You’re staring at a board state that feels impossible. Your opponent has a wall of blue fliers, a hand full of counterspells, and a smug look on their face. Then you top-deck a Bloodbraid Elf. Or maybe it’s a Soul of Windgrace. Suddenly, the math changes. That’s the magic of MTG red green black, a color combination officially known as Jund. It’s not just a pile of cards. It's a philosophy of "I will trade my resources for yours until we both have nothing, and then I’ll beat you with a stick."
Jund is mean. It's efficient. It’s basically the "fair" deck that feels unfair because every single card it plays is a must-answer threat. Whether you’re playing Modern, Commander, or grinding on Arena, these three colors represent the pinnacle of midrange value. You get the aggression of Red, the ramp and beef of Green, and the cold-blooded removal of Black.
The Identity of Jund: More Than Just "Good Stuff"
Why does this combination work? Honestly, it’s about the holes each color fills for the others. Green is great but struggles to kill a creature that’s already on the board. Black fixes that instantly. Black is amazing at hand disruption but can’t touch an artifact or enchantment to save its life. Green enters the chat with a Boseiju, Who Endures or a Manglehorn. Red? Red is the glue. It provides the haste, the direct damage, and the "can't block" effects that turn a stalemate into a victory.
Back in the day, specifically around 2009 during the Alara block, Jund wasn't just a deck; it was the entire meta. If you weren't playing it, you were losing to it. The deck leaned on the Cascade mechanic. You’d cast a spell and get another one for free. It felt like cheating, but it was totally legal. That spirit lives on. Modern Jund players like Reid Duke have spent years proving that a deck consisting of 60 "great cards" can outlast any synergy-based combo if you just disrupt them enough.
The Holy Trinity of Jund Staples
If you’re building in these colors, there are a few cards that aren't really optional. You need them.
First, let's talk about Tarmogoyf. It’s a classic. Just a big, dumb, cheap beater that grows based on what’s in the graveyards. People have been calling it "obsolete" for five years, yet it still shows up and eats faces. Then there’s Thoughtseize. You pay two life to rip the best card out of your opponent's hand. It’s brutal. It’s the ultimate "no" in a color identity that usually says "yes" to violence. Finally, you have Wrenn and Six. This planeswalker redefined Modern. Returning a fetch land to your hand every turn means you never miss a land drop, and in a three-color deck, mana fixing is everything.
Commander and the Rise of the "Dragon" Meta
In EDH, MTG red green black takes on a different flavor. You aren't just trying to grind one opponent down; you have to outlast three. This is where the legendary creatures really shine.
Korvold, Fae-Cursed King is arguably the most powerful Jund commander ever printed. He draws you cards for doing what these colors already want to do: sacrificing things. You sacrifice a land? Draw a card. Sacrifice a treasure? Draw a card. He grows into a massive flying threat while keeping your hand full. It’s almost too easy.
But if you want something a bit more interesting, look at Lord Windgrace. He’s a "Lands Matter" commander. He turns your graveyard into a second hand, pulling lands back onto the battlefield to trigger Landfall abilities. It’s a very resilient way to play. You don't care if your stuff gets destroyed because most of your power is tied to your mana base, which is notoriously hard for most decks to interact with.
Dealing with the Weaknesses
It's not all sunshine and lightning bolts. Jund has a glaring weakness: its own greed.
Because you're playing three colors, your mana base is expensive and painful. Between fetch lands and shock lands, you’ll often deal 5 or 6 damage to yourself before the game even really starts. Against a dedicated Burn deck, that’s a death sentence. You’re basically doing their job for them.
Also, Jund can struggle against "go-wide" strategies. You’re great at killing one big dragon or one pesky planeswalker. But twenty 1/1 goblins? That’s a headache. You have to pack cards like Toxic Deluge or Meathook Massacre just to stay alive against the swarm.
