Deck Guide

Jund Wildfire Deck Guide

A resilient BRG midrange deck built around Cleansing Wildfire and indestructible Bridge lands, converting artifacts, sacrifice fodder, and mana into a grindy, adaptable value engine.

1. Introduction

Jund Wildfire is one of the most resilient, flexible, solid, and rewarding midrange decks in the Pauper format.

It has an answer for pretty much everything in the format - it could probably moonlight as a call center.

The deck is built around one of the most efficient value engines in the format: the combination of the indestructible artifact lands - Slagwoods BridgeSlagwoods Bridge and Drossforge BridgeDrossforge Bridge , the "Bridge" lands - and Cleansing WildfireCleansing Wildfire . By targeting your own indestructible land, Cleansing Wildfire effectively becomes a mana fixer, a ramp spell, and a card draw effect, all in a single card.

Around this engine, the deck combines several layers of synergy:

  • Artifact-based value (Ichor WellspringIchor Wellspring , LembasLembas )
  • Sacrifice payoffs (Fanatical OfferingFanatical Offering , Eviscerator's InsightEviscerator's Insight )
  • Efficient removal (Cast DownCast Down , Krark-Clan ShamanKrark-Clan Shaman )
  • Graveyard interaction (Nihil SpellbombNihil Spellbomb )
  • Board presence and acceleration (Writhing ChrysalisWrithing Chrysalis )
  • Disruptive, scalable threats (Refurbished FamiliarRefurbished Familiar , Gixian InfiltratorGixian Infiltrator )

The result is a deck that can stabilize against aggressive starts, compete in long grindy games, and adapt to a constantly shifting meta.

2. The Core Strategy

Jund Wildfire wins by turning small exchanges into lasting advantage. Unlike linear decks that lean on one explosive turn, this archetype gradually builds control of the game by squeezing value out of almost every card.

2.1 The Wildfire Engine

The defining play pattern of the deck is casting Cleansing WildfireCleansing Wildfire on your own indestructible Bridge. This interaction produces mana development, color fixing, and a tempo-positive setup for the turns to come. Because the land survives, the exchange is one of the most efficient two-mana plays in the format.

2.2 The Value of Artifacts

Many cards in the deck are designed to replace themselves or generate extra value when sacrificed. Ichor WellspringIchor Wellspring , LembasLembas , Nihil SpellbombNihil Spellbomb , and similar permanents mean sacrificing an artifact is rarely a real cost - more often than not, it's exactly how the deck generates its advantage.

2.3 Resource Conversion

Jund Wildfire converts resources fluidly:

  • artifacts become cards
  • Eldrazi Spawn tokens become mana
  • sacrificial permanents become removal or pressure (with the Shaman or Gixian)

Having so many answers does come with a cost, though: be ready for games where you draw the wrong half of the deck and get stuck. On the flip side, in plenty of other games it feels like the cards on top were chosen on purpose to make the matchup easy.

3. The Wildfire Engine in Detail

The interaction between Cleansing WildfireCleansing Wildfire and the indestructible artifact lands is the structural foundation of the deck. Understanding why this exchange is so powerful is essential to understanding the archetype itself.

Cleansing Wildfire
Cleansing Wildfire
Sorcery
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Draw a card.

Step 1 - Target your own Bridge. You cast Cleansing Wildfire targeting one of your indestructible artifact lands. Because the land is indestructible, it stays on the battlefield.

Step 2 - Search for a basic land. Even though the land survives, Cleansing Wildfire still lets you search your library for a basic land and put it onto the battlefield tapped, improving both mana quantity and mana quality.

Step 3 - Draw a card. Finally, Cleansing Wildfire draws you a card.

The net result: one extra land, better fixing, one card drawn, no real loss. That's why Cleansing Wildfire is often the best setup spell in the deck, and playing it early lets you glide straight into your value turns.

Playing it late still has its uses, too - it can clear the last few lands out of your deck to avoid dead draws, or in specific spots it can even go after a land the opponent actually needs.

4. The Game Plan

4.1 Setup Phase (Turns 1-3)

The first turns are about building the resource base that will carry the rest of the game. Common early priorities:

  • playing an indestructible Bridge
  • casting Cleansing WildfireCleansing Wildfire on your own land
  • deploying value permanents like Ichor WellspringIchor Wellspring or LembasLembas
  • using Refurbished FamiliarRefurbished Familiar to disrupt the opponent's hand
  • keeping Nihil SpellbombNihil Spellbomb ready for when it's needed

The goal at this stage isn't to race. It's to make sure your future turns generate more value than the opponent's.

