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So, You Wanna Play Jund Yea? (Budget)

Modern BRG (Jund) Budget Competitive Counters Midrange Primer

Chasmolinker

Maybeboard


Hovering at $250, this is an affordable deck to get on the Jund train for those who haven't invested into the key cards, but still want to Jund Em Out. Although the key cards are dropping in value, Jund is still out of reach for some players' budgets. I mean heck, just the mana base alone costs about as much as a decent Modern deck. Coming in at just under $600!!!

So this is my take on Budgeting Modern Jund without losing too much of the power this deck needs to run smoothly.
Click the button if you wanna Jund 'Em Out



Starting with my current Modern Jund deck below:

[[Primer]] - Jund Midrange

Modern Chasmolinker

SCORE: 232 | 228 COMMENTS | 31201 VIEWS | IN 61 FOLDERS


I've kept some of the essentials like Bloodbraid Elf and Inquisition of Kozilek . I'm trying to exploit in this build as Glint-Sleeve Siphoner is the closest thing to Dark Confidant in my opinion so long as you can support the energy requirements. With a +1/+1 counter sub-theme, this deck goes tall fast with Winding Constrictor , Bloodhall Ooze and Managorger Hydra running away with wins before you know it.

Sulfurous Springs
Our Blackcleave Cliffs . Having access to or on T1 is crucial for playing Inquisition of Kozilek , Bloodhall Ooze , or for holding up Bolt if needed. While the 1 life per use cost of this mana fixer isn't always ideal, there is enough lifegain in Scavenging Ooze and Kalitas, Traitor of Ghet to stave off the damage. In the end, the pain and shock damage this deck takes is on par with traditional Jund throughout the game. It is also more controlled as we have more flexability to keep our self inflicted damage to a minimum. Having access early if needed is always good. Later in the game we can for colorless once we have more mana.
Aether Hub
The best mana fixer in the deck so long as we can keep feeding it. With card:Glintsleeve siphoner and Winding Constrictor being the primary energy engine. Be leery of opening hands with Aether Hub as the sole mana source as without a way to renew energy you can get stuck with a bunch of Wastes . That doesn't play nice with a 3-color deck that thrives on efficiency. Aether Hub is better with Winding Constrictor in play and should always be held until afterwards if possible.
Blooming Marsh
Again looking for T1 Inquisition , having available on T1 is crucial. Also firing off an Attune with Aether can give us early momentum making our flexibility much better should we have an Aether Hub to follow up with T2. Having on T2 is great for getting Winding Constrictor out early. If not a Glint-Sleeve Siphoner can help us find what we need. Fast lands are great because they are painless in every way except when we draw one T4. Running a full playset should enable us to find it early on to get full use out of it.
Blood Crypt | Overgrown Tomb | Stomping Ground
Shock lands are a necessary evil even without $50 fetches . I had a version of the deck running pain lands instead, but the damage dealt over time grew to be too much in the long run. Prioritizing T1 and having enough / to go around, we want more for Scavenging Ooze and Raging Ravine .
Forest | Swamp | Mountain
Just a handful of basic lands.

