MTG – A Guide To Standard JUND Energy for Magic: The Gathering

MTG – A Guide To Standard JUND Energy for Magic: The Gathering


(TCC Theme plays) Are you looking to get into Standard but don’t want to spend a fortune on a fancy racing car that’s probably just compensating for something? Want a fast, hard to disrupt, competitive deck but are allergic to cats and combo? Tell that crazy cat lady to beat it- – because you’ve got your own beatdown, and it’s Standard Jund. Standard Jund is an energy aggro deck that pretty much explains itself. From hellions to hydras, the deck uses cheap, affordable and overwhelmingly underrated cards to beat your opponents into submission. It’ll outrace Vehicles and neuter Felidar Guardian combo anyday. And best of all, the entire deck is a little under $150; won’t rotate out for some time; and is a lot of fun to pilot. So let’s take a look. This deck uses two powerful yet highly underrated cards: A full playset of both Lathnu Hellion and Bristling Hydra. Hellion is a 4/4 for 3 with haste, and when it enters the battlefield, you get two energy counters. Now at the beginning of your end step, you will have to sacrifice it unless you pay two energy. Bristling Hydra, in contrast, is a 4/3 for 4, that reads, “When Bristling Hydra enters the battlefield,” you get three energy counters. Pay three energy counters and put a +1/+1 counter on Bristling Hydra. It gains hexproof until end of turn. So this deck is Jund Energy Aggro, but our inclusion of Hellion and Hydra isn’t what sets the deck apart, so much as the main reason we splash black. Out of Gruul and into Jund, and that’s for Winding Constrictor. Constrictor fits our curve perfectly- at one green and one black, it gives us a 2/3 Snek with one or more counters, which reads: “If one or more counters would be placed on an artifact or creature you control, that many of those counters plus one are placed on that permanent instead.” “If you would get one or more counters, you get that many of those counters plus one instead.” This powers up our energy tokens and powers up our counters. Hellion gives us three energy, Hydra gives us four, and Hydra will now put two +1/+1 counters on itself for three energy, which is very insane good value. Snek is absolutely insane with Cub and Hydra, and it gives you more energy but nothing compares to how it interacts with this next card. Rishkar, Peema Renegade. We run an entire playset of Rishkar in this deck. When Rishkar, Peema Renegade enters the battlefield, put a +1/+1 counter on each of up to two target creatures. Each creature you control with a counter on it has “tap to add green to your mana pool”. This with the Constrictor is really hard to answer, especially when we have cards such as playsets of Longtusk Cub and Voltaic Brawler. Now, many Magic the Gathering players ask the question, why not just build a green/red Pummeler deck instead? The reason I prefer Jund Energy to Pummeler is because Pummeler is very “all-in.” You have all your energy in one basket, as it were. After all it is a combo deck, which means it’s easily disruptable, and yes, Pummeler dies to removal. But Jund Energy is much more balanced and spread out; you don’t even need Snek to put the pressure on with this deck. In fact, so long as you don’t have trouble with your mana you’re likely going to be the beatdown no matter what your opening hand is. It’s solid aggro, great synergy, and ultimately very hard to stop. Play creatures that give you energy and attack with them. Everything is either a good rate such as the Brawler and the Snek, resilient like the Hydra, hasty like the Hellion, and the entire way the Snek gives you extra energy. If they try to kill your stuff, it’s too late because you’ve already gained value with all the enter the battlefield energy effects, which you use for future energy creatures. To top it off we run Blossoming Defense to protect our stuff. Four Servant of the Conduit for energy generation and mana of any color. Harnessed Lightning can hit for a lot here, it’s really versatile. And of course, Attune with Aether for ramp and fixing. The manabase is also a little aggro-oriented in that it runs runs Hissing Quagmire to become a creature-land with deathtouch. We’re in Jund, so the manabase is where all our money is going with two Game Trail, two Cinder Glade, three Blooming Marsh, and four Aether Hub. Despite the manabase, the entire deck is significantly less than most of its competitors today. What about our sideboard? We’re gonna include one more Blossoming Defense to complete the playset. Three Trangress the Mind, another highly underrated card in Standard right now. Two Fatal Push for our own removal needs. Three Aethersphere Harvesters, as well as three Natural State for all those Vehicles and three Shock for cat lady, among other things in need of a blast. Ultimately, Jund Energy is a Standard deck that’s aggressive, hard to disrupt, and a lot of fun to pilot. It might not win the Pro Tour, but… Given what you have to play in order to do so, you might not want to. I’d rather go down and win Friday Night Magic instead, or at least have a lot of fun trying. I hope very much this video has been of some help to you. You can help me out by remembering to like, share, subscribe, or just by leaving a comment. What Standard deck would you like to see a tech of next? Let me know in the comments below. This program was made possible thanks to a sponsorship from Card Kingdom, as well as the Patreon support of viewers such as you. So thank you!