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I built a jund negative deck. Here are my thoughts on some things:
You have too few land.id bump it up to 23 or 24, adding in some cycle lands, a grasping dunes and an endless sands, and maybe that uncommon black desert (pay 4, sac a desert to put 2x -1-1 on thing)
Trash decimator beetle. A 5 drop is not what this deck needs. There are much better synergy options and better bombs hat cost less.
Channeler initiate should be 4 of. It's good for fixing, a good body if you put counters on tokens, it can absorb negatives, and it brings in 3 making it great with nest.
Vizier should be at least 3.
I'd remove the bombs like rhonas, gonti, maybe yahennis for bone pickers.
I'm not sure how I feel about the crocodile. Mainly the 4 cost and not being much more than a beater. At the very least id reduce it to 2 or 3.
Grab some more pushes in place of essence extraction. You do not need unburden in the slightest.
4 hapatras mark is great, I'd get rid of shed weakness.
In the new set, some good things are coming that can replace some of your cards, namely the 3 drops. Ammit eternal is pretty sweet, and banewhip punisher lets you get a negative on an opponents creature and can double as removal.