How to Brew Three Weird Jund Commander Decks

by
Arnaud Gompertz
Arnaud Gompertz
How to Brew Three Weird Jund Commander Decks

Riveteers AscendancyRiveteers Ascendancy | Art by Svetlin Velinov

Greetings and salutations my dear brewers, and welcome to a new installment of Branching Out, where I try to offer ideas for weird of uncanny brews for all color combinations.

Let's dive deeper into the color pie. After tackling Mardu, Jeskai, and Grixis, it's time to get primal, to bring out your inner beast, to bellow a roar of domination. It's time to Jund'em out.

Jund () is rather special. It's brutish yet elegant, straightforward, and packed with value, and more often than not packed tight with several "wow" factors.

Before turning to this week's candidates, let's have a look at the most popular commanders in these colors:

Interesting how all of the top played Jund commanders are all from preconstructed decks. This time, I don't blame the precon effect; these are all genuine powerhouses. Who hasn't shuddered when seeing a Korvold hit the command zone when setting up? Who hasn't been bewildered at the sheer value of a carefully crafted Henzie?

Goldspan Dragon
Mayhem Devil
The Gitrog Monster

There are some recurring themes there as well. Land-based strategies appear in two of these commanders, and graveyard/reanimation strategies are rather popular as well. Let's see if that's confirmed in the top themes:

The Treasure archetype is the most polarizing, focused mostly around Korvold, Fae-Cursed KingKorvold, Fae-Cursed King, Ziatora, the IncineratorZiatora, the Incinerator, Ognis, the Dragon's LashOgnis, the Dragon's Lash, and Vazi, Keen NegotiatorVazi, Keen Negotiator. Korvold also commands half of all Sacrifice decks.

All in all, the most popular strategies in Jund revolve either around making a bunch of shinies, sacrificing stuff for various effects, or getting a bunch of lands to hit the field, either to produce large amounts of mana or to generate attrition.

With all of this in mind, let's try stepping away from these classic strategies. Here are three commanders that either are rather underloved, or with weird strategies. Let's begin with...


Mr. Orfeo, the BoulderMr. Orfeo, the Boulder

Mr. Orfeo, the Boulder

How could I not start this article with what's probably my favorite commander of all time?

Mr. Orfeo was the first commander I got to write about when I joined the EDHREC crew almost three years ago. And it still ranks very high in my most played and beloved decks list. Let me explain why.

This commander is all about going tall. Play a creature, double its power, then do it again, and again, and once more for the feeling. Swing in with a 60+ trampling beast, then sacrifice it to a FlingFling effect to take out someone else.

This deck is a testament to the power of exponentials. It's like the fable of chess.

Once upon a time, the sage Sissa created chess. The emperor, very impressed, asked him what reward he wanted. The man simply asked that a grain of rice to be put on the first square of the chessboard. Then two on the second, four on the third, and so on, doubling each time. The emperor agreed and told the man to come take his bag the next day... Let's put it another way: in 2000, the world produced about 600 x 10tons of rice. To give Sissa its due, you would need to uphold that production for 962 years!

The thing is, the human brain struggles with such scales of magnitude. It also has a tendency to underestimate the speed at which something doubling over and over again becomes an issue. Think of the first time you saw Scute SwarmScute Swarm. Did you catch on to what it did on the spot? No? Me neither. But one time was enough.

Double a 2/2's power five times and you get 32. Double it seven times and you get to 128. More than enough to kill a player. And rather easy to do with this deck. Trust me, it will will spin stories of its own.

