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The Fairest Deck In Modern


Card advantage, 1-for-1 Attrition, Beat down, and Control. A package that has long been deemed the Fairest Deck in Modern. This deck has been a project of mine since 2017. When I first started playing Modern competitively at my LGS I got paired up with a Jund player and got slapped so hard with T1 Thoughtseize, T2 Bob, T3 Liliana that I quickly realized that THIS is how I wanted to play this game.
This Primer has been on TappedOut since 2017 when I originally built it with cards like Foreboding Ruins and other budget options. It is definitely my favorite deck to jam at my LGS. I don't always get to play FNM, but when I do, I Jund 'em Out.

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Comments and Suggestions are always appreciated.

CARD SELECTION


The manabase is pretty stock in most decks. There have been a few decks that cut down on Ravines and add in a Ghost Quarter or Barren Moor for utility, but there isn't much room for improvement in the manabase. A faster deck could run as little as 22 lands while most midrange decks run 23 or 24.

0-1 Barren Moor
3-4 Blackcleave Cliffs
1-2 Blood Crypt
3 Bloodstained Mire
0-2 Blooming Marsh
1-2 Forest
0-1 Ghost Quarter
0-1 Mountain
0-2 Nurturing Peatland
2 Overgrown Tomb
1-3 Raging Ravine
1 Stomping Ground
2 Swamp
0-1 Twilight Mire
0-2 Treetop Village
4 Verdant Catacombs
1 Wooded Foothills

The deck just doesn't Jund without LotV and Goyf. A full playset on each (For now)

4 Liliana of the Veil
LotV can put the opponent on their heels if we out tempo them. Discard followed by removal/Card Advantage followed by LotV is back breaking against aggressive strategies. This also allows us to quickly put the game into a top deck. Jund Midrange has access to some of the most powerful spells in Magic and this game state is usually enough to lead to victory.

4 Tarmogoyf
Goyf is the primary beat stick in Jund and can quickly grow to a 4/5 by T2 and is usually at least a 2/3 by this point.


0-2 Assassin's Trophy
It has its place in the 75, the ramp effect can put this one out of the deck though as depending on the meta, ramping a big mana deck is never a good thing.

3-4 Bloodbraid Elf
Unless you are running 3 or 4 copies of Dark Confidant, you want 4 copies of BBE. Getting that cascade trigger can present 2 threats at once, making it very difficult for the opponent to deal with.

0-4 Dark Confidant
Bob is one of the namesakes of the deck. "Greatness at any cost." Fantastic Card Advantage in slower metas, but in a faster meta, Bob is just too slow. We need to "keep up" on T2 and Bob just doesn't do that. We need Wrenn and Six or Removal here or sometimes just a 2/3 Goyf to not die. Depending on the speed of the meta, Bob can be GREAT or awful. Late game however, Bob is a great card to help Jund grind out a long match.

0-2 Fatal Push
Humans, Merfolk, Spirits, Goblins, Weenie, any meta overrun with small creatures deserves 2 copies of Push. In a slower meta, 1 copy is enough. Don't forget about creature lands!

3-4 Inquisition of Kozilek
Better than Thoughtseize in an aggressive meta as the 2 life from Thoughtseize works against us. Worse against Big Mana decks as it doesn't really hit much.

2-4 Lightning Bolt
Almost always a 4-of unless Titan & Tron decks are taking over the format. Against aggressive and creature based combo decks, Bolt is cheap removal that can double as late game burn.

2-3 Thoughtseize
Two copies is typically what you want here. However, when the format is playing "big" spells like Prime Time and the like, a 3/3 split on discard is better suited to handle big mana decks.

1-3 Scavenging Ooze
Main-deckable GY hate and Goyf #5. It can get kind of clunky if you're running Scooze alongside Seasoned Pyromancer AND Kroxa, Titan of Death's Hunger . If you decide to go heavy RBx over GBx then I would probably cut it all together. If GY decks are popular in the meta then 2 or 3 is justified. In an unknown meta, pack at least one in the 75.


0-2 Abrupt Decay
Cheap removal that hits a BUNCH of stuff early. Some of the most consistent decks in Modern rely on one or two cards that enable their entire deck. Goblin Electromancer for Storm, Amulet of Vigor for Prime Time, Mesmeric Orb for Mill, and Expedition Map for Tron to name a handful. "Can't be countered" is great against Teferi decks as well. Abrupt Decay is also very strong in the mirror as it hits just about everything that matters.

0-1 Huntmaster of the Fells  
On the same line of thought as Kalitas here. Huntmaster is great in a heavy burn meta and the additional body is a good way to stabilize. By making use of Raging Ravine to avoid casting spells, you can control exactly when it transforms back and forth.

0-1 Kalitas, Traitor of Ghet
Similar to Scooze, Kalitas offers main-deckable gy hate. The lifelink is no joke on this one and building an army of zombies in the process is all upside. A burn heavy meta could make this a worthwhile tech piece in the 75. Downside is it doesn't come in on BBE's cascade and can be too little too late when something more immediate is needed.

0-1 Klothys, God of Destiny
If the time is there, Klothys can be a reliable source of life gain that is difficult for many decks to remove since it's usually not a creature in a GBx build. Being Legendary and on the slower side, one copy is best if any. The 3 mana slot can be cluttered with LotV, K-Command, Spyro, Pulse, and Klothys. Finding the right mix is crucial. 6-7 slots at 3 cmc is ideal.

