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The Gitfrog Enraged (Jund Lands)

Commander / EDH

RobertNixilis


Sideboard


Maybeboard

Sorcery (2)

Artifact (1)


Jund lands deck. Description coming maybe sometime.

This is my proudest creation of a deck. It's a blast to play and there are a million paths to victory.

The sideboard is cards I eventually aim to add to the deck when I can get a hold of them and the maybeboard is cards that I'm thinking might make the cut but have had trouble making swaps.

Card Choices:

Anger: This guy is for cards like angry Omnath, inkmoth nexus, and Mart Lage. Tossing him in the 'yard is great fun!

Animist's Awakening: I have found this card to be great at x=2-6. When I first started playing the card I wanted to Cabal Coffers for 100 and put a bunch of lands into play but by that time, I have already ripped a million lands out of my deck and it is less fruitful. The one exception for this rule is if I have card:Valakut, Molten the Pinnacle online. In which case, it can be a massive burn spell.

Ash Barrens: Fine card. Great for card:Splendid Reclaimation and The Gitrog Monster. Fixes basics.

Avenger of Zendikar: He's a finisher and great stabilizer. Not much to say here, gets lots of plants.

Barren Moor: Cycler's are bananas in this deck and this one especially because we can make lots of black mana. They help us plow through our deck and are nuts with Life from the Loam and The Gitrog Monster. The same goes for the following cyclers.

Beast Within: All purpose removal AND instant speed?! Sign me up!card:

Blood Crypt: Mana fixer and dual. Mountain for Valakut.

Bloodstained Mire: Fetch for landfall and for mana fixing, good times.

Bojuka Bog: Graveyard hate in a land! This should be a priority to sacrifice so that it can come back to exile more graveyards.

card:Borborymos Enraged: Here's where the deck gets fun. One of the namesake cards, Bobo can wreck some boards and synergizes so well with the Frog. 8 mana isn't too steep in this deck.

Burgeoning: We're running 47 lands. There is no excuse not to run this card.

By Force: Objectively worse than Vandalblast, but I'm testing it for its political implications; that is, to destroy only certain players' artifacts. Vandalblast is still probably still better and I don't really have a better excuse, but time will tell.

Cabal Coffers: Combos with Urborg, Tomb of Yawgmoth or Prismatic Omen. The coffers makes a ton of mana and is one of the central mana engines in the deck. Priority search target for land tutors. Just get Urborg first.

Canyon Slough: Fetchable dual, extra mountain for Valakut, and a cycler.

Cascading Cataracts: This card has really impressed me. The deck is really green mana hungry and in some circumstances red hungry so this can be tremendously helpful. It's indestructible which sometimes matters, especially with Nissa, Vital Force's +1.

Cinder Glade: Fetchable dual, mountain, sometimes enters untapped, fine.

Command Tower: Best fixer in EDH.

Constant Mists: You cant help but feel safe with this guy in hand. If you have the Frog out, its even better.

Courser of Kruphix: Early blocker, helps power through your library, and gains some life. The life gain is really important and not insignificant.

Creeping Renaissance: This deck puts stuff in the graveyard en masse, it needs ways to get it all back. Wincon with Bobo. Flashback is especially useful here.

Crop Rotation: One of the best cards in the deck. Fogs with Glacial Chasm, gets the other half of Coffers+Urborg or Inmoth+Kessig, draws cards with The Frog. The synergies are too deep to explain in full.

Cultivate: Fixer and ramp. Great card. It's cousin Kodama's Reach isn't in the deck because I found that I would often run out of basics.

Dakmor Salvage: Dredger. Great for sacrificing to the Frog.

Dark Depths: One of the big finishers for the deck. Combos with card:thespian stage or you can reasonably power out Marit Lage with an active cabal coffers in a couple of turns.

Death Cloud: This card has put up some great results but I'm a bit skeptical. It's main function is to wrath opponents creatures and lands. You typically have more lands than everyone at the table. The discarding can be advantageous in small doses, but when casting a huge X for this card just go for the kill (you need a higher life total than everyone else).

Decree of Pain: Usually my go-to wrath for the deck. Generates tons of card advantage and very seldom is the 8 mana unrealistic.