4.2 Value Phase (Turns 3-5)

This is usually where Jund Wildfire starts to pull ahead, connecting its pieces:

  • Ichor WellspringIchor Wellspring plus Fanatical OfferingFanatical Offering generates an efficient flow of cards
  • Ichor WellspringIchor Wellspring plus Eviscerator's InsightEviscerator's Insight creates powerful draw turns
  • Writhing ChrysalisWrithing Chrysalis stabilizes the board while producing Eldrazi Spawn
  • Krark-Clan ShamanKrark-Clan Shaman threatens to take over creature-heavy boards
  • Gixian InfiltratorGixian Infiltrator turns sacrifice sequences into real pressure

These turns are often where the game gets decided, even if it keeps going for a while longer.

4.3 Closing Phase (Turn 5+)

Once the engine is established, the deck shifts from stabilizing to being simply inevitable, thanks to:

  • recursion from Pulse of MurasaPulse of Murasa
  • repeated pressure from sacrifice chains
  • board control from Krark-Clan ShamanKrark-Clan Shaman or Cast DownCast Down
  • reach and inevitability from Makeshift MunitionsMakeshift Munitions

Jund Wildfire doesn't usually win with one big overwhelming attack. It wins by making every turn more efficient than the opponent's, until they simply can't keep the pace anymore.

5. The Mulligan

This deck should always start with two lands in hand. Never keep a one-land hand. If you do, and then draw a land off the top on your first draw step, we're not friends anymore.

The perfect opening, obviously, is a Bridge, Twisted LandscapeTwisted Landscape or a basic land, and Cleansing WildfireCleansing Wildfire . You can keep that one with your eyes closed.

6. Advanced Tips

Piloting Jund Wildfire well is mostly about sequencing. The deck rewards careful planning and punishes wasted resources.

Prioritize Your Wildfire Lines

In most games, Cleansing WildfireCleansing Wildfire should target your own Bridge. Denying the opponent a land matters sometimes, but the default plan should be developing your own mana first.

Sacrifice in Response Whenever Possible

If the opponent points removal at one of your value permanents, look for the chance to sacrifice it first. This matters especially with cards like Ichor WellspringIchor Wellspring , where good timing turns a neutral exchange into a favorable one.

Respect Your Artifact Count

Before activating Krark-Clan ShamanKrark-Clan Shaman , think one turn ahead. A good activation can stabilize the board; a careless one can leave you without the artifacts you need to keep the engine running.

Use Nihil Spellbomb Proactively

Nihil SpellbombNihil Spellbomb is one of the most efficient tools in the deck because it disrupts graveyard strategies without costing much tempo - and its activated ability also draws you a card. In most games, using it early and efficiently beats holding it forever for the "perfect" target.

Small Damage Matters

Makeshift MunitionsMakeshift Munitions looks slow, but in long games it changes the combat math, pressures boards that would otherwise stall out, and turns disposable resources into inevitability.

Manage Your Time

Jund Wildfire produces long, decision-heavy games. That means match time matters. Avoid low-impact lines in the early turns, and be realistic about when a game is no longer recoverable. Conceding a game is often the best way to win the match.

7. My List

Now that we've covered the deck's overall structure, let's get to the list I personally play.

The lists below are pulled directly from [PAUPER - FULL FREE GUIDE] Jund Wildfire - Indestructible Ramp [PRIMER], the deck I track here on MyDeckStats, so they always reflect whatever I currently have registered - not a fixed snapshot.

7.1 Main Deck

60 cards, live from [PAUPER - FULL FREE GUIDE] Jund Wildfire - Indestructible Ramp [PRIMER].
Creature
14
3x
Krark-Clan Shaman
Krark-Clan Shaman
3x
Gixian Infiltrator
Gixian Infiltrator
4x
Writhing Chrysalis
Writhing Chrysalis
4x
Refurbished Familiar
Refurbished Familiar
Artifact
10
3x
Nihil Spellbomb
Nihil Spellbomb
4x
Ichor Wellspring
Ichor Wellspring
3x
Lembas
Lembas
Enchantment
1
1x
Makeshift Munitions
Makeshift Munitions
Instant
11
1x
Pulse of Murasa
Pulse of Murasa
4x
Cast Down
Cast Down
4x
Fanatical Offering
Fanatical Offering
2x
Eviscerator's Insight
Eviscerator's Insight
Sorcery
4
4x
Cleansing Wildfire
Cleansing Wildfire
Land
20
3x
Snow-Covered Swamp
Snow-Covered Swamp
2x
Snow-Covered Forest
Snow-Covered Forest
1x
Snow-Covered Mountain
Snow-Covered Mountain
4x
Drossforge Bridge
Drossforge Bridge
4x
Slagwoods Bridge
Slagwoods Bridge
2x
Vault of Whispers
Vault of Whispers
4x
Twisted Landscape
Twisted Landscape

