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Jund Delirium Control

Standard*

Eversor487


Sideboard


Maybeboard


This deck was built due to my interest in the delirium mechanic, which I have been wanting to build around since its introduction in SOI, and my current deck built for FNM, Jund dragons?. (which abuses Goblin Dark-Dwellers and Draconic Roar as well as a toolbox of other removal or draw effects.) The result is a compromise of splashing some delirium based cards and focusing yet again on abusing dark-dwellers, though removing the dragon aspect to future proof the deck, and instead adding new utility in the form of some new powerful spells printed in Eldritch Moon.

Alright, so this deck is built around a core of getting cards in the graveyard. This can be done the old-fashioned way of just playing the spells outright, or by milling them with Grapple with the Past or Mindwrack Demon . This may seem like a small amount of self mill, but with the newly added four of Hedron Crawler , getting delirium should be fairly consistent.

The important utility we need in the yard is Ruinous Path , Collective Defiance, Read the Bones , Pulse of Murasa, and Kozilek's Return. All of these can be recast with dark-dwellers for either big tempo swings or keeping your resources up. Particularly I have high hopes in Collective Defiance, as being able to escalate with dark-dwellers late game is very powerful. Post sideboard we can also "flashback" Flaying Tendrils and Infinite Obliteration for a similar effect.

Other than the graveyard utilization, this deck is really just a BR control deck, spot removal and sweepers in the beginning and curving out to either large creature threats or planeswalkers like Chandra, Flamecaller or Ob Nixillis, reignited.

Of important note is this decks ability to play off of fewer lands in the beginning of the game, at the cost of playing slightly slower. Pulse of Murasa is the best option for this, as it will gain you life back to help pad the damage you are likely taking as a result of being behind on land, but Grapple with the Past is still a great go to for the same purpose. This is enabled by running four Evolving Wilds, so in the event you havent milled a land for Pulse of Murasa or missed on Grapple with the Past, they still have a viable target. These are also included to help fuel delirium and have two basics so our battle lands come in untapped. (this is the main reason we run almost exclusively basic and battle lands, as turn three and on is where we want to curve out.) These can also grab back a needed creature or recently removed one, or even one you recently milled with a Mindwrack Demon .

Thanks for taking the time to look at my Jund Delirium build. Please leave a comment about what you think about it so far, and if you think it needs anything.

NOTE: Highly debating trying to fit in either a fourth Goblin Dark-Dwellers or Distended Mindbender.

 UPDATE: Currently brewing alternatives to this list at Jund Delirium Control VARIANT, will likely change often, but if curious check it out. So far in playtesting the variant seems to work better.

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Revision 5 See all

(8 years ago)

-1 Game Trail maybe
-1 Grim Flayer maybe
-1 Hedron Crawler maybe
-1 Infinite Obliteration maybe
+1 Radiant Flames maybe
Top Ranked
  • Achieved #28 position overall 8 years ago
Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

10 - 3 Mythic Rares

27 - 3 Rares

2 - 4 Uncommons

12 - 5 Commons

Cards 60
Avg. CMC 3.46
Tokens Elemental 3/1 R, Emblem Ob Nixilis Reignited, Spider 1/2 G
Folders Cool Decks, cool decks, deck i, jund, cool decks, Control, Cool
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