Demonic Collusion: I initially put this card in as a budget Demonic Tutor but it has emerged as one of the most valuable cards in the deck. You typically want to toss stuff in the graveyard, be it lands, dredgers, or just stuff you can get back later with a Praetor's Counsel; so the buyback is not a downside. I played a turn the other night and cast this spell 4 times in the same turn. Pretty hard to beat.

Expedition Map: Land tutor. I like this guy better than Sylvan Scrying due to the spread out mana, gives us potential instant speed grabs.

Exploration: 47 lands in the deck. You need to power them out to get the advantage. With Life from the Loam and Strip Mine or Wasteland you can lock down an opponent on lands.

Exsanguinate: With the amount of black mana this can be an easy win condition. Also helpful for mitigating some of the life loss used to pay for fetches, shocks, Glacial Chasm, Sylvan Library, early aggro players, etc.

Farseek: Two mana ramp that gets duals. Sign me up!

Forgotten Cave: Cycler. See Barren Moor.

Forest: Most important basic. I'd honestly like more.

Geier Reach Sanitarium: Extra draw with the benefit of tossing a card in the graveyard. Not the most crucial draw engine in the deck, but can help us dig deep when there are no other sources.

Glacial Chasm: When your opponent has an army knocking at your doorstep paying 2-4 life is nothing compared to death. Sacrificing lands is usually upside.

Harrow: Instant speed ramp/fixing and sacrifices a land. Good stuff.

deck:Hissing Quagmire: Surprise Blocker. Not an MVP by any means but its a fine card.

Horn of Greed: This guy is dangerous as it gives your opponents cards but usually benefits you more and maybe wins you some political favor. This deck needs all the card draw it can get and this is a great way to do it.

Increasing Ambition: Great tutor. Not miserable to mill. Though if I got a hold of a better tutor, like demonic or vampiric I think this would be the one to bite the dust.

Inkmoth Nexus: Potential win con with Kessig Wolf Run. Can be a surprise flying blocker if absolutely necessary.

Kessig Wolf Run: See above. Also can help Marit Lage get through and can win with Xira Arien commander damage if we are trying to embarrass our opponents for talking trash on her.

Kher Keep: Blocker and token generator of Ormendahl. Used to be more valuable with Skullclamp, but still is valuable enough to keep.

Life from the Loam: This card would be our commander if possible. Probably the single most valuable card in the deck. It's usually correct to dredge. 2 mana draw 3 feels good.

Maelstrom Pulse: We don't have many slots for removal, so it has to pack a serious punch and pulse does that. It gets rid of basically anything we need and sometimes gets rid of multiple sol rings.

Manabond: This is a neat card. It can ramp you miles ahead of your opponents and because our lands do most of what we want discarding your hand is not totally miserable. With Life from the Loam and a cycler you can put a TON of lands into play. Its a blast and one of my favorite combos in the deck. Doesn't win the game immediately (usually), but it feels sooooo good.

Maze of Ith: Turns off early aggro and commander damage. Great card.

Molten Disaster: Uncounterable win con and wraths most creatures in a pinch. With Glacial Chasm in play it only hits your opponents.

Mountain: Basics are important. I tried to include as many as possible so that Valakut can be naturally turned on.

Myriad Landscape: Ramp and fixing in the form of a land. Great!

Nissa, Vastwood Seer  : Gets us more forests which is never bad and when she flips she is a rather innocuous card advantage/ramp engine that can sometimes toss 36 damage at someone if she goes unchecked long enough.

Nissa, Vital Force: Wow! She does everything we want. Ramps/Blocks, Returns stuff we dredged, AND draws cards after one turn of plusing. Need I mention Cabal Coffers?

In progress...

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Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

22 - 4 Mythic Rares

40 - 6 Rares

10 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.70
Tokens Ashaya, the Awoken World, Beast 3/3 G, Clue, Elemental 5/3 G, Elemental 5/5 RG, Emblem Nissa, Vital Force, Human Cleric 1/1 BW, Kobolds of Kher Keep 0/1 R, Marit Lage, Plant 0/1 G
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