Sideboard


Maybeboard


Welcome to The Jundle

Out-value your opponent with cards that are very mana efficient or offer 2-for-1 effects. In Jund you get the disruption of black, the burn of red, and the ramp of green.

Threats

The main threats are Gurmag Angler and Hooting Mandrills, chosen to have synergy with self-mill outlets like Stinkweed Imp and Satyr Wayfinder (along with all instants, sorceries, and fetches). Vulturous Aven serves as an evasive threat while potentially acting as a 'free' Sign in Blood.

Removal

Removal comes in the form of Tragic Slip which offers great flexibility (having synergy with Vulturous Aven and Nest Invader), Diabolic Edict to remove protected creatures (especially those in Bogles, Heroic, etc. decks), Stinkweed Imp as recursive removal, or Terminate to offer a final solution. Lightning Bolt, of course, offers flexibility as well as efficiency, which this deck is all about.

Mana

For mana, we have 4 Evolving Wilds, which are crucial for fixing mana and serve the side-purpose of filling the graveyard along with mixed duals two bounce lands. The mana base in this deck favors green for T1/2 mana fixing utilizing the likes of Crop Rotation (which can fetch a bounce land), and Satyr Wayfinder. Having a large amount of duals in pauper sadly means that this deck has fewer T1/2 plays than other decks, which is why we run many low/efficient CMC spells to reduce the risk of the Mana Screw. Additionally, spells that cost CC are not included in favor of cards that cost either one color or different colors to reduce the need for more than one source of each color.

Value

Blightning serves as a Lava Spike stapled to Mind Rot for the same CMC and in a 1-card package. What's there not to like? Pulse of Murasa is flexible in that it can recur dead lands for fixing/ramp or negate removal spells from the opponent while giving us a bunch of life to sit on while we rebuild.

Sideboard

The sideboard is heavily dependent on your local meta. As a general guide (or in unknown metas), the sideboard should have an answer for every major deck archetype.

For affinity and tron, Ancient Grudge is an efficient option that stalls their progress long enough to advance your board state to a point that you can overwhelm them. Luckily for us, R/G offer many other artifact destruction cards in case the meta is heavy on artifacts.

Duress is like Thoughtsieze but targets spell-based decks. This is a great side-in option for many matchups, especially difficult ones like tron that use Capsize to great effect. Combo decks are greatly hindered by the disruption and information you gain from this. Addle is a possible inclusion that hits mono colored decks (and creatures) harder too, but at a greater cost. Distress simply is not worth it due to its BB mana cost.

Echoing Decay is a great card against stompy and creature decks. The potential to kill more than one creature is worth running this against decks that have particular creatures they rely on. The -2/-2 effect makes it unique in its value, which makes it a difficult card to not run here.

Electrickery is an obvious inclusion in any red deck to clear out elves, tokens, etc. Two of these should be sufficient in conjunction with the other removal this deck has to offer. Shrivel is a second option against elves/token heavy metas, but keep in mind that it kills your own creatures too.

Nihil Spellbomb is used to hinder not only the greatest threat in the format, Gurmag Angler, but it also does quite a number against tron and reanimator (the scariest deck yet). Relic of Progenitus works here too.

Tranquility is a blow out against Bogles and is useful against Mono White Heroic as well as other decks that utilize any number of enchantments. The downside is that it's slow. Natural State and Naturalize are faster and hits artifacts as well, so it's up to testing to determine whether Tranquility is worth having or not.

Pyroblast is a must-have for the abundance of blue in the format. Until the day Gitaxian Probe, Ponder, Preordain, Brainstorm, Counterspell, Hydroblast, and Delver of Secrets   are all banned forever, this card will be a must-have.

Strengths

The main strength of this deck is the efficiency of the spells you cast. A large and diverse suite of removal ensures that most decks will not be able to develop a very large board state against you. Big creatures that often cost very little is an upside that allow us to put a fast clock on our opponent and leave up mana for removing their creatures. Because this deck has access to three diverse colors, it allows us to get the best of all three. From black we derive multipurpose/utility creatures (except Angler) and hard removal. Green gives us efficient creatures, ramp, and fixing. Red allows us to play Blightning and Terminate along with Lightning Bolt to get in some easy removal and burn.

Weaknesses

This deck's greatest weakness is itself. Being tri-colored in pauper ensures that a lot of duals (all of which enter tapped) and fixing are required to consistently get all three colors out in a reasonable time. This often makes the deck somewhat clunky in the first 3-4 turns when you're trying to get mana to cast something. Being a fair midrange deck usually means that games will be won by thinner margins than other types of decks. That means small mistakes can cost us the game if the deck is not piloted properly. Compounded with that is the fact that the deck itself opens slowly and clumsily. Fortunately, pauper is a slower format which not only mitigates some of the clunkiness, but gives our opponent more opportunities to make mistakes of their own.