Glint-Sleeve Siphoner
There is a reason Traditional Jund decks run a playset of Dark Confidant . It's because card advantage is at Jund's core. Jund is the proponent of card advantage with discard spells to seal the deal. Glint-Sleeve Siphoner fills this role nicely. With identical stats to The Great One , a more controlled card draw engine that takes the best parts of Bob and Phyrexian Arena and marries them into one card. While this deck can consistently activate Glint-Sleeve Siphoner on par with Bob , the need for sustainable becomes obvious. As long as we can keep feeding Barb , we can keep drawing more cards. If you wanted to move away from the energy theme, Tireless Tracker or Pain Seer could fill this role. But, that's not what this deck is about. can be a broken resource if cultivated in high enough doses.
Winding Constrictor
The most important accelerator of in the deck, Winding Constrictor comes out on T2 to get the ball rolling. Along with pumping our energy triggers, there is enough of a +1/+1 counter sub-theme in this deck to make this card an all-star. It has a decent body along with it allowing it to hold off early attackers. A prime target for the opponent's removal, it can clear the way for some late game finishers to take over.
Bloodhall Ooze
When Inquisition of Kozilek isn't happening, Ooze is a great opening play as it can draw some early removal to keep Winding Constrictor on the board. The two combo nicely together, giving ooze FOUR +1/+1 counters each upkeep. This can lead to a super fast clock if left unanswered. Top decking ooze gets worse as the game goes on so we don't want to skimp on the full playset. We need this card early on before we start top deck wars. Budget Jund decks just don't topdeck as well when compared with traditional Jund decks.
Kalitas, Traitor of Ghet
Mainboard GY hate with lifelink and +1/+1 counters make Kalitas, Traitor of Ghet a perfect addition to our 4-drop slot. If the game is turning south and we are able to stick Kalitas , we have a fair chance of stabilizing. He's able to pump out tokens with each removal spell and the synergy with Winding Constrictor provides big swings in life totals. The GY hate is premium with Arclight Phoenix and Dredge leading the current meta.
Managorger Hydra
Our Tarmogoyf . Once our opponent has destroyed all of our smaller threats, this can stabilize the board. Going taller than most, Managorger Hydra grows which each spell cast. Pairing it up with Winding Constrictor can make for a quick game. If we can manage to stick a Hydra , Constrictor , and any other threat, the game is almost guaranteed.
Drana, Liberator of Malakir Creates awesome synergy with Winding Constrictor in play and can close out the game fast. An additional flyer for Spirit match-ups and a killer trigger that pumps the team. Another permanent to pump Bloodhall Ooze and just a solid card overall.
Scavenging Ooze | Bloodbraid Elf | Olivia Voldaren
There isn't a ton to say about these cards as it is almost common knowledge at this point. They are powerhouse threats that have tons of flexibility. There's lifegain , value , and removal on a stick. They break into a 1-2-3 split, but depending on the meta there is some flex here with the numbers breakdown. You could also swap Olivia Voldaren with Huntmaster of the Fells  Flip if you prefer. But I like the +1/+1 counter synergy that we get with the former.

Inquisition of Kozilek
T1 discard is the name of the game. Jund works best when you know how to sequence your plays. Being able to play around your opponent's hand puts you in control of the game. You can force the line of play that works best for you by sequencing your cards in a way that makes the most sense given what answer your opponent does or doesn't have. Knowing that it's better to take a turn off and drop a Raging Ravine instead of jamming a creature that is just going to be countered is information that can't be matched.
Lightning Bolt
Classic removal spell that hits face to let us be aggressive when we need to close out a game. Budget decks typically err on the aggressive side or go all out combo. bolt allows us to control the board and hit for damage as needed. Not so good against go wide strategies and normally gets trimmed back to 1-2 copies post SB for better answer cards.
Thoughtseize
Being able to snag planeswalkers and other big mana threats makes Thoughtseize a standout in Modern Jund. I had to make room for one copy as missing the chance to strip the opponent of their win-con T1 was becoming problematic. The 2 life is minimal since we don't run any fetches. T1 Thoughtseize is the real deal and it wouldn't be Jund without at least one copy.
Abrupt Decay | Assassin's Trophy | Fatal Push
The removal split here is strictly budget oriented. Having a suite of removal this diverse is less than ideal. Should trophy drop in price after rotation I would like to see 3 copies here. But, for now this is what we have to work with. Depending on your meta, Abrupt Decay could be Terminate instead if you have a bunch of delve or big mana threats to deal with. Save Assassin's Trophy for planeswalkers and big threats if possible.
Nissa, Voice of Zendikar
(Recently cut for Drana, Liberator of Malakir )
Our planeswalker of choice, Nissa pumps our team and provides chump blockers to help us stabilize. Combining her -2 with Winding Constrictor , Nissa can bring the game to a sure win.
To the Slaughter
The best budget Kolaghan's Command I could come up with. Blightning or Abrade are other options if that's how you'd rather play it. I like To the Slaughter because it can hit Teferi, Hero of Dominaria or big mana creatures that the deck might not be able to deal with effectively. It works well against most decks. I would side it out against something like Tokens or Lantern control.