7.2 Sideboard Guide

15 cards, live from [PAUPER - FULL FREE GUIDE] Jund Wildfire - Indestructible Ramp [PRIMER]. See section 9 for how each of these comes in.
Creature
3
1x
Troublemaker Ouphe
Troublemaker Ouphe
2x
Faerie Macabre
Faerie Macabre
Instant
10
3x
Weather the Storm
Weather the Storm
3x
Pyroblast
Pyroblast
2x
Ancient Grudge
Ancient Grudge
2x
Breath Weapon
Breath Weapon
Sorcery
2
2x
Duress
Duress
View full tracked stats & matchup history on MyDeckStats

8. Cards Considered

Wildfire doesn't leave a ton of room for personalization compared to other decks, but as an upside, the whole player base's lists tend to adapt together as the meta shifts. Here are a few cards that have moved in and out of the main or the sideboard.

Avenging Hunter

Avenging Hunter
Avenging Hunter
Creature — Dragon Ranger
Trample
When this creature enters, you take the initiative.
5/4

A strong option in grindy matchups, especially in the mirror and against BG Gardens , where the Initiative can flip a game on its own.

The downside is that it can be hard to protect, and in several matchups you're happy to side it back out. That's why it lives in the sideboard, brought in when the meta is full of Gardens decks.

Nyxborn Hydra

Nyxborn Hydra
Nyxborn Hydra
Enchantment Creature — Hydra
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
0/1

On paper it's a strong late-game threat that scales well into long games. In practice, in metas with a high density of blue counterspells or white exile-based removal, it can be too unreliable to justify a slot.

It also comes down to which build you want to play: Gixian or Hydra?

Gixian InfiltratorGixian Infiltrator doesn't want Toxin AnalysisToxin Analysis in the deck, because the Toxin Analysis plus Shaman combo would be just as destructive to us as it is to the opponent, so Gixian isn't optimized around it. Nyxborn Hydra, on the other hand, is great if you want to build around the Toxin Analysis plus Shaman combo.

The usual line is bestowing the Hydra onto a flier (a Familiar, since flying keeps it from being blocked back) and being able to pick off the opponent's whole board. Alternatively, you can bestow it onto the Shaman itself if you'd rather ping every creature for one or two damage each turn while keeping the Shaman around.

If you want more control, go the Hydra plus Toxin Analysis plus Shaman route. If you'd rather be faster and more explosive, go Gixian plus Shaman.

Heritage Reclamation

Heritage Reclamation
Heritage Reclamation
Instant
Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Exile up to one target card from a graveyard. Draw a card.

For a while I considered this one of the strongest cards in the sideboard. It's true it can't strip lands in the mirror, since the Bridge is indestructible - but a card that destroys an artifact or enchantment, exiles a card from a graveyard, and draws you a card has basically everything you need in this meta.

Troublemaker OupheTroublemaker Ouphe has a couple of extra advantages: it's a blocker, it can't be picked off by Duress, it doesn't sit under non-creature counter effects, and it has great synergy with Ichor. So unfortunately, Heritage Reclamation ends up in second place.

Crypt Incursion

Crypt Incursion
Crypt Incursion
Instant
Exile all creature cards from target player's graveyard. You gain 3 life for each card exiled this way.

Back when Spy and Dredge were exploding in popularity, you didn't leave the house without this card in your pocket. It was actually maindecked for quite a while.

Sometimes I still use it to blindside league opponents running Sneaky SnackerSneaky Snacker or aggro decks. "Shaman, exile everything, gain 30 life."

But its time has mostly passed - three mana open is too much of an ask for how fast the meta has gotten.

Bojuka Bog

Bojuka Bog
Bojuka Bog
Land
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add .

Yet another tapped land that only clears a graveyard once, which isn't always relevant. Zero flicker effects in this deck to get more mileage out of it either. Not very efficient.

Toxin Analysis

Toxin Analysis
Toxin Analysis
Instant
Target creature gains deathtouch and lifelink until end of turn. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")

Excellent if you want to fully lock down the board - a genuinely grindy card for the opponent to play against. As mentioned above, whether it earns a slot depends on your play style and on the meta you're expecting.