Rhox
Essence Harvest
Mask of Griselbrand

To make this work, you'll need:

  • Big boys: This is the part where you can have fun and play whatever big creature you see fit. I especially like RhoxRhox, Tornado ElementalTornado Elemental, Thorn ElementalThorn ElementalPride of LionsPride of Lions, and even GurzigostGurzigost, since their damage will strike true no matter the opposition in front of them. Just play whatever monster you fancy.
  • Damage doublers: This is what makes the deck truly shine. TwinfernoTwinferno, Two-Handed AxeTwo-Handed Axe, Bulk UpBulk Up, Unnatural GrowthUnnatural Growth, and Exponential GrowthExponential Growth are prime choices. Double-strike enablers also work extremely well. Just make sure you can make your creatures BIG.
  • Flingers: Getting a huge monster to obliterate an opponent is all well and good, but what then? Then you FlingFling it. There are two spells I especially like here: Chandra's IgnitionChandra's Ignition and Essence HarvestEssence Harvest. But don't forget Rite of ConsumptionRite of Consumption, ThudThud, or Voldaren ThrillseekerVoldaren Thrillseeker. Just make sure you pack enough to be able to consistently cast them.
  • Draw outlets: This deck can run out of gas rather fast, so you need ways to keep your options open. Aside from the usual "draw-with-big-power" outlets (Garruk's UprisingGarruk's Uprising, Elemental BondElemental Bond...), I love Greater GoodGreater Good and Mask of GriselbrandMask of Griselbrand here. The latter is a criminally underplayed outlet, in my opinion. Give it a try!

You will like this deck if: 

  • You want to feel a rush of adrenaline.
  • You live for that "uh-oh" moment.
  • You like big power and you cannot lie.
  • You'd rather go vertical than horizontal.

You won't like this deck if: 

  • You don't feel like putting all of your eggs in one basket.
  • You're a tokener at heart.
  • You don't like taking out players in a single hit.
  • You're bad at math.

The Beamtown BulliesThe Beamtown Bullies

The Beamtown Bullies

Hold on, before you head past this section with a bug "UGGGH," hear me out. This is not your usual Beamtown build.

First, some context. This commander is infamous, and for a good reason. Whenever you see this across the field, you know you're in for some major struggle, with player elimination looming around each corner.

Players who wield The Beamtown BulliesThe Beamtown Bullies usually do so in high-Bracket 3 tables, with plans both devious and cruel. They will reanimate monsters such as Eater of DaysEater of Days, LevelerLeveler, Inverter of TruthInverter of Truth or Soulgorger OrggSoulgorger Orgg to make their opponents' lives miserable. The only real way to deal with that is to make sure the commander dies before it comes to your turn, have some grave hate readily available, or pray not to be the target.

For people who love cutthroat games, it's a boon. For everyone else, it's a drag.

But, but, but... what if you decided to play it fair? What if you were the good guy? What if the table actually thrived with your gifts, instead of being poisoned by them?

Meet: The Beamtown Group-huggers

This take is unique in that you play cards that benefit the entire table, instead of dooming a single opponent. And with untapping abilities, what's preventing you from causing some more glorious mayhem?

The beauty of this is that you can actually cast some of the "bad spells" yourself, so that all opponents do something nice. This is definitely a good place for B1 to B2 decks, unless you want people to grab their combo pieces and end the game prematurely.

With this build, you will genuinely be able to say "This is not that deck."

Tempting Wurm
Avatar of Growth
Dragon Mage

To make this work, you'll need:

  • Fun outlets: This deck revolves around giving everyone some stuff. Avatar of GrowthAvatar of Growth, Borderland ExplorerBorderland Explorer, Crypt ChampionCrypt Champion... Let's give gifts away! Then there are the cards that benefit all players except the one getting it. Boldwyr HeavyweightsBoldwyr Heavyweights, Tempting WurmTempting Wurm, Hired GiantHired Giant, or Iwamori of the Open FistIwamori of the Open Fist will allow your opponents to play stuff for free. The idea here is to say "Don't hit me, I'm the good guy, have fun!"
  • Mill/graveyard tutors: To give gifts, you must first get them into your graveyard. Buried AliveBuried Alive is the choice cut, but there are other options such as Oriq LoremageOriq Loremage or Unmarked GraveUnmarked Grave.
  • Untappers: Because giving someone a spell is nice, doing that repeatedly is even nicer. Ideally go for outlets that can have repeated uses, such as Seeker of SkybreakSeeker of Skybreak or Thousand-Year ElixirThousand-Year Elixir.
  • Theft effects: Games have to end eventually. Why not use your opponents' stuff to do so? InsurrectionInsurrection, Mass MutinyMass Mutiny, or Mob RuleMob Rule are all solid options.

