Now that you have a creature that can naturally have 10,000 power, a cute reference to its attack from the Final Fantasy games, what do you do with it
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Mono-Red is an excellent choice to punish the waves of untuned decks you can expect to face in the first week of a new set
Here is a good general breakdown for a well-balanced deck: 1 Cost Cards: One or Two 2 Cost Cards: Seven or Eight 3 Cost Cards: Five or Six 4 Cost Cards: Three or Four 5 Cost Cards: Two or Three 6 Cost Cards: At Most One These are just general guidelines, and these numbers can be flexible if you think of a strategy that will work well

Jund Decklist 3 Deathrite Shaman 3 Mountain 3 Tarmogoyf 4 Lightning Bolt 3 Swamp 4 Ragavan, Nimble Pilferer 2 Fable of the Mirror-Breaker // Reflection of Kiki-Jiki 2 Sheoldred, the Apocalypse 1 Kroxa, Titan of Deaths Hunger 2 Forest 1 Blood Crypt 2 Blackcleave Cliffs 1 Boseiju, Who Endures 1 Haywire Mite 2 Questing Druid 4 Fatal Push 3 Thoughtseize 3 Liliana of the Veil 1 Overgrown Tomb 1 Stomping Ground 2 Bloodstained Mire 3 Wooded Foothills 1 Castle Locthwain 1 Demonic Tutor 1 Den of the Bugbear 4 Bloodbraid Elf 1 Soul-Guide Lantern 1 Kolaghans Command If I remember correctly, Jund isnt just one of the oldest archetypes in MtG , but its also one of the strongest because it combines the power of red, green, and black spells
This is a cheap 2 mana that is a 2/2 on arrival and equips for just 2, pretty cheap all around