9. Matchup Analysis

A note on the numbers below: match and game win rates are live. They update automatically as new results come in, so they will keep shifting over time, and a small sample size can swing them a lot in either direction. The favorable / even / unfavorable labels for each matchup are my own read, based on experience and how much effort the matchup takes to play well, not a mechanical readout of the win rate. If a percentage seems to tell a completely different story than the label, it's usually just variance: good or bad luck, or the specific opponents (and how many of them) I happened to run into.
I split matchups into favorable, even, and unfavorable based on my own playstyle and how I sideboard. Since this format has no stock maindeck and no stock sideboard, that read can vary a lot from deck to deck: someone building the same archetype differently, or facing a differently-built opponent, may reasonably see a matchup very differently than I do.

9.1 Favorable Matchups

Mono Blue Faeries 73.3% Match WR · 71.4% Game WR

There's really only one answer here: the Chrysalis. It's an impassable wall for them. Our Cast DownCast Down s kill their early Faeries so they can't ninjutsu in and build up pressure with Spellstutter SpriteSpellstutter Sprite . If we land Munitions, the game is over for them.

Game 1 you can hold their Ninjas back with the Shaman. Post-side the Pyroblasts and Breath Weapons come in too. All in all, they're not exactly thrilled to play against us.

Saved sideboard plan vs. Mono Blue Faeries
In
3x PyroblastPyroblast
2x Breath WeaponBreath Weapon
2x DuressDuress
1x Troublemaker OupheTroublemaker Ouphe
Out
3x Krark-Clan ShamanKrark-Clan Shaman
3x Nihil SpellbombNihil Spellbomb
2x Cast DownCast Down

UB Faeries 100% Match WR · 83.3% Game WR

This one isn't as easy as Mono Blue Faeries, but it's still very manageable. They do have a variety of removal spells that can pick off our Chrysalises, but we can control the board with our own. So if we manage to steal the monarch, the game is basically decided.

Saved sideboard plan vs. UB Faeries
In
2x DuressDuress
2x Breath WeaponBreath Weapon
3x PyroblastPyroblast
Out
3x Krark-Clan ShamanKrark-Clan Shaman
3x Nihil SpellbombNihil Spellbomb
1x Makeshift MunitionsMakeshift Munitions

Rally 60% Match WR · 53.6% Game WR

This one basically shuts off with a single Shaman. Games 2 and 3, Weather the StormWeather the Storm and Breath Weapon come to the rescue too. Not much else to say: as usual, the Chrysalis stabilizes the board, the Familiar makes them discard, and on top of that it's a deck that burns through a lot of its own resources early. If we get past turn five, the game is ours.

Saved sideboard plan vs. Mono Red Rally
On the Play
In
1x Troublemaker OupheTroublemaker Ouphe
2x Breath WeaponBreath Weapon
3x Weather the StormWeather the Storm
Out
1x Cast DownCast Down
1x Makeshift MunitionsMakeshift Munitions
1x Eviscerator's InsightEviscerator's Insight
3x Nihil SpellbombNihil Spellbomb
On the Play
In
3x Weather the StormWeather the Storm
2x Breath WeaponBreath Weapon
1x Troublemaker OupheTroublemaker Ouphe
Out
3x Nihil SpellbombNihil Spellbomb
1x Cast DownCast Down
1x Eviscerator's InsightEviscerator's Insight
1x Gixian InfiltratorGixian Infiltrator

Gruul Ponza

Well… it can't destroy our lands. Not much else to add. Its brother, Gruul Ramp (the creature version), shouldn't be underestimated, though, because of its cascade creatures.

Terror 50% Match WR · 55.6% Game WR

We have Spellbombs, and if we slam one down right away, we set them back by three or four turns at least. Remember to activate the ability while it's milling you - a creature could potentially come off the mill, so make sure you're not caught unable to answer a Tolarian TerrorTolarian Terror the moment it's cast.

The Chrysalis, or better yet the Eldrazi Spawn it makes, are excellent blockers. Delver of SecretsDelver of Secrets // Insectile Aberration gets blocked comfortably by Refurbished Familiar.

Careful post-side: they'll have plenty of AnnulAnnul and Steel SabotageSteel Sabotage effects. Watch out for casting Wildfire on your own Bridge - it could get bounced right back into your hand. Play your Ichors and Lembases carefully too, or they might strip the engine right out of the deck.

Saved sideboard plan vs. Dimir Terror
In
2x DuressDuress
2x Faerie MacabreFaerie Macabre
3x PyroblastPyroblast
Out
3x Krark-Clan ShamanKrark-Clan Shaman
4x Refurbished FamiliarRefurbished Familiar

Grixis Affinity 50% Match WR · 60.5% Game WR

I'll go out on a limb and put this one in the favorable column. Our creatures keep it well under control. Our removal can be used to shut down any Toxin Analysis combo attempt. Post-side, Ancient GrudgeAncient Grudge comes in, and it's an incredible answer against this deck. All in all, we're not exactly sad to see this matchup across the table.

