After a long weekend of playtesting and deliberating on why it's still okay to present a Standard deck so close to the release of Dominaria, I birthed a monstrosity that might be one of the most violent decks I've built. It promises to frustrate your opponents to their limits by giving answer after answer. For your playing pleasure, I present Jund Bullies...









This brawler of a deck holds enough removal and enough power to dominate most any battlefield.





The early game removal includes Fatal Push, Gifted Aetherborn and Dire Fleet Poisoner. Dusk Legion Zealot is there on turn 2 to draw you cards with Cathartic Reunion as well. Turn 3's Jadelight Ranger adds additional card advantage and power. Ravenous Chupacabra comes out on turn 4 with Vraska's Contempt to kill off whatever is left on the board making way for Glorybringer and your two Planeswalkers to finish the game.





Deadeye Tracker (1 CMC) is there to gut your opponent's graveyard if they are planning on casting a late game Torrential Gearhulk or Liliana Death's Majesty or to grab that God-Pharaoh's Gift out of the graveyard before it becomes a problem. Journey to Eternity is there mostly for enchanting Ravenous Chupacabra. If the Chupacabra dies with this enchantment, it returns to the battlefield to kill again. On turn 5, Glorybringer comes out to play.





Angrath the Flame-Chained is there to help empty out your opponent's hand or to grab that huge creature that made it out when you weren't looking and to use it to swing in for some final damage.





Finally, Vraska, Relic Seeker comes out on turn 6 with more answers...create some pirates, destroy that pesky enchantment/artifact/creature or just bump it twice and knock down your opponent to 1 life.

The sideboard...

This is a grab bag of hate and discontent. Feel free to change it up. Sorcerous Spyglass has worked wonders against other Planeswalkers and gods. Having artifact and enchantment hate is never a bad idea. And being able to turn 1 Duress is always worth putting it in the deck. And of course Hour of Devastation for those hard to reach areas.

Lands:

I have found Field of Ruin to be an indispensable card in most decks. Not only can it handle any flip enchantment lands, it can help you dig out the lands that you need.





This deck is a straight-up, no frills 'let's fight in the street' deck. It makes for some great game play, and I have enjoyed myself playing it immensely.