1-2 Kolaghan's Command
Another 3 mana spell that is a real work horse. K-Command can grab a creature back from the yard when you are not drawing any. It can also shatter a problem artifact, or just shock face and discard. A very versatile card in the 75. Not running one is probably a mistake.

1-2 Kroxa, Titan of Death's Hunger
Kroxa is really strong against almost every deck. Forcing the opponent to discard threats over excess lands through burn is great. Especially at 2 Mana Value, not to mention the late game recursion. Added flexibility is available with LotV +1 and/or K-Command. Pitching Kroxa to LotV only to get it back with recursion is fantastic. While not always the card you want to see due to the slight negative synergy with goyf. But you can't beat pseudo Blightning on a stick.

0-1 Maelstrom Pulse
Sometimes it's the only card that will get the job done. T3 Karn Liberated ? T4 Jace, the Mind Sculptor ? Murktide Regent ? Primeval Titan ? It's not perfect but it is a flexible removal spell that can wipe out multiples as well.

0-1 Nurturing Peatland
A painland that can be sac'd for card draw. Peatland also provides a mini-engine with Wrenn and Six to turn late game duds into a second chance.

0-3 Seasoned Pyromancer
Spyro is a creature that contradicts the typical shell of GBr that is Jund. However it can work but forces you to prioritize fetching red sources over green which can hinder the performance of Scooze. A great grind card late game however.

0-1 Terminate
Straight up kill spell. No conditions to worry about here. An oldie but goodie in the new Modern, sure there are more versatile or even cheaper removal spells like assassin's trophy or fatal push, but when you need a creature to be dead, Terminate is there. Great for Primeval Titan, Eldrazi, anything over 4 Mana Value really.

2-3 Wrenn and Six
Depending on how you build the deck, you may need more consistent mana fixing. In that case 3 is best to increase the availability of fetch lands early on. It's also great against x/1 creature heavy decks like Humans.

0-? Dauthi Voidwalker
I haven't tested this enough to know how to feel about it yet.

0-? Grist, the Hunger Tide
Part of me feels like this could be strong in a delirium/toolbox build where Traverse the Ulvenwald and Eldritch Evolution can tutor up the 1/1 Insect.

0-? Ignoble Hierarch
Seems to be a very strong card, but I'm not convinced it's the right card for a Midrange build. Only time will tell.

0-? Tourach, Dread Cantor
I haven't tested this enough to know how to feel about it yet.

0-? Ragavan, Nimble Pilferer
Seems to be a very strong card, but I'm not convinced it's the right card for a Midrange build. Only time will tell.


GAMEPLAY

Make use of early discard spells to see what you're up against and plan accordingly. Pick the threat that you need to stick to win the game and run out everything else ahead of it. Keep the board state relatively clear until you can stabilize a threat.

By the time you are able to resolve and stabilize a board presence, ideally your opponent is running out of things to do and getting closer and closer to top deck mode. Focus on keeping their resources to a minimum and eliminate anything that can spiral out of hand with 1-for-1 removal.

Certain match-ups like UW control, Grixis, GBx, BW Tokens, pretty much any deck that is willing to interact can become a back and forth attrition war. The longer the game goes on however, the Jund player will usually have the better top deck. Sticking a LotV, Kroxa, BBE, or even just a massive 6/7 Goyf can swing the game in our favor. However a stable planeswalker like Teferi can really be difficult to get through. Hold multiple spells against blue decks to fight through counter magic.

Turn creatures sideways and throw your burn spells at them until they are dead. This is usually how the game ends for a Jund victory. Winning with combat damage is where the "Fairness" of Jund shines. No flashy gimmick, combo, or alternate win-con. Just straight up combat damage.

Budget Alternatives

Although skimping on the build isn't really advised with Tarmogoyf needing to be fed all of the different card types, you could budget the manabase and maybe go light on LotV, but the deck will suffer pretty noticeably. I would avoid painlands if you go this route and focus more on check lands, shocklands, and fastlands. A couple scrylands could help, but you really need to have all the colors early and untapped.

I've made a deck that stays in the $250 range and still has the same Attrition, Card Advantage, Beat down, and Control feel. I won't sugar coat this. Jund is not a cheap deck to build. If you have any doubt in your mind about wanting to play this archetype, I highly suggest one of the following options before you jump on the train.

Suggestions

Updates Add

I'm sticking with the traditional midrange build of Jund with a few flex spots. Currently running Dark Confidant over Seasoned Pyromancer . I'm also running a more stock list of lands with 3 Raging Ravine and a second Forest over cards like Barren Moor or basic Mountain . I like the removal mix right where it's at and the discard package is pretty stock as well. Sideboard is geared towards Amulet, Tron, and Dredge for now with a splash for Burn, Storm and Spirits/Tribal. Check out the list. Comments/Suggestions are always appreciated. CHEERS!

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Casual

98% Competitive

Top Ranked
  • Achieved #1 position overall 4 years ago
Date added 4 years
Last updated 19 hours
Legality

This deck is Modern legal.

Rarity (main - side)

21 - 0 Mythic Rares

22 - 7 Rares

13 - 3 Uncommons

0 - 5 Commons

Cards 60
Avg. CMC 2.00
Tokens C Emblem Wrenn
Folders To Build, Jund Ideas, Cool Decks, JUND (Modern/Standard), Sweet Decks, modern, Modern Reference, My decks, Lantern Test, Modern Meta, See all 75
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