Origins Standard Deck Tech: Jund Whip

Origins-Standard-Deck-Tech-Jund-Whip
For today’s Standard deck tech with Magic Origins, I am featuring a pseudo-ramp and midrange deck with a late game plan of recurring creatures from the graveyard. The little twist here though is the use of a Red enchantment from the new set called Flameshadow Conjuring. Here is the card:

Flameshadow Conjuring

Here is the initial decklist:

Jund Conjuring Whip by Mark Ian Alloso
Origins Standard

Lands
2 Wooded Foothills
1 Bloodstained Mire
3 Swamp
3 Forest
2 Mountain
1 Jungle Hollow
3 Temple of Abandon
1 Urborg, Tomb of Yawgmoth
4 Llanowar Wastes
4 Temple of Malady

Creatures
4 Courser of Kruphix
3 Dragonlord Atarka
3 Hornet Queen
4 Priest of the Blood Rite
3 Satyr Wayfinder
2 Stormbreath Dragon
4 Sylvan Caryatid

Spells
1 Commune with the Gods
2 Flameshadow Conjuring
2 Hero’s Downfall
2 Murderous Cut
3 Thoughtseize
3 Whip of Erebos

Another Origins card that I included in the deck is a playset of Priest of the Blood Rite. He is a 7-power total critter for only five mana and you can ramp into casting him as early as turn four. His life loss drawback is not that relevant since you have coursers and the whip to gain life.

I have also added two Stormbreath Dragons for Abzan matchups which they can’t RFG with Abzan Charm. Your late game against them would be reanimating the dragon and copying it with Flameshadow Conjuring for an eight damage in the air.

Dragonlord Atarka and Hornet Queen are the usual good Whip targets though hard-casting them is also possible.

The other option for this deck is the Raptor-Den Protector package though I think the protector is more relevant since it can return the destroyed or milled enchantments.

Let me know what you think of this list by posting on the comment box below.

Until the next post.