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Jumpstart into Zendikar

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The new Limited format of Jumpstart gives you a fast way to play fun games with friends. You only have to shuffle two random packs together to begin. And that speed is important on the plane of Zendikar, where the ground may give way below your feet and become an elemental. You may have to dodge a Lavaball Trap our escape a roving band of vampires. In short, there's no better place to go on an adventure.

Invite your friends to join you in Zendikar Rising. Today, we'll talk about using those cards to build four Jumpstart packs: three colors-worth of landfall followed by warriors tribal. By the time this article is released there may well be more options previewed, but even so I had to make tough cuts to fit in all the good cards. Best part? The new double-faced lands allow you to play more spells than ever before.


A typical Limited deck runs seventeen lands because the mana base is so shaky. Jumpstart packs all had eight lands, to make sixteen total because two of those were five-color fixers. Thanks to the Zendikar Rising lands our packs can include as few as six lands, one of which is a colorless utility one. No, this isn't madness. It's bliss because thanks to four double-faced lands our deck has more Red sources (nine) than a traditional Jumpstart pack.

Ghost Town

This land count matters. Often games in Limited are determined by mana flood or mana screw. Playing double-faced cards that can be either spells or lands will grant you the versatility to play more real games of Magic. This is exactly what we want at the kitchen table: fewer feel-bad blowouts. In fact, we may want to push our mana base even further. You can try dropping the land count to five and including a Fiery Fall.

That likely isn't necessary, though. The deck may already be plenty strong, thanks to the adaptability of its lands. The double-faced cards also allow you to play more potential lands than a traditional Limited deck, which is exactly what you need for your landfall synergies.

Akoum Hellhound
Plated Geopede

The original Zendikar was the most aggressive Limited format of all time, in part because landfall encourages attacking. You're not blocking with either of these creatures, as most often you only play lands on your turn. Our White landfall pack is similarly aggressive, only its griffins gain flying whenever you give them a new land to leap from.


These double-face cards are incredibly powerful. Previous versions of Makindi Stampede could win you the game or rot in your hand, if you are short on lands or not in a position to attack. This card will be what you want more often. It will also give you interesting play decisions on the early turns, when you have to choose whether to deploy it as a tapped land or save it to try to win much later.

Sejiri Shelter has similar utility. It can either help you protect your bomb of Emeria Angel, or it can help you get to four lands to cast her in the first place. This should excite any Limited player, and nothing says the plane like Zendikar more than players being excited about lands. I'll tip my cap to Wizards of the Coast for that.

Equipping Adventuring Gear on a Fledgling Griffin can end games in a hurry. For the third pack I searched for a way to play landfall that was less aggro. Not only did I want more variety, but also Green landfall cards have a more defensive nature.

Jaddi Offshoot


Here our goal isn't to apply the maximum amount of pressure with landfall creatures but rather to survive to make land drops. We can then deploy our bigger threats, such as Nessian Asp, and overcome our opponent. Tangled Florahedron is not only adorable but also provides us either with a land drop or ramp spell to our bigger creatures.

I included Vinelasher Kudzu as our rare because I find the card particularly flavorful. Who hasn't been infuriated by an invasive weed taking over your garden? For this slot I also considered Courser of Kruphix but decided it would feel too awful to see a double-faced card like Khalni Ambush on top of our library and not be able to put it into play. Beyond that, Courser of Kruphix is worse with our lower land count. This deck only runs five, with Elvish Aberration serving as another potential source or late-game threat. The same is true of the old chestnut Krosan Tusker.

As far as ramp payoffs go, Game-Trail Changeling may not seem like an obvious choice. As I said in previous articles, I will go off a well-trodden path in the woods to include changelings. They provide far more synergy across packs and lead to more exciting games. And speaking of excitement, how about Entourage of Trest? This card draw in Green seems perfect for a ramp strategy.

It would be natural to feature a fourth landfall pack to finish off the week. However, not as many of the double-faced lands have been previewed in the other colors. Instead, let's build around an exciting rare released this week.


Kargan Intimidator may be less elegant of a card than the OG himself, Boldwyr Intimidator, but I suppose we will have to settle for the human being far stronger. Not only will changelings be unable to block your warriors, but you can also activate an ability to name your opponent's creatures as cowards. If this isn't good clean Red-mage fun I don't know what is.

We're playing another rare and a personal favorite, Lovisa Coldeyes. Some Jumpstart packs feature a higher-rarity card in an uncommon slot. In this case I'm not worried about the pack being overpowered, at least compared to the other packs with the double-faced cards. Those are truly powerful. What's more important to this casual format is playing cards you enjoy. I like Lovisa Coldeyes not only because she's strong woman warrior, but she's part of Dominaria's history. She was a friend to Jaya Ballard and helped defeat Lim-Dul the Necromancer.

Lovisa Coldeyes

What's a card or card type you enjoy and would like to see featured in a pack of Jumpstart?

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