









Overview:
This Jund (B/R/G) deck helmed by Winter, Misanthropic Guide focuses on a graveyard/delirium theme with creature-based value and combat damage wincons. The commander enables group draw to fuel discard synergies like Waste Not and Pain Magnification, while delirium mechanics (enabled by cycling, self-mill, and sacrifice) amplify effects like Tooth Collector and Drag to the Roots. Primary threats involve high-power Beasts (Craterhoof Behemoth, Thunderfoot Baloth) supported by cost reducers like Krosan Warchief and Slinza, the Spiked Stampede. The deck features multiple recursion tools but lacks infinite combos or fast mana outside Sol Ring, relying on incremental value and midrange combat strategies.
Primer:
Core Strategy Execution:
- Early Setup (T1-4): Deploy ramp (Sakura-Tribe Elder, Rampant Growth, Wild Growth) and graveyard enablers (Faithless Looting, Grapple with the Past). Use cycling lands (Tranquil Thicket, Smoldering Crater) and self-mill (Patchwork Beastie) to achieve delirium.
- Midgame Value (T5-7): Cast Winter to force group draw, triggering Waste Not/Pain Magnification. Recur key creatures (Diregraf Rebirth, Back for More) and deploy cost-reduced Beasts. Activate Beastmaster Ascension or Thunderfoot Baloth for combat boosts.
- Win Conditions (T8+):
- Combat Overrun: Craterhoof Behemoth or Full Throttle with trample enablers like Gnarlid Colony.
- Discard Punishment: Waste Not zombies + Hissing Iguanar pings.
- Recurring Value: Gray Merchant of Asphodel loops with recursion spells.
Mulligan Priorities:
- Keep hands with 2-3 lands (including color fixing like Leyline Prowler).
- Prioritize early ramp/delirium enablers (Grapple with the Past, Faithless Looting).
- Ensure access to at least one graveyard recursion tool or card draw engine.
Key Tips:
- Use Tectonic Reformation to cycle excess lands for delirium triggers and gas.
- Time Winter’s casting post-boardwipe to maximize opponent hand disruption via delirium.
- Maskwood Nexus turns all creatures into Beasts for Krosan Warchief discounts and Wirewood Savage draws.
Weaknesses:
Critical
- No instant-speed interaction for combos (relies on sorcery-speed removal like Unleash the Inferno).
- Graveyard dependency: Rest in Peace or Leyline of the Void cripples delirium/recurrence.
Moderate
- Slow setup: Limited fast mana makes early threats like Rakdos, Lord of Riots difficult to exploit.
- Fragile board presence: Minimal protection spells (no Heroic Intervention, Veil of Summer).
Minor
- High variance: Many singleton enablers reduce delirium consistency.
- Weak to flyers: Only Sagu Pummeler and Arboreal Grazer have reach.
Most Important Cards:
- Craterhoof Behemoth (Primary combat finisher)
- Waste Not (Discard payoff engine)
- Diregraf Rebirth (Recurrence for key threats)
- Thunderfoot Baloth (Combat anthem)
- Pain Magnification (Discard pressure)
- Maskwood Nexus (Tribal synergy enabler)
- Rakdos, Lord of Riots (Cost reduction for big plays)
- Culling Ritual (Board control + ramp)
- Winter, Misanthropic Guide (Group draw/discount enabler)
- Slinza, the Spiked Stampede (Beast synergy/fight control)
Attribute Ratings:
Speed: 5/10
- Threatens combat wins around T8-10 with Craterhoof/Thunderfoot, but lacks fast mana or combos for earlier pressure.
Resilience: 4/10
- Recursion tools exist (Grapple with the Past, Gloomshrieker), but minimal protection and heavy graveyard reliance make it vulnerable.
Consistency: 5/10
- Limited tutors and high variance in delirium enablers reduce reliability, though group draw helps refuel.
Interaction: 5/10
- Targeted removal (Drag to the Roots, Grim Contest) and board wipes (Culling Ritual), but lacks counterspells or stax.
Rating Justification:
This deck operates as a midrange combat/graveyard strategy with T8-10 win potential through Craterhoof or attrition, aligning with Casual/Precon tiers. While it has some synergy and recursion, its slow setup and vulnerability to common hate keep it from higher optimization.
Power level: 4.0 - 4.5
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