Mitigations

The ramp and fixing in this deck often serve secondary purposes. Satyr Wayfinder is a chump blocker that adds at least 3 cards to your graveyard for casting your delve creatures. Crop Rotation can ramp and fix by getting us a bounce land, all while pitching two cards. A potential improvement to our slow mana problem could be to add more basic lands and remove some, but not all, of the duals.

Update No. 1

Since I will be participating in pauper events that allow ANY card printed at common, I will be adjusting this deck to accommodate for the increased card pool. Additionally, changes have been made based on playtesting of the deck. The changes will primarily focus on improving the deck's staying power and giving more cards a use throughout the entire game.

Desert added because of its effectiveness against aggressive decks, and especially Mono Blue Delver, as an uncounterable solution to its many x/1 creatures that try to outvalue us. It's also useful to push an extra point of damage to kill a creature just tougher than we can deal with our creatures.

Haunted Fengraf and Mortuary Mire allow us to recur creatures, and can both be fetched using Crop Rotation (as can Desert!).

Faithless Looting was added as a way to filter through dead cards, of which this deck wants as few of as possible as the game progresses. It also fuels delve, which is a nice bonus.

Raven's Crime is a low opportunity cost way of giving extra lands value in slow match-ups, especially against control decks that want to keep their hand as full as possible.

Ash Barrens replaced Evolving Wilds because it gives us the color we want immediately as well as coming out untapped if we already have the mana we want.

Ashes to Ashes is extremely efficient (and final) removal, even if it does cost us some life. The fact that it is a 2-for-1 lets us use mana more efficiently and save other removal. Only 2 are included because of the fact that it damages us and requires two targets to be cast in the first place. Luckily, we have many tiny creatures that can be pitched in a pinch.

Dual tap-lands were reduced in favor of additional basics, and bounce lands were removed entirely (even though they play nicely with our Crop Rotations because they were too slow. The sideboard now has an extra Tranquility in favor of Duress simply because we now have Raven's Crime in the maindeck which serves a similar purpose.

Update No. 2

The deck has gone through some more playtesting, and I have determined the following changes to be suitable for the deck's weaknesses:

  • One copy of Lightning Bolt has been exchanged with Forked Bolt to give more versatility in burn spells with minimal loss in effectiveness. The deck's Delver matchup should be improved by this.
  • Haunted Fengraf has been replaced by a Rakdos Carnarium because its effectiveness was proving to not be worth the colorless mana it produced. The bounce land gives us an opportunity to ramp with Crop Rotation as well.
  • One copy of Gurmag Angler has been removed for Thorn of the Black Rose. This should improve long matchups greatly. Protecting the monarchy should not be difficult in this deck given the large amount of creatures and removal we run. This card has been working extremely well, and it may be worth adding more in the future.
  • One copy of Ashes to Ashes has been removed for another Pulse of Murasa. Conditional removal (2+ creatures) in addition to large life loss is not something we want multiple times in a deck that already takes a beating getting set up (and damages itself to Vulturous Aven). Pulse buys us time while recovering something that got milled, killed, or countered. It should also improve our matchup against burn and, to a lesser extent, Tron with their Rolling Thunders.

Warning

Ashes to Ashes, Desert, Forked Bolt, and Circle of Flame are not officially pauper legal for some reason or another. Mostly it is due to them being paper commons only (not Circle of Flame though) and not available as common on MTGO. Because of this this deck cannot be legal in many pauper events. I would suggest the following changes to fix that:

Suggestions

Updates Add

Match No. 1 vs. White Weenies (1 - 0)

This was a difficult matchup, but still a very winnable one. One one hand, the opponent played a lot of creatures, which played very well into our removal. On the other hand, the amount of creatures rendered each piece of removal less effective. I was able to close out game 1 by getting out more Anglers and Mandrills than they could Journey, but ended with only ~8 minutes on the clock.

The second match had the opponent on a very aggressive start, with me not being able to match the pace of their threats. Luckily we managed to survive with multiple Pulses and 1 (one) point of health left after turn 5. I was quite lucky there.

Match No. 2 vs. Boros Monarch (1 - 2)

Game 1 I was able to kill all of their early creatures, even after Palace Sentinels arrived, but was unable to get the monarch back after getting Prismatic Strands-ed and Alchemist's Vial'd. This led to our opponent drawing more blockers and eventually being able to gum up the board with a ton of creatures. Luckily I had two Deserts, but that proved to be fruitless against two Guardian of the Guildpacts and four burn spells after a long grind.

