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Pioneer: Jund Cosmogoyf - Deck Tech & Sideboard Guide

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The Jund Cosmogoyf combines the familiar Rakdos Midrange shell with the new Cosmogoyf and Demonic Bargain combo to quickly end games. In this article, we'll analyze this new Pioneer archetype!

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Jund Cosmogoyf is a new Midrange variant in Pioneer that runs the interaction of Edge of Eternities' Cosmogoyf with Demonic Bargain to exile thirteen cards from the deck with just one spell, turning the creature into a 13/14 for Magic Symbol BMagic Symbol G. Additionally, the archetype finds in Temur Battle Rage a combo-kill formula that harks back to the old Modern Jund Death's Shadow decks.

The Decklist

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Unlike the traditional Rakdos Midrange, Jund Cosmogoyf needs to operate around a lower mana curve and more aggressive projection than its predecessor. One downside to using a creature with no extra abilities other than a large body is that it offers opportunities for efficient one-for-one trades, and even if it eventually has 13 power, it doesn't matter when faced with a Fatal Push or Seam Rip.

While I'm presenting this deck tech based on player xfile's Challenge results, I'm not sure if this is the version that best utilizes the card. Cosmogoyf has that inherent advantage that Death's Shadow had of "combining" with Temur Battle Rage for a quick victory, and I believe we need a more dedicated, straightforward plan.

The Thoughtseize, Fatal Push and Bloodtithe Harvester coredefinitely remains, but we can consider cards like Stitcher's Supplier with Deadly Dispute and Kroxa, Titan of Death's Hunger, or maintain the focus of this playline combined with cards like Hooting Mandrills with Neoform for Atraxa, Grand Unifier if we want something more linear.

In particular, I'd look at the old Rakdos Pyromancer lists, replacing all the "air" that no longer works in the current Metagame with an effective combination of cards that work with Cosmogoyf, whether in combinations of Jund with Temur Battle Rage, or Abzan with Ketramose, the New Dawn.

Maindeck

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The "combo."

Cosmogoyf has a unique ability that interacts with Delve, but it also works with cards like Demonic Bargain to quickly increase its power, making it an effective threat against Aggro and a powerful clock against Control and Combo.

Besides increasing Cosmogoyf's power by thirteen, Demonic Bargain also searches for any card in the deck: a Temur Battle Rage or Inti, Seneschal of the Sun or Cosmogoyf are ideal targets, but we can find some hate or removal if we need it.

Temur Battle Rage can be combined with Cosmogoyf to deal 26 damage with Trample. It also works with Tasigur, the Golden Fang and Sheoldred, the Apocalypse.

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Tasigur, the Golden Fang feeds Cosmogoyf while also being a 4/5 for up to one mana. It can also be exiled to feed Analyze the Pollen as a tutor for creatures when needed.

Sheoldred, the Apocalypse can finish games on its own while slowing down the opponent's clock. An extra copy can be added instead of Inti, Seneschal of the Sun.

Speaking of Inti, its role is to guarantee evasion for Cosmogoyf while also exiling a card from the top during combat. It's a safety measure in case Demonic Bargain exiles both copies of Temur Battle Rage, as we don't want too many of them to avoid more "dead draws."

Analyze the Pollen fixes mana during the first few turns and can search for creatures while we can exile multiple cards from the graveyard for just one mana.

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Bloodtithe Harvester doubles as an early-game threat and interacts with creatures. Between its sacrifice ability and the Blood token, it's effective fodder for Analyze the Pollen or Tasigur, the Golden Fang.

Fear of Missing Out also functions as fodder for Delve and Analyze the Pollen while having a decent body. It also interacts with Inti, Seneschal of the Sun and, on rare occasions, Fable of the Mirror-Breaker.

Fable of the Mirror-Breaker does a little bit of everything: it accelerates mana, creates two bodies on the board, filters the hand, and has potential combos with Bloodtithe Harvester or Fear of Missing Out.

Graveyard Trespasser is a hard-to-kill threat, has a decent body, and functions as a decent graveyard hate in the maindeck. It's worth noting that its trigger works on cards from any graveyard, allowing it to increase the power of Cosmogoyf.

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Fatal Push and Thoughtseize remain mandatory Pioneer staples today for any deck with black and the safety valves that allow archetypes of this color to excel in the format today.

Thoughtseize deals with any opponent's core pieces, delays one or more turns of their game plan, or protects Cosmogoyf from removal, while Fatal Push deals with small creatures, and we have Bloodtithe Harvester to trigger Revolt frequently.

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Starting Town generates mana of any color unconditionally. There are some issues with playing lands that only enter untapped in the first three turns, but our mana curve is low enough that this isn't a problem.

Blooming Marsh and Blackcleave Cliffs round out the Fast Lands package, allowing efficient access to the right mana combination in the early turns.

Cardside (1 Urborg, Tomb of Yawgmoth || 1 Stomping Ground || 1 Overgrown Tomb || 1 Blazemire Verge)

Stomping Ground and Overgrown Tomb interact with Blazemire Verge, granting access to untapped mana starting on turn four, while Urborg, Tomb of Yawgmoth transforms all lands into Swamps to enable Verge while facilitating casting Thoughtseize and Fatal Push.

Sideboard

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Qarsi Revenant is a powerful tool against aggro due to the combination of Lifelink, Flying, and Deathtouch. Combined with Cosmogoyf through its Renew ability, we can easily win games with a mix of evasion and huge chunks of life gain.

Torch the Tower deals with Heartfire Hero, Manifold Mouse, Arclight Phoenix, and several other creatures from the current Metagame for cheap while exiling the creature.

Abrupt Decay deals with low-cost threats, destroys Greasefang, Okiba Boss, and several creatures from decks like Selesnya Angels and Azorius Spirits.

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Ghost Vacuum is the most effective option for this deck to deal with graveyard-based archetypes because we can use it to also exile cards from our graveyard and feed Cosmogoyf in the process.

Go Blank offers a more comprehensive hate against graveyards, but it also works in Combo or Control matchups where we don't need a lot of removal.

Duress works against these same matchups, or in games where the opponent relies heavily on non-creature spells, such as Izzet Prowess.

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Tear Asunder deals with artifacts and enchantments permanently while also becoming unconditional removal in longer games. It can be used against Rakdos Demons, Mono Black Midrange, Izzet Phoenix, Azorius Control, Boros Hammer Time, Izzet Prowess, Greasefang, and others.

Kolaghan's Command is a multimodal spell and perhaps a flexible slot. It offers recursion for creatures, removal against small threats, targeted discard, and deals with artifacts like Colossus Hammer and Cori-Steel Cutter.

Sideboard Guide

Mono Red Lynx

IN

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OUT

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Rakdos Midrange

IN

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OUT

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Orzhov Greasefang

IN

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OUT

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Azorius Control

IN

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OUT

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Selesnya Angels

IN

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OUT

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Izzet Phoenix

IN

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OUT

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Lotus Combo

IN

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OUT

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Hammer Time

IN

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OUT

[cardside](2 Fear of Missing Out || 4 Graveyard Trespasser || 1 Inti, Seneschal of the Sun || 1 Sheoldred, the Apocalypse

Wrapping Up

That's all for today!

If you have any questions, feel free to leave a comment!

Thanks for reading!