How to Pilot Red Green Black Successfully
If you want to win with MTG red green black, you have to change your mindset. You aren't the aggressor, and you aren't the control player. You are the predator.
- Prioritize the Hand. Your first few turns should be about information. Cast that Inquisition of Kozilek. See what they're holding. If they have a combo piece, take it. If they’re light on lands, take their mana dork.
- Value the 2-for-1. Every card in your deck should do two things. Kolaghan's Command is the gold standard here. It can kill a creature AND bring one back from your grave. Or destroy an artifact AND make them discard. If you’re trading one card for two of theirs, you win the long game. Every time.
- Don't Overextend. Jund is vulnerable to board wipes because its creatures are high-quality but often singular. Don't play three 4-mana threats if one will do the job. Make them use their Farewell on one creature, then drop the next one.
- Manage Your Life Total. You use your life as a resource. It's a bank account. Spending 2 life for a Shockland is fine, but watch out for the "red zone." Once you hit 8 or 9 life, you need to stop being cute with your mana and start closing the game.
The Psychological War of the Midrange
There is a specific kind of frustration that comes from playing against Jund. It's the feeling of having every plan dismantled. You play a creature; they kill it. You try to draw cards; they make you discard. You try to hide behind an enchantment; they blow it up.
This is the hidden strength of the color combo. It tilts people. When every card you draw is a "bomb," your opponent eventually runs out of answers. They might have a better "A-game," but Jund has the best "B-game" in Magic history. You win through attrition. You win because you’re the last one with a creature on the board, even if it’s just a 2/2 Scavenging Ooze.
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Why Red Green Black Persists
Magic: The Gathering changes constantly. Power creep is real. New mechanics like Initiative or Ring Tempted You come along and shake things up. Yet, people keep coming back to Jund.
It’s because the deck feels honest. It doesn't rely on a "win-the-game" combo that your opponent can't interact with. It just plays good Magic. It forces you to make decisions. Do I kill the creature or the planeswalker? Do I hold up mana for a removal spell or develop my board? It’s a thinking person’s color pairing.
Building Your Own Jund Engine
If you’re looking to start, don't feel like you need the $1,000 Modern version. You can build a terrifying Jund deck in Standard or Pioneer for a fraction of the cost. Look for cards that bridge the gap between the colors.
In the current meta, Glissa Sunslayer is a monster. She’s green/black but fits perfectly into a Jund shell. She has first strike and deathtouch—a combination that makes her nearly impossible to block. When she hits, she can draw you cards or kill enchantments. That is peak Jund.
Another sleeper hit? Ziatora's Proving Ground. It’s the "Triome" for these colors. It’s a land that taps for all three, and you can cycle it away if you draw it late game. It’s the literal foundation of the deck.
Actionable Steps for Jund Players
- Audit your mana base first. A three-color deck lives or dies by its lands. Invest in Stomping Ground, Overgrown Tomb, and Blood Crypt before you buy the flashy spells.
- Focus on Versatility. When picking your removal, choose spells that hit multiple card types. Abrupt Decay and Assassin's Trophy are staples for a reason—they hit almost everything.
- Study the Meta. Since Jund is a reactive "answer" deck, you need to know what questions the other decks are asking. If everyone is playing graveyard decks, pack more Leyline of the Void. If it's all aggro, bring the Fatal Pushes.
- Practice Mulliganing. Jund hands can be awkward. A hand with three heavy green spells and only black mana is a trap. Be aggressive with your mulligans to ensure you have at least two of your colors by turn two.
- Learn the "Pivot." Recognize the exact moment when you transition from "surviving" to "killing." Usually, this happens around turn 4 or 5. Stop reacting and start attacking.
Jund isn't just a color combination; it's a statement. It says you're ready for whatever the table throws at you. It’s reliable, it’s punishing, and it’s arguably the most "Magic" way to play Magic. Just keep an eye on your life total, keep the pressure on their hand, and eventually, the sheer weight of your card quality will crush the competition.