Jund Midrange by bone55 on MtGO
Non-Creature Spells (24)
2 Chandra, Torch of Defiance
3 Vessel of Nascency
4 Fatal Push
2 Grapple with the Past
3 Grasp of Darkness
1 Pick the Brain
2 Ruinous Path
1 Transgress the Mind
4 Traverse the Ulvenwald
2 Unlicensed Disintegration
With the current 3 archetype (4 if you’re being generous) paradigm in Standard, it’s only a matter of time before another deck stakes a claim as a top deck in the format, and this Jund Midrange deck is trying to do just that. It blends the more traditional Delirium cards from Kaladesh Standard with the best removal that black and red have to offer. There’s a lot going on here, as indicated by only having 2 mainboard non-land 4-ofs, so let’s dive in.
As with most Standard decks, looking at the creature suite is usually a good indication of what the deck is trying to do. Ishkanah, Grafwidow, Noxious Gearhulk, Gonti, Lord of Luxury, and Tireless Tracker all show us that the deck wants the game to go long, and will thrive if it does. Goblin Dark-Dwellers and Walking Ballista are both concessions to the fact that aggressive decks exist in the format. I’m under the impression that Goblin Dark-Dwellers is excellently-positioned in this format. It’s an excellent blocker against most of what Mardu Vehicles presents, and being able to effectively 2-for-1 them is very important in the matchup. Against B/G Constrictor, it’s hard to kill and block, and the immediate card advantage it offers can switch the matchup quickly. Against Copycat decks, it’s a respectable clock that is the perfect card when paired with the sideboarded copies of Transgress the Mind.
The non-creature spells show us that this deck is fairly dedicated to getting delirium to turn on Traverse the Ulvenwald and Ishkanah, Grafwidow. Warning: I will be moving those singleton discard spells to the board. They shouldn’t have a place in our maindeck as long as Mardu Vehicles is good in the format. The rest of the non-creatures is comprised of various removal spells and Chandra, Torch of Defiance, which can both kill creatures and provide card advantage in the later turns of the game, something that this deck tends to struggle with.
The sideboard is also a mish-mash of cards. I don’t fully understand the decision to put 4 Grim Flayer in the sideboard, as it feels like a perfect mainboard card in most matchups. The additional copies of Tireless Tracker and Walking Ballista also feel like filler, as the matchups where you want them they won’t be as impactful as other potential sideboard options.
All in all, I’m a big fan of this deck, and could see it (or similar decks) put up good results in this Standard format in the future. Here are the changes I would make going forward:
+4 Grim Flayer
-4 Grim Flayer
This is day 53 of Spellsnare.com’s 2017 Deck of the Day column, where each day we’ll feature a different Standard, Modern, or Legacy deck that caught our eye. You can read day 52 here, where we featured a Modern deck that puts a lot of pants on little critters.
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