Pledge at least $1 to eternalwarcry.com on Patreon and the ads will be removed as a thank you!

Jund Midrange is still good. Top 50 masters.

Throne Deck By
Saifer

+2

Cost Curve

Type

Faction

Information

Hey guys Saifer here, I wanted to share my take on Jund (FJS) Midrange inspired by Shine's decklist. Been playing this deck for about a month and got a good feel of it, It has good matchups against other midrange because of the high density of removal and great against control with a good amount of hard to answer threats like Makto and Icaria. The main weakness is low to the ground straight up aggro like stonescar or rakano wich the control decks seem to have relatively in check at the moment.
The changes I made from the original list:
-4 Wanted Poster : I ran into a lot of unitless control and wanted to keep the least number of dead cards against it. Also the nerf from 1 to 2 cost made it so much harder to combo with removal and leaving the chance to silence it.
- 4 Stonepowder Alchemist: The 1 HP made it so it dies to Highwayman wich is a huge deal in the mirror, also I wanted a better blocker early.
+ 4 Valkyrie Enforcer: There are currently great silnce targets like Makto, Dawnwalker or Unseen Commando. Also great blocker against aggro.
+4 Whirling Duo: Great in al almost every stage of the game, good against aggro and control, it keeps you alive and destroys weapons. Excellent with warcries on it.

Kept the 1 Soulfire Drake because I think it works wonders giving all your Maktos and Valkyrie Enforcer charge to push that extra damage. Also draws hard removal away from Makto and Icaria.

Any suggestions to improve are welcome.

Details

Shiftstone Cost
Does not include campaign cost
59,050

Premium Cost
221,600

Influence Requirements
3 3 2

Power Sources
14 15 12 16

Power Calculator
Shiftstoned Icon View Deck on Shiftstoned

Deck Rarities
15 19 19 13

Card Types
21 3 26 0 25

Contains Cards From Campaigns
Jekk's Bounty [Set1001]

Archetype
Midrange

Added
March 18, 2018

Views
2,102

Eternal Version
Dead Reckoning

BBCode For Comments

Deck URL

Advertisement

Comments

yarping Eternal Version: 1.29
This is the deck that got me to masters this month, and was a lot of fun to play. It is a deck that really keeps people off balance, and let's Vicious Highwayman be played in a new way. This deck gets my brain going more than usual about whether I am the beatdown or the inevitable, and can shift from draw to draw.

Thanks. I'm going to be trying this out in a few tournaments.
Rokoku Eternal Version: 1.29
What’s your opinion on the lists running plate? It’s more of a plateslingers build that keeps constant pressure, making the control matchups slightly less favorable when they draw their pile but favoring aggro/midrange more? So far I’m 8-1 in D2 with Crownroaches being my one loss
AirHater Eternal Version: 1.29
playing Harsh Rule in Whirling Duo / Vicious Highwayman type of deck...
Saifer Eternal Version: 1.29
Actually Harsh Rule has won a lot of games against Mid Range and Aggro for me. They just don't expect it and overextend into it a lot of times when they see your gunslingers. Also helps you kill your permafrosted Maktos against control decks. I think you should give a try and see for yourself if it is good or you rather have other card.
ABadMagicPlayer100 Eternal Version: 1.29
I've been playing Jund gunslingers and I've been very frustrated in the mirror because of losing board control. Harsh Rule would be great there. I feel it is correct since this isn't fast aggro. Another thing I noticed playing Jundslingers is that a lot of the power of these guys is charging in unexpected when the opponent has overextended
Saifer Eternal Version: 1.29
Yes, once you gain board control you just charge them to death, Icaria being your main threath but also Makto. The deck is pretty resilient to In cold Blood too because it has a lot of chargers, some of them not justice units like the highwayman.
Stutters Eternal Version: 1.29
You wont always have board control and OP even says fast aggro is a tough match up. Its a good way to regain a board or punish an aggro player who has overextended.