IN: 1 Anger of the Gods | 1 Bontu's Last Reckoning | 1 Kalitas, Traitor of Ghet | 1 Maelstrom Pulse
Go Wide strategies can be tough for Jund to keep up with. 1-for-1 removal is not so great against this archetype and therefore board wipes are great in the match-up. This match-up is all about having enough answers to clear the board for your threats. Anything that kills creatures is good. While Kalitas, Traitor of Ghet may not kill creatures, he rewards you for doing so and can establish a board state.

OUT: 3 Glint-Sleeve Siphoner | 1 Bloodhall Ooze
These cards don't do much for us and are not enough of a threat to close out the game. I like keeping Liliana, Heretical Healer  Flip for the Zombie token and lifelink as needed. Also recurring threats post board wipe fits the game plan nicely. Winding Constrictor makes everything else that much better, it's not a card to cut.
IN: 1 Kalitas, Traitor of Ghet | 3 Nihil Spellbomb
Dredge is a graveyard deck that cycles and dredges away threats only to recurr them later. Cathartic Reunion is devastating allowing them to discard dredgers like Stinkweed Imp and then dredge more threats into the yard on the back half of Cathartic Reunion . It's one thing to stop them from accessing their graveyard. But, it is another and much better plan to eliminate their graveyard altogether. Nihil Spellbomb is excellent at this, just be cautious not to insist on leaving up if it means you can't cast a threat. Cast the threat and move on. While getting these GY hate cards into play is helpful, they won't win the game. You still have to play threats and get them dead.

OUT: 1 Abrupt Decay | 1 Assassin's Trophy | 1 Blightning | 1 Fatal Push
Dredge typically has a "Wide" board presence so 1-for-1 removal is bad here. Also, filling their GY with more cards of their choice is bad. Inquisition of Kozilek is still good as picking a Cathartic Reunion early is great as the card allows such explosive starts. Keeping up with their GY is paramount and removal spells don't really give us that aspect.

11/27/2018 (XMage)

Ad Nauseam : 2-0
UB Mill : 2-1


There is certainly some CAP space for upgrades to this deck to improve consistency and game 1 match-ups.


MANA BASE ():
The mana base here is about as good as it gets for the budget of this deck. Although it can be clunky and warrants some upgrading if the deck is to be consistent as not having the correct land drops is often the downfall of any budget deck.

Blooming Marsh = Bloodstained Mire
Sheltered Thicket = Stomping Ground

CREATURES ():
I don't see anything to upgrade here while keeping the energy & +1/+1 themes intact. Let me know f you find something. You could slot in a number of different creatures for Managorger Hydra , but I think it's the best beater of the options having trample and getting really out of hand with Winding Constrictor . There's no upgrades for Winding Constrictor as it is the only card of it's kind that pumps our energy triggers. That being said, if you ditched the energy scheme, you could swap it out for Hardened Scales . I guess if there was anything to improve here, it would be to get Thoughtseize into the mix.

2 Bloodhall Ooze = 2 Thoughtseize
NON-CREATURE SPELLS ():
There's a lot of room for improvement here. the biggest being Liliana of the Veil over Liliana, Heretical Healer  Flip. But I'd like to go beyond that as it's fairly obvious and for all of that you may as well work towards fully functional Jund IMO.

Attune with Aether = Assassin's Trophy
Blightning = Kolaghan's Command
Abrupt Decay = Kolaghan's Command

SIDEBOARD ():
The sideboard is pretty generic, there's answers for a multitude of decks. Artifacts, Burn, Go Wide, Storm, Control, and Graveyard hate of course. There are however, a couple budge cards here that could use an upgrade.

Bontu's Last Reckoning = Damnation
Dragon's Claw = Collective Brutality
Duress = Surgical Extraction


See the rest of the decks in the Budget Modern series here

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Never thought this deck would get so much love from the community. Thanks to everyone who came by to check out the deck. I never expected anywhere near this level of support on a deck I brewed up on my own. Yes it’s Modern Jund, but the mechanics of this deck have been pure joy to expand on and assemble. Cheers!

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Casual

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