Saved sideboard plan vs. Grixis Affinity
In
2x Ancient GrudgeAncient Grudge
1x Weather the StormWeather the Storm
1x Troublemaker OupheTroublemaker Ouphe
Out
3x Krark-Clan ShamanKrark-Clan Shaman
1x Gixian InfiltratorGixian Infiltrator

9.2 Even Matchups

Gruul Ramp 50% Match WR · 53.3% Game WR

This one ramps very, very quickly. If possible, take out their Arbor ElfArbor Elf right away. The Shaman is essential to holding it back. But if the board stalls and they take the Initiative, we can end up in real trouble. Wildfire, of course, is fantastic on their most enchanted land, but as you're noticing, our whole goal here is just to slow them down as much as possible.

Saved sideboard plan vs. Gruul Ramp
In
1x Troublemaker OupheTroublemaker Ouphe
Out
1x Nihil SpellbombNihil Spellbomb

RG Storm 100% Match WR · 85.7% Game WR

On paper this isn't a complicated matchup. In fact, if we land the Spellbomb and remove their Goblin Anarchomancer or Thornscape Familiar, we make their combo unstable, and we're ahead. But it falls into that category where you need to see the right cards at the right time, and it's a deck that can close the game out as early as turn three or four. So if Game 1 we don't know who we're up against and they beat us, they could easily steal one of the next two games as well.

Saved sideboard plan vs. RG Storm
In
2x DuressDuress
Out
1x LembasLembas
1x Makeshift MunitionsMakeshift Munitions

White Weenie 66.7% Match WR · 66.7% Game WR

Another matchup where we're not at a disadvantage. The Shaman is very strong, but you need to watch out for their Prismatic StrandsPrismatic Strands , or it can remove the Shaman and prevent the second hit while keeping everything alive. The real problem is Leonardo, Big BrotherLeonardo, Big Brother , which - being legendary - doesn't sit under Cast Down.

Sequence the Spellbomb carefully between Battle ScreechBattle Screech and Prismatic Strands: the only way we have to interact between the cast and the flashback of Battle Screech is if they have Lunarch VeteranLunarch Veteran // Luminous Phantom in play, since its trigger fires when the bird tokens enter - that gives us a window to crack the Spellbomb before they can activate the flashback.

Ah... and obviously, when they win, it's because of Battle Screech. Six birds, Leonardo, and it's over.

Saved sideboard plan vs. White Weenie
In
2x DuressDuress
2x Breath WeaponBreath Weapon
1x Troublemaker OupheTroublemaker Ouphe
Out
1x Eviscerator's InsightEviscerator's Insight
1x Ichor WellspringIchor Wellspring
3x Gixian InfiltratorGixian Infiltrator

Elves 58.8% Match WR · 60.5% Game WR

The Shaman is extremely strong here, that's true. But they're fast - very fast. The first Cast Down should go on Quirion RangerQuirion Ranger or Priest of TitaniaPriest of Titania . The Shaman needs to come online sooner than you'd think, because if they land the Initiative plus a Hydra, our game is pretty much over. They also have a strong opening of their own: Masked VandalMasked Vandal on our first Bridge. A close, hard-fought matchup.

Saved sideboard plan vs. Elves
In
2x Breath WeaponBreath Weapon
1x Troublemaker OupheTroublemaker Ouphe
Out
1x Eviscerator's InsightEviscerator's Insight
1x Makeshift MunitionsMakeshift Munitions
1x Nihil SpellbombNihil Spellbomb

Spy 61.1% Match WR · 56.8% Game WR

I won't say anything about Spy, because it's currently my favorite deck - hahahaha.

There's a guide for it: the Spy Combo deck guide.

Saved sideboard plan vs. Spy Combo
In
2x DuressDuress
2x Faerie MacabreFaerie Macabre
Out
1x Makeshift MunitionsMakeshift Munitions
2x Refurbished FamiliarRefurbished Familiar
1x Eviscerator's InsightEviscerator's Insight

9.3 Unfavorable Matchups

BG Gardens 38.5% Match WR · 48% Game WR

They have a lot - too much - removal. The Spellbomb needs to be used 99% of the time to stop the second ability of CampfireCampfire from going off. It's a matchup that goes long, especially in paper. Decking yourself out is a real possibility.

The strongest line is probably landing several threats at once so there's simply too much for them to answer. Or landing a couple of Gixians, growing the +1/+1 counters, and applying pressure right from the start (if they're holding up Defile, their only outs are Tithing BladeTithing Blade // Consuming Sepulcher or Cast Down). Speaking of Tithing Blade - that's their real closer. If they flip it early enough, it puts the game seriously uphill for us.