For game two I sided in a couple of Grudges to ruin their tempo a bit, and kept a 6 card hand with no creatures but a lot of ramp and removal. I was rewarded with a top-decked Thorn of the Black Rose. I was able to kill their initial few creatures very quickly and curve into Thorn, which led to me gaining a significant advantage and quickly leading to the opponent conceding the game.

In game three I kept a risky hand with a Desert and Jungle Hollow, hoping I would draw more lands or any kind of ramp. I was horribly punished for that and basically got to play nothing as my opponent beat me to death.

Match No. 3 vs. Freed Combo (0 - 2)

This match was horrible for me. Tons of removal but no targets, slow mana base and not enough aggro. I wasn't sure what I was playing against after seeing just Islands and cantrips, but I continued to play Blightning and creatures and beat them to 4 life. At the end my last turn, I got Gigadrowsed and I knew it was over. I died to the combo on the next turn.

I sided out all expensive removal and in all Duress and Pyroblasts for game two. I kept a hand with little aggression and no SB cards but some lands, which in hindsight was a huge mistake. I was able to find a crop rotation and two Pyroblasts in time for their Drowse on my end step. When they tried to drowse my lands I use my first Pyroblast to counter the Drowse hitting my forest. As they tried to cast Freed from the Real on their turn, targeting their Wind Zendikon'd land, I Crop Rotationed into a mountain to counter Freed, but was hit by a daze, to which I swiftly scooped.

Match No. 4 vs. Stompy (2 - 0)

This matchup was great for this deck. Packed with juicy medium-sized creatures to give all of our removal good value and our big creatures some prey. There wasn't enough aggression from the opponent to punish our slow mana base. That allowed me to play matching-sized creatures like Nest Invader and removal (which they lacked), and eventually get the big unbeatable boys that could not be dealt with. Not much more can be said about this one.

In summary, I feel like I kept more bad hands than I should have, especially when playing in the games I lost (where my mana was bad). I realize now how powerful the monarch is to have, especially with the amount of spells we have that can protect it, which is why I have taken out an Aven and added a Thorn. It should allow us to have a stronger late game, and powerful target to pull out of the graveyard after being milled/killed. Combo matchups seem sort of bad with slow-to-come aggression, but I'm not going to destroy every other matchup for this deck to fix that one.

Card Analysis

Cards that performed well:

Vulturous Aven seemed very consistent at getting me some cards with good targets to sac. In the times that there were no good targets to sac, we were never in topdeck mode (didn't need the cards), or only had a bunch of big creatures (winning position).

Thorn of the Black Rose. Long term card advantage is very important in a deck that is able to grind it out. Of course, our objective is to win quickly, but cards like Pulse and hard removal allow us to last. This is a very good curve topper.

Gurmag Angler + Hooting Mandrills (they're basically the same). They were always the biggest creatures on the battlefield when played, and forced our opponent to use whatever removal they had immediately. They provided a clock that almost let me win G1 against combo alone.

Cards that performed poorly:

Evolution Charm's flying clause seemed pretty irrelevant basically all of the time, even when I was looking for a nice trick against Boros. It was decent at getting my dead stuff back. The times I needed it for ramp were when I never had the mana to cast it. Maybe a signet instead? Adventurous Impulse?

Ashes to Ashes got cast 0 times, but my first opponent was curious when he saw it after I milled it with Satyr Wayfinder. BB and 5 life is pretty expensive for a deck with slow mana. I can only imagine this being good against fair midrange decks when our opponent is slow enough to not threaten our life early, but with enough decent threats to warrant casting. Seems too situational.

Crop Rotation was... OK? It's a nice troll to get a desert with it, but that usually means we're destroying our own colored source to kill a wimpy creature. Maybe we're trolling ourselves? Casting it to get a bounce land is pretty dope, though.

Takeaways

Seems like this deck needs some more mana fixing and maybe a little ramp. The times when the mana worked, the deck played just how I wanted it to. The times the mana didn't work were bad. Once we have Jund online, the deck becomes basically straight-up better than most other decks with fewer colors, obviously due to the flexibility in colors. The problem is that Jund doesn't come consistently enough. Hopefully with a revision in the mana base and ramp spells, that will change. I'm thinking about taking out Desert and crop rotation to add colored lands and actual ramp.

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Top Ranked
  • Achieved #48 position overall 6 years ago
Date added 6 years
Last updated 5 years
Legality

This deck is Pauper legal.

Cards 60
Avg. CMC 2.53
Tokens Eldrazi Spawn 0/1 C, Monarch Emblem
Folders E- Pauper, Cool Decks, Pauper, Pauper, Pauper inspiration, Cool Decks
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