 Rares

0 - 6 Uncommons

6 - 3 Commons

Cards 61
Avg. CMC 3.35
Tokens Ashaya, the Awoken World, Elemental 3/1 R, Emblem Arlinn Kord, Wolf 2/2 G, Zombie 2/2 B
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