378127_10150441621792624_1477312954_nI come to you folks today with a tale of failure. I tried, I tried so very, very hard.

But Shattergang Brothers fell right on its face.

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“Put the stamp on that deck, make it official.”

I wanted to power down my previous Jund deck (the beloved and often mentioned Prossh) and make a deck where every card I would draw was exciting to play. It turns out that I succeeded too well at the first goal and not well enough at the second.

So today’s article is going to be about the glaring places where I went wrong, and the crossroads that I’m standing at in terms of how I’m going to fix it.

You can’t fix any problem until you address the source. And Shattergang’s biggest problem was simple: It couldn’t win.

Not that it didn’t win. It couldn’t win. The deck was full of really cool cards that did really cool things, but it didn’t have a way to close out the game after I did all those cool things. Sure, I could set up a synergy with Shattergang and Reassembling Skeleton, but then began a slow grind against my opponent while I prayed that they didn’t top deck a answer to my board. I’m an atheist, I don’t like sitting around praying.

Red-Six-Jek-Piggy-Porkins-star-wars-25252899-955-638

When red leader is piloting a grindy deck, he has a great deal of trouble staying on target.

It turns out that I don’t do well piloting grindy decks. Who knew. Not to mention that if my opponent was able to build up any early momentum at all, my deck would just fold over like a sucky dog asking for a belly rub.

That just doesn’t work for me. I tried putting in some nastier stacks cards (Sire of Insanity and Keldon Firebombers in particular made me smirk a little bit) but I’m beginning to realize that Shattergang just isn’t a general I’m in the right place to play right now.

Thus, I’m going to switch over to one of three possible generals. And since I have access to an audience of talented commander players, I’m turning to you guys to see which of the three potential options you think I should try next.

Varolz, the Scar-Striped

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The first contender stepping into the ring is black, green, and smells like Jack Sparrow’s breath after he’s chugged sewer water.

Varolz is a very easy option to plug some of the holes that Shattergang had. He has explosive win conditions, he scales things down to a simpler and faster two-colour combination, and he still has a built in sacrifice outlet attached to the general. Golgari isn’t Jund, but it’s still a really fun colour combination, and it would give me an interactive and aggressive deck that has the potential to close out games in my favourite way: Quickly and violently.

On the downside, I would definitely be playing some poison cards, which may not make me very many friends at certain tables. And I would run the risk of the deck becoming the same kind of linear, general-focused powerhouse that made me disassemble Prossh.

But man, a lethal Plague Stinger in EDH. That’s just hilarious.

Sek’Kuar, Deathkeeper

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Look at my shiny new art and looooove me!

This is the general I think I’ll go with if I want to stay in Jund and embrace the graveyard shenanigans of it all. A lot of recursion, a lot of sacrifice effects, and a whole helluva a lot of 3/1’s with haste. And I could still run Shattergang Brothers in the deck and have them be great!

Unfortunately, I feel like this deck might suffer from the same problems as Shattergang. In my meta, I just don’t know that a couple of 3/1’s are a strong enough win condition. The only way to increase the win rate with Sek’Kuar would be to build it as a combo deck, which I am not particularly interested in playing at the moment. The biggest question mark here is if he’s going to be good enough without Nim Deathmantle and Ashnod’s Altar?

Karrthus, Tyrant of Jund

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Why is every legendary Jund dragon drawn like it has stubby, ineffective, T-Rex arms?

And this is the last hopeful auditioning on this week’s episode of “Who wants to be Bonvie’s general?” Karrthus would likely be perfect for leading the march if I wanted to go for the aggressive 2-for-1’s strategy of Jund, lending my deck a giant and stompy win condition. This would allow me to play a lot of my favourite jund cards and have an explosive way to end the late game.

Unfortunately, he costs seven. Which means ramp. And if I’m playing a jund dragon that requires me to play a lot of ramp, I may as well go back to playing Prossh. He even costs one cheaper, and brings tons of friends to the table. He doesn’t have haste though, so there’s that.

So these are the three choices of decks that I can build. Unfortunately, I have no idea which one I want to go with. Sound off your recommendations in the comments below to help me decide!

Eric has locked himself in a secluded room until he can decide what his next deck is going to be, but if you want to leave him a message you can always do so in the comments. You can also catch him on twitter @ThatBonvieGuy or at EricBonvie@gmail.com.