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The Five Best Jund Commanders in Magic: The Gathering

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Jund doesn't negotiate - it devours. These colors (Black, Red, and Green) thrive on turning sacrifice into strength, death into advantage, and chaos into inevitability. It's the color trio that reminds every table: power has a price, and Jund always pays it... usually with someone else's blood.

Here are the five Jund commanders that embody that ferocity that's best unleashed on your pod.

5. Henzie "Toolbox" Torre

Henzie

Henzie is a tempo engine that turns your 4+ mana value creatures into hasty, self-replacing missiles. Casting for blitz still casts the spell, so you pick up cast, attack, and ETB triggers, then draw when it dies. Because Henzie's discount scales with commander tax, the game naturally makes your blitz line cheaper every time you recast him.

You can lean into value-midrange (ETB monsters that smash and cycle) or skew towards combo with persist and recursion. Blitzing creatures that want to die-persist bodies, attack-trigger titans, and cast-trigger Eldrazi-lets you bank damage now and cards later. The end step sacrifice isn't a drawback-it's the business model.

Key Cards:

4. Slimefoot and Squee

Slimefoot and Squee

This duo is a self-sustaining recursion engine. They make a Saproling whenever they enter or attack, and their activated ability brings themselves and another creature back from the graveyard by sacrificing a Saproling. That means you don't just rebuild-you come back swinging with friends.

Your "fair" line is classic Jund Aristocrats-tokens into sac outlets into value. Your unfair line is assembling an altar plus death-payoffs so each loop nets mana, cards, or life drain until the table's gone. Because this commander duo handles the recursion themselves, you can focus your deck on engines, payoffs, and inevitability.

Key Cards:

3. Hearthhull, the Worldseed

Hearthhull, the Worldseed

Hearthhull weaponizes land sacrifice like only Jund can (okay, maybe Abzan's The Necrobloom can too but I digress). It turns your mana base into card draw and extra land drops, all while threatening to drain every opponent once you reach Station 8+. It's the kind of engine that starts as value and ends as a win condition hiding in plain sight.

The best Hearthhull decks feel like landfall and aristocrats had a cosmic baby. You draw cards by feeding the machine, play those same lands again, and drain your opponents to dust. Land recursion is everything-if you can bring it back, you can break it.

Key Cards:

2. Prossh, Skyraider of Kher

Prossh, Skyraider of Kher

Prossh remains one of the cleanest combos commanders ever printed. He gives you a horde of Kobolds on cast (not ETB!), dodging counterspells and guaranteeing value even through removal. His built-in sacrifice outlet turns those tokens into damage, mana, or combo fodder-whatever you need most.

The infamous Food Chain combo made him a legend, but even fair Prossh, Skyraider of Kher is terrifying. Each recast gets bigger and brings more Kobolds. Add a few drain effects, altars, or Purphoros, and the game ends quickly. The dragon may have aged, but his appetite hasn't.

Key Cards:

1. Korvold, Fae-Cursed King

Korvold, Fae-Cursed King

Korvold is the definitive Jund commander-draws cards, grows tall, and devours everything. Every (note EVERY kind) permanent sacrificed fuels both his size and your hand. Treasures, foods, fetchlands, and tokens all become momentum. Once Korvold, Fae-Cursed King starts eating, it's hard for anyone else to keep up.

He's flexible enough to helm stax, combo, or value lists, but his ceiling is always the same high one: turn every small resource into an overwhelming advantage. Treasures make him self-sustaining, and any loop that feeds tokens or death triggers becomes unstoppable under his watch.

Key Cards:

Jund Devours for Power

Jund commanders don't play nice. They don't counter, they don't stall-they feast. Every commander here turns self-destruction into domination through blitzed monsters, looping tokens, or lands devoured for power.

Each of these five legends carries the same message: if you're not willing to sacrifice something, you're already behind.

And remember: if your opponent starts sacrificing lands, drawing cards, and smiling while doing it... run.

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