You will like this deck if: 

  • You love The Shawshank Redemption.
  • You want to rehabilitate a disgusting commander.
  • You like helping people out.
  • You want to show Jund is not all about attrition.

You won't like this deck if: 

  • You don't like straying from a commander's obvious course of action.
  • You like to keep things under control.
  • You don't like jumping through hoops to play graveyard shenanigans.
  • You actually want to win the games you play.

Tana, the Bloodsower & Keskit, the Flesh Sculptor

Tana, the Bloodsower
Keskit, the Flesh Sculptor

Let's end this journey with a partnership that sees little love, yet has a great potential.

There are currently only 114 such decks in the EDHREC database, and that's criminally low in my book, seeing how these commanders synergize so well.

Think of the curve. Ramp on turn one or two, play Keskit, then play Tana, swing with Tana, make at least a couple Saprolings, sacrifice stuff with Keskit to gain value, grow Tana, get an increasingly big board and your hand full.

The way I see it, this could turn into a massive value engine, which could then lead to either a very large board or a very large Tana. The built-in trample is a rather effective way to get some damage through, and there are several cheap pump outlets that can make sure you have enough fodder thereafter.

Tempting as that may be, I wouldn't go down the Aristocrats route with this build, if only because it's already one of the most played archetypes in these colors. Instead, I would include some choice Equipment and Auras, as well as a few plan Bs to make sure the board remains consistently filled with stuff.

There's nothing too fancy here, just an enabler and a value engine straight from the command zone, which hopefully ensures you won't run out of gas. And overrun the board once you have enough stuff.

Wand of Orcus
Shared Animosity
Instill Energy

To make this work, you'll need:

  • Cheap pumps: Since the main plan is still to flood the board with creatures, Tana remains the prime choice. I still believe Grafted WargearGrafted Wargear is an underplayed card. The aforementioned Two-Handed AxeTwo-Handed Axe also works wonders. Good old RancorRancor will return to your hand in case of demise, and will also provide a much-needed trample to any other creature worth sending into the fray.
  • Alternate token-makers: The ones that jump to mind are Wand of OrcusWand of Orcus and Scepter of CelebrationScepter of Celebration. The Reaver CleaverThe Reaver Cleaver is also rather nice, if not for the fact it makes Treasures, on which the most played archetype is based.
  • Untappers: Keskit likes to make value, value, more value. And worst case scenario, they are nice ways to untap something for a surprise block.
  • Token-related outlets: Since your board is going to be large, you might as well benefit from it. Aside from the classic Craterhoof BehemothCraterhoof Behemoth and OverrunOverrun, there are other ways to put a board of tokens to good use. Song of FreyaliseSong of Freyalise can bring a huge influx of mana, as will Jaheira, Friend of the ForestJaheira, Friend of the Forest or Insidious RootsInsidious Roots. And I'll never scoff at a good Shared AnimosityShared Animosity.

You will like this deck if: 

  • You enjoy go-wide strategies.
  • You want to have extra options hidden in the deck.
  • You enjoy having your enablers in the command zone.
  • You like playing decks no one does.

You won't like this deck if: 

  • You think Tana is a weakling.
  • You don't like sacrificing your stuff for value.
  • You already have a Baba Lysaga, Night WitchBaba Lysaga, Night Witch deck that does a better job.
  • You hate the lost Aristocrats potential here.

Conclusion

Another one down, six more to go!

I hope you enjoyed this small journey into the Jund Jungles.

I'd like to hear from you, mad brewers: what are your go-to original Jund builds? Any circles of fire you like jumping through? Any hidden gems?

Let me know below, and I'll see you in two weeks!

Arnaud Gompertz

Arnaud Gompertz


Arnaud Gompertz has been playing Magic since 4th Edition, back in 1995. He's been an assiduous EDH enthusiast since 2012, with a soft spot for unusual and casual Commanders. He'll always favour spectacular plays against a boring path to victory. Aside from mistreating cardboard, he's a dedicated board games player, loves a challenging video game and occasionally tries to sing with his choir.

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