Jund is a harsh world, full of predation, savage humans, giant dragons...and a never-ending horde of saprolings and goblins for consumption. Others may look to the skies in awe, but I care for that which breeds underfoot.

Welcome to the jungle.

This deck functions off of dying less than everyone else, to the point that your opponents simply run out of things to lose. Even though the bulk of the creatures and tokens generated by the crazy recursion are 1/1s or 2/2s, it only takes forty to win. Compound in the cards that gain incremental value as you sacrifice your creatures, which eventually reach a point where they're free, you can easily swamp out late game.

The selection of commanders was initially due to deciding to build a deck around card:Ravos, the Soultender. When looking for a partner, I saw card:Tana, Bloodsower, and immediately thought to the blood-soaked jungles of Jund. Always an avid fan of both Abzan recursion and Jund sacrifice, I immediately began to work on what I called Pale Jund: or what happens when a scrap of nobility and unity enters the savage jungle. The idea evolved into a token-spamming bonanza of low-cost creatures that die as little as possible. While Tana, the Bloodsower was initially included as a way to get access to the glorious GR combo, she eventually ended up an integral part of the deck, for early-game stabilization and pressure, and although she isn't the main commander, she can still pack a punch if left alone lategame.

Ideally, your first few turns are to be spent setting up your mana (you'll need a lot of it), and covering your squishy face with a bunch of cannon fodder. Your first commander play should be Tana, the Bloodsower when applicable, and maybe hit in for a couple swings. ONLY cast Ravos, Soultender with protection or when you have/need graveyard recursion.

First priority should be securing a stream of fodder (usually through Ravos), a sacrifice outlet, and some value engine of some sort. Once you have enough mana and all that online, you should be well equipped to pillowfort/swarm your opponents.

This playstyle of sacrifice and recursion ensures that we never run out of steam. Worst comes to worst, we start sacrificing creatures to gain bits and pieces of value. You have an extremely strong endgame, but you can also rush early game thanks to all the dirt-cheap creatures and Tana. Don't be afraid to let things die, because it all comes back to you in the end. Mid-game, you're mostly going to be clogging the board with your ridiculous numbers of recursion and token-swarming. Eventually, nobody will be able to safely attack the clogged mass of Spirits and Goblins and Saprolings that is your board.

In addition, this deck can tank board wipes like nobody's business. From having the mana to simply dump Ravos onto an empty field to simply having three different "whenever...dies" you often can function rather well, even after a Wrath or two.

Mostly just mana fixing, but some things are noteworthy. Also, yes, there are only thirty-five lands in the deck. However, the average CMC is 3.2, so we can afford to cut a little off the top. It's important you get your engines going, and late-game, you'll be swimming in lands.

Selesnya Sanctuary, Golgari Rot Farm, Orzhov Basilica, Gruul Turf, Boros Garrison, Rakdos Carnarium: I love karoo lands. They don't slow you down that much, but they boost your end mana capacity by a TON. And believe me, you'll need every bit of it for maximum shenanigans.

Naya Panorama, Jund Panorama, Evolving Wilds, Terramorphic Expanse: Just the standard basic fetches. Fixes the mana. Note: If you don't know what to get, get a mountain. You'll want it.

Nomad Outpost, Jungle Shrine, Savage Lands, Transguild Promenade, Rupture Spire, Command Tower: Mana fixing. Nothing fancy, nothing revolutionary, just making sure I get all four colors when all's said and done.

Grim Backwoods, High Market, Miren, the Moaning Well: Sacrifice Outlets! Huzzah! Why wait for your opponents to kill your tasty little fodder when you can do it?

Vitu-Ghazi, the City-Tree, Kher Keep: What else will you do with your mana besides summon fodder? These dudes are meant to die.

Mana rocks! Speed you up and fix your mana. That last one is extremely important, seeing as this is a four-color deck after all.

Sol Ring: The Good Stuff. Only mana rock that produces colorless, because colorless is awful in a 4-color deck.

Golgari Signet, Gruul Signet, Selesnya Signet: Slight mana fixing, slight ramp, and they're dirt cheap.

Darksteel Ingot, Commander's Sphere, Coalition Relic: Better mana fixing and ramp. Relic's the best ramp for 3, Sphere is expendable, and Ingot will never die.

This is the core of your deck. These things are here to die, and by their deaths fuel our greater machine. The token production is a major part of this deck, and you'll often win by looping death triggers and tokens to simply churn out immense numbers.

Blisterpod, card:Doomed Traveler, Mausoleum Guard, Mogg War Marshal, Penumbra Spider, Sprouting Thrinax: The little dudes. All of these guys pop into a small number of creatures when they die. These guys are the core fuel of your shenanigans, and the tokens you produce will be the ones dying in droves. The Mogg is the MVP here, by spamming goblins on life and death, giving you three bodies to sacrifice for . The Pod and Traveler also get honorable mentions for being so cheap.

Abzan Ascendancy, Golgari Germination, Requiem Angel, Sek'Kuar, Deathkeeper, Sifter of Skulls: With all the fodder dying, it'd be a shame to let all the blood go to waste, no? These dudes give you incremental value, especially with the ranks of fodder detailed above. Bonus points for having out multiple at the same time, to stack those death triggers. Bonus bonus points for dropping a board wipe into a full board and killing someone with Gravespawn.

Eternal Witness, Reveillark, Meren of Clan Nel Toth: Some recursion, just because we can. All of these people love the whole life/death looping we have going on, one way or another. Joy is seeing a Reveillark bring back a Mogg War Marshal and a Mausoleum Guard.

Everything will be dying with this deck, one way or another. We can profit to an extent off of token creation, but why waste all the detritus?

Algae Gharial, Deathbringer Thoctar, Blade of the Bloodchief, Sadistic Glee: Primary way of profiting off of death is to grow! Here for the omnipresent threats, the Gharial freaks out Blue mages and creature-low decks, and the Blade and Glee are mostly here to boost Tana for huge swings. The Thoctar, however, is a major engine, and can allow you to combo off, while not to infinity, usually close enough to purge some problems or wipe a board...or kill a player. Who needs combat, anyway?

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Date added 7 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

28 - 0 Rares

29 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 3.14
Tokens Dragon 1/1 RG, Eldrazi Scion 1/1 C, Elemental X/X G, Emblem Sorin, Solemn Visitor, Experience Token, Goblin 1/1 R, Graveborn 3/1 BR, Kobolds of Kher Keep 0/1 R, Morph 2/2 C, Saproling 1/1 G, Spider 2/4 B, Spirit 1/1 W, Vampire 2/2 B
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