Saved sideboard plan vs. Golgari Gardens
In
2x DuressDuress
1x Troublemaker OupheTroublemaker Ouphe
1x Ancient GrudgeAncient Grudge
Out
3x Krark-Clan ShamanKrark-Clan Shaman
1x Cast DownCast Down

9.4 "Annoying" Matchups

These are the matchups we can win, but that make us sigh when we see them across the table.

Mono Red Madness 46.2% Match WR · 46.9% Game WR

Pre-side, it's almost impossible to win. GuttersnipeGuttersnipe comes down when it's already lethal, so our removal is useless by the time we'd want to cast it. The Spellbombs are essential for taking out Sneaky SnackerSneaky Snacker and letting us "choose" when they get to flash back Lava DartLava Dart .

Post-side things get better, but it's one of those matches where you're required to see the right half of the deck and can't afford to waste a single tempo.

Keep in mind that in this matchup the best defense is a good offense. There's no point holding up mana in some spots when tapping out for four and playing a Chrysalis could put a lot of pressure on them over the following turns. If they're the ones playing under pressure, we get more time to find Weather the StormWeather the Storm .

Saved sideboard plan vs. Mono Red Madness
On the Draw
In
4x DuressDuress
3x Weather the StormWeather the Storm
1x Go for the ThroatGo for the Throat
Out
3x Krark-Clan ShamanKrark-Clan Shaman
2x Toxin AnalysisToxin Analysis
1x Nyxborn HydraNyxborn Hydra
2x Cleansing WildfireCleansing Wildfire
On the Play
In
2x DuressDuress
2x Faerie MacabreFaerie Macabre
3x Weather the StormWeather the Storm
Out
2x Krark-Clan ShamanKrark-Clan Shaman
1x Gixian InfiltratorGixian Infiltrator
1x Makeshift MunitionsMakeshift Munitions
1x Eviscerator's InsightEviscerator's Insight
2x Cleansing WildfireCleansing Wildfire

10. Final Thoughts

This is genuinely a great deck. It was born thanks to MH3, so right now it has some of the strongest cards in the format all working together. It adapts well to the meta, and by now it's as much of a fixture of the format as Terror or a "red deck wins" list.

It rewards player skill a lot, and it really does deliver plenty of satisfying moments.

I wrote this guide from my own point of view. I played it for an entire year without changing a single copy, before eventually moving on to a deck I personally enjoy more (and with which I'm getting better results, since it fits my play style better - Spy Combo).

If you want to go deeper into the archetype, straight from the words of the person who built it and knows every last detail, I'd recommend walker735's guide.

