Fellow deck-dwellers
I hereby present you a new deck, one that at first glance some of you may consider to of the lowest caste and therefore label it with the unspeakable curse in the competitive language: jank.
But, hear me through, this stack of 75 cards is far from unplayable. No, I might go as far as to say that it is the revitalization of one of the most creatively designed standard decks in the recent past, which was the epitome of a control deck while it existed. A deck that took what was apparently another jank rare and slotted into a shell that not only turned it into a value-generating card, but also a vital piece in an infinite-loop late-game engine. Does Jon Finkels Top 8 finish in Pro Tour Shadows Over Innistrad ring a bell?
Introducing Jund Seasons Past, which was inspired by its predecessor (aka one of my favorite decks to watch in action) Black Green Seasons Past.
Check it out.
(Full description in the process of development)
Card choices:
Grasp of Darkness is our premier removal spell. it gets indestructible things. it doesn't get countered by Dromoka's Command. it's an instant. it kills almost every creature with CMC 0-4. fantastic.
Fatal Push is another bread and butter spell in the deck. it's amazing against aggro since it gets anything with CMC 0-4 (just like grasp). we run enough fetches that triggering the revolt, especially in the early game, isn't much of a problem.
Lightning Strike and Abrade serve similar functions as 3 damage creature removal, except [abrade] gets pesky artifacts like Smuggler's Copter and
Aetherworks Marvel
and dudes with Tezzeret's Touch, while strike can get Saheeli Rai and other walkers.
Radiant Flames and Languish are our board wipes. Languish can hit indestructible creatures and hits harder, whereas flames can be cast a turn earlier and clear the board most of the time. splitting 2 flames and 3 languish seems to be the best balance
Kalitas, Traitor of Ghet, Chandra, Torch of Defiance, and Liliana, the Last Hope are our major threats and are what close out the game for us. keeping our threat count low (6 in all) may seem risky, but we have the added utility of Dark Petition to find what we need.
Seasons Past + Dark Petition is the late-game engine of the deck. Although I am convinced that many of the old standard players remember how this works, Ill refresh everyones memory. First, we cast Petition, finding Seasons Past (or another card if youve already got the Seasons in hand). Then, we get 5-6 things back from our yard with Seasons Past. Our giant green spell now goes to the bottom of our library, and we can tutor it up again with the Petition we just returned to our hand. Rinse and repeat as necessary. Truthfully, most of our games end before we finish this cycle more than once or twice, but super long games are in our favor because of this loop.