Arena Standard - Jund Werewolves (MOM)

6 28 15
23 14 0 23
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Introduction

With the introduction of such big threats as Phyrexian Obliteratorimage, Phyrexian Vindicatorimage, and Archfiend of the Drossimage in the Phyrexia: All Will Be One set, the traditional Gruul werewolves deck wasn't good enough anymore. I had to add a third color to the deck — black — to handle those threats. Gladly, Phyrexia: All Will Be One introduced also fast dual lands, such as Copperline Gorgeimage and Blackcleave Cliffsimage, which made it possible to reliably use three colors in a fast aggro deck. Therefore, I went forward and created a Jund werewolves aggro deck, which is basically a Gruul deck augumented with black removal spells, such as Go for the Throatimage and Cut Downimage.

There's also my Jund werewolf legends deck for the Alchemy format, which incorporates more powerful cards but is more mid-rangey and therefore slower to play. The decks are pretty different, even though both of them try to be fast aggro decks.

Main Deck (60 Cards)

Spells (37 Cards)

1 Mana Spells (14 Cards)

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2 Mana Spells (11 Cards)

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3 Mana Spells (8 Cards)

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4 Mana Spells (4 Cards)

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  • 4 Thundering Raijuimage — Probably the most dangerous 4 mana creature in both red and green. It has haste, can boost up your creatures, and deals direct damage to the opponent. It has great synergies with Ascendant Packleaderimage.

Lands (23 Cards)

Basic Lands (1 Card)

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It is good to keep 1 basic land in the deck in the case your opponent is playing Field of Ruinimages or Demolition Fieldimages.

Legendary Channel Lands (3 Cards)

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Channel lands are good in a werewolf deck, because channeling does not count as casting a spell. This can help you to create night, while being able to do something on your turn.

Dual Lands (16 Cards)

Fast Lands (8 Cards)

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Fast lands are the best addition from the Phyrexia: All Will Be One set to the werewolf deck. Especially when running a fast 3 color deck, it is essential to have all 8 of them.

Slow Lands (4 Cards)

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Slow lands may slow down your early game, but are great in the late game.

Pain Lands (4 Cards)

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Pain lands are great that they always enter the battlefield untapped. However, you should not have too many of them, or you may lose some games to the damage they cause.

Triple Lands (3 Cards)

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Triple lands provide each type of mana but enter the battlefield always tapped. They can be cycled in the late game, though. Tapped lands are bad in an aggro deck but so is not being able to cast all your spells.

Land Statistics

  • 17 lands produce red mana
  • 14 lands produce green mana
  • 14 lands produce black mana
  • 4 lands are pain lands
  • 16 lands can be played untapped on the first turn
  • 12 lands can be played untapped, when there are three or more other lands in play

Sideboard (15 Cards)

Spells (13 Cards)

1 Mana Spells (6 Cards)

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2 Mana Spells (1 Card)

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3 Mana Spells (4 Cards)

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4 Mana Spells (2 Cards)

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Lands (2 Cards)

Basic Lands (2 Cards)

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You can sideboard the basic lands in if your opponent is playing Field of Ruinimages or Demolition Fieldimages:

 

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Tommi
Last Updated: 02 Jun 2023
Created: 13 Mar 2023
505 101 0

Mainboard - 60 cards (22 distinct)

Creature (23)
$0.67
$0.25€0.160.03
$0.80€1.560.07
$0.50
$0.34€0.340.03
$0.35€0.290.01
Instant, Sorcery, Enchantment, Artifact (14)
$0.25€0.290.03
$1.51
$1.25€0.880.03
$5.49€2.620.02
Land (23)
$5.78€6.041.21
$4.60€3.200.32
$3.630.12
$3.270.61
$1.50€1.510.02
$11.31
$3.00€1.400.03
$7.80
$29.00€29.629.26
$2.17€3.941.58
$7.13€8.980.72
$0.250.03

Sideboard - 15 cards (8 distinct)

$0.50€0.892.73
$0.34€0.340.03
$0.20€0.110.03
$0.19
$0.51€0.380.03
$0.75€0.430.02

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Main/Sideboard Rarity Count
1 21 37 1 0
6 5 4 0 0