11. Sideboard Sheet

Every saved sideboard plan for [PAUPER - FULL FREE GUIDE] Jund Wildfire - Indestructible Ramp [PRIMER], matchups covered above included - search to jump straight to one.
Saved sideboard plan vs. Altar Tron
In
2x DuressDuress
2x Faerie MacabreFaerie Macabre
2x Ancient GrudgeAncient Grudge
1x Troublemaker OupheTroublemaker Ouphe
Out
3x Krark-Clan ShamanKrark-Clan Shaman
1x Makeshift MunitionsMakeshift Munitions
2x Writhing ChrysalisWrithing Chrysalis
1x Eviscerator's InsightEviscerator's Insight
Saved sideboard plan vs. Caw Gates
In
2x DuressDuress
1x Troublemaker OupheTroublemaker Ouphe
2x Breath WeaponBreath Weapon
1x PyroblastPyroblast
Out
3x Krark-Clan ShamanKrark-Clan Shaman
3x Nihil SpellbombNihil Spellbomb
Saved sideboard plan vs. Cycling Storm
In
2x DuressDuress
2x Faerie MacabreFaerie Macabre
2x Ancient GrudgeAncient Grudge
1x Troublemaker OupheTroublemaker Ouphe
Out
3x Writhing ChrysalisWrithing Chrysalis
1x Makeshift MunitionsMakeshift Munitions
1x LembasLembas
1x Eviscerator's InsightEviscerator's Insight
1x Krark-Clan ShamanKrark-Clan Shaman
Saved sideboard plan vs. Dimir Terror
In
2x DuressDuress
2x Faerie MacabreFaerie Macabre
3x PyroblastPyroblast
Out
3x Krark-Clan ShamanKrark-Clan Shaman
4x Refurbished FamiliarRefurbished Familiar
Saved sideboard plan vs. Dredge
In
3x Weather the StormWeather the Storm
2x Breath WeaponBreath Weapon
2x Faerie MacabreFaerie Macabre
Out
4x Refurbished FamiliarRefurbished Familiar
2x Gixian InfiltratorGixian Infiltrator
1x Makeshift MunitionsMakeshift Munitions
Saved sideboard plan vs. Elves
In
2x Breath WeaponBreath Weapon
1x Troublemaker OupheTroublemaker Ouphe
Out
1x Eviscerator's InsightEviscerator's Insight
1x Makeshift MunitionsMakeshift Munitions
1x Nihil SpellbombNihil Spellbomb
Saved sideboard plan vs. Esper Affinity
In
2x DuressDuress
2x Breath WeaponBreath Weapon
Out
3x Krark-Clan ShamanKrark-Clan Shaman
1x Makeshift MunitionsMakeshift Munitions
Saved sideboard plan vs. Flicker Tron
In
2x DuressDuress
2x Faerie MacabreFaerie Macabre
3x PyroblastPyroblast
Out
3x Krark-Clan ShamanKrark-Clan Shaman
1x Makeshift MunitionsMakeshift Munitions
1x LembasLembas
2x Writhing ChrysalisWrithing Chrysalis
Saved sideboard plan vs. GW Bogles
In
2x DuressDuress
1x Troublemaker OupheTroublemaker Ouphe
2x Breath WeaponBreath Weapon
Out
4x Cast DownCast Down
1x Makeshift MunitionsMakeshift Munitions
Saved sideboard plan vs. Golgari Gardens
In
2x DuressDuress
1x Troublemaker OupheTroublemaker Ouphe
1x Ancient GrudgeAncient Grudge
Out
3x Krark-Clan ShamanKrark-Clan Shaman
1x Cast DownCast Down
Saved sideboard plan vs. Golgari Pestilence
In
2x DuressDuress
1x Ancient GrudgeAncient Grudge
1x Troublemaker OupheTroublemaker Ouphe
Out
1x Krark-Clan ShamanKrark-Clan Shaman
1x Cast DownCast Down
1x Eviscerator's InsightEviscerator's Insight
Saved sideboard plan vs. Grixis Affinity
In
2x Ancient GrudgeAncient Grudge
1x Weather the StormWeather the Storm
1x Troublemaker OupheTroublemaker Ouphe
Out
3x Krark-Clan ShamanKrark-Clan Shaman
1x Gixian InfiltratorGixian Infiltrator
Saved sideboard plan vs. Gruul Ramp
In
1x Troublemaker OupheTroublemaker Ouphe
Out
1x Nihil SpellbombNihil Spellbomb
Saved sideboard plan vs. Izzet Skred
In
3x PyroblastPyroblast
2x DuressDuress
Out
3x Krark-Clan ShamanKrark-Clan Shaman
2x Nihil SpellbombNihil Spellbomb
Saved sideboard plan vs. Jeskai Ephemerate
In
2x DuressDuress
3x PyroblastPyroblast
Out
3x Krark-Clan ShamanKrark-Clan Shaman
1x LembasLembas
1x Gixian InfiltratorGixian Infiltrator
Saved sideboard plan vs. Jund Wildfire
In
2x DuressDuress
1x Troublemaker OupheTroublemaker Ouphe
Out
3x Krark-Clan ShamanKrark-Clan Shaman
Saved sideboard plan vs. Mono Black Sacrifice
In
2x Breath WeaponBreath Weapon
Out
1x Makeshift MunitionsMakeshift Munitions
1x Nihil SpellbombNihil Spellbomb
Saved sideboard plan vs. Mono Blue Faeries
In
3x PyroblastPyroblast
2x Breath WeaponBreath Weapon
2x DuressDuress
1x Troublemaker OupheTroublemaker Ouphe
Out
3x Krark-Clan ShamanKrark-Clan Shaman
3x Nihil SpellbombNihil Spellbomb
2x Cast DownCast Down
Saved sideboard plan vs. Mono Blue Terror
In
2x DuressDuress
2x Faerie MacabreFaerie Macabre
3x PyroblastPyroblast
Out
3x Krark-Clan ShamanKrark-Clan Shaman
1x Makeshift MunitionsMakeshift Munitions
2x Refurbished FamiliarRefurbished Familiar
1x Pulse of MurasaPulse of Murasa
Saved sideboard plan vs. Mono Red Madness
On the Draw
In
4x DuressDuress
3x Weather the StormWeather the Storm
1x Go for the ThroatGo for the Throat
Out
3x Krark-Clan ShamanKrark-Clan Shaman
2x Toxin AnalysisToxin Analysis
1x Nyxborn HydraNyxborn Hydra
2x Cleansing WildfireCleansing Wildfire
On the Play
In
2x DuressDuress
2x Faerie MacabreFaerie Macabre
3x Weather the StormWeather the Storm
Out
2x Krark-Clan ShamanKrark-Clan Shaman
1x Gixian InfiltratorGixian Infiltrator
1x Makeshift MunitionsMakeshift Munitions
1x Eviscerator's InsightEviscerator's Insight
2x Cleansing WildfireCleansing Wildfire
Saved sideboard plan vs. Mono Red Rally
On the Play
In
1x Troublemaker OupheTroublemaker Ouphe
2x Breath WeaponBreath Weapon
3x Weather the StormWeather the Storm
Out
1x Cast DownCast Down
1x Makeshift MunitionsMakeshift Munitions
1x Eviscerator's InsightEviscerator's Insight
3x Nihil SpellbombNihil Spellbomb
On the Play
In
3x Weather the StormWeather the Storm
2x Breath WeaponBreath Weapon
1x Troublemaker OupheTroublemaker Ouphe
Out
3x Nihil SpellbombNihil Spellbomb
1x Cast DownCast Down
1x Eviscerator's InsightEviscerator's Insight
1x Gixian InfiltratorGixian Infiltrator
Saved sideboard plan vs. Mono White Heroic
In
2x DuressDuress
1x Troublemaker OupheTroublemaker Ouphe
Out
2x Nihil SpellbombNihil Spellbomb
1x Makeshift MunitionsMakeshift Munitions
Saved sideboard plan vs. Monster Tron
In
2x Ancient GrudgeAncient Grudge
1x Troublemaker OupheTroublemaker Ouphe
Out
1x Makeshift MunitionsMakeshift Munitions
2x Nihil SpellbombNihil Spellbomb
Saved sideboard plan vs. Naya Gates
In
2x Faerie MacabreFaerie Macabre
2x Breath WeaponBreath Weapon
Out
2x Refurbished FamiliarRefurbished Familiar
1x LembasLembas
1x Eviscerator's InsightEviscerator's Insight
Saved sideboard plan vs. Orzhov Blade
In
2x DuressDuress
2x Ancient GrudgeAncient Grudge
1x Troublemaker OupheTroublemaker Ouphe
2x Breath WeaponBreath Weapon
Out
3x Krark-Clan ShamanKrark-Clan Shaman
1x Nihil SpellbombNihil Spellbomb
2x Cast DownCast Down
1x Cleansing WildfireCleansing Wildfire
Saved sideboard plan vs. RG Storm
In
2x DuressDuress
Out
1x LembasLembas
1x Makeshift MunitionsMakeshift Munitions
Saved sideboard plan vs. Rakdos Madness
In
2x DuressDuress
3x Weather the StormWeather the Storm
2x Breath WeaponBreath Weapon
2x Faerie MacabreFaerie Macabre
Out
3x Krark-Clan ShamanKrark-Clan Shaman
1x Eviscerator's InsightEviscerator's Insight
4x Refurbished FamiliarRefurbished Familiar
1x Makeshift MunitionsMakeshift Munitions
Saved sideboard plan vs. Spy Combo
In
2x DuressDuress
2x Faerie MacabreFaerie Macabre
Out
1x Makeshift MunitionsMakeshift Munitions
2x Refurbished FamiliarRefurbished Familiar
1x Eviscerator's InsightEviscerator's Insight
Saved sideboard plan vs. Tireless Tribe Combo
In
2x DuressDuress
2x Faerie MacabreFaerie Macabre
Out
1x LembasLembas
1x Eviscerator's InsightEviscerator's Insight
1x Makeshift MunitionsMakeshift Munitions
1x Gixian InfiltratorGixian Infiltrator
Saved sideboard plan vs. UB Faeries
In
2x DuressDuress
2x Breath WeaponBreath Weapon
3x PyroblastPyroblast
Out
3x Krark-Clan ShamanKrark-Clan Shaman
3x Nihil SpellbombNihil Spellbomb
1x Makeshift MunitionsMakeshift Munitions
Saved sideboard plan vs. UWx Familiar
In
2x DuressDuress
2x Faerie MacabreFaerie Macabre
3x PyroblastPyroblast
Out
1x Makeshift MunitionsMakeshift Munitions
1x LembasLembas
3x Refurbished FamiliarRefurbished Familiar
1x Eviscerator's InsightEviscerator's Insight
1x Gixian InfiltratorGixian Infiltrator
Saved sideboard plan vs. White Weenie
In
2x DuressDuress
2x Breath WeaponBreath Weapon
1x Troublemaker OupheTroublemaker Ouphe
Out
1x Eviscerator's InsightEviscerator's Insight
1x Ichor WellspringIchor Wellspring
3x Gixian InfiltratorGixian Infiltrator

No saved sideboard plan matches "".

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