Format: Standard | Total Price: ~$124 (75 cards) | Featured Card: Rottenmouth Viper
Why This Deck / The Value Pitch
Jund Sacrifice took 1st place at today’s Standard Challenge 16 (2026-09-16) and has posted multiple 5-0 League finishes over the past week — it is, right now, the deck to beat in Standard. The full competitive build runs about $243 for all 75 cards, most of that tied up in a five-land shockland/surveil-land manabase. Cut that manabase down to a mix of budget duals and basics and the exact same 36 spells that are winning matches today come in at roughly $124 — right around half price.
The engine is simple: cheap creatures that want to die (Greedy Freebooter, Biotech Specialist, Callous Inspector) feed sacrifice and discard payoffs (The Sackville-Bagginses, Obsessive Pursuit), while Rottenmouth Viper punishes anyone who tries to out-grind you on cards. It’s a deck that rewards good sequencing more than an expensive mana base, which is exactly why it survives the budget cut so well.
Full Decklist — Total: ~$124 (75 cards)
Maindeck: 60 cards (26 creatures / 6 sorceries / 4 enchantments / 24 lands). Sideboard: 15 cards.
Creatures (26) — $31.58
- 3 Callous Inspector — $0.54
- 4 Gene Pollinator — $1.16
- 4 Greedy Freebooter — $2.32
- 4 Biotech Specialist — $1.16
- 2 Mutagen Man, Living Ooze — $3.88
- 4 The Sackville-Bagginses — $2.00
- 2 Umbral Collar Zealot — $0.68
- 3 Rottenmouth Viper — $18.84
Sorceries (6) — $13.14
- 3 Deadly Precision — $0.60
- 3 Lively Dirge — $12.54
Enchantments (4) — $2.04
- 4 Obsessive Pursuit — $2.04
Lands (24) — Budget Manabase — $47.72
- 4 Blooming Marsh — $14.96
- 2 Overgrown Tomb — $16.70
- 1 Stomping Ground — $6.69
- 1 Blood Crypt — $8.77
- 8 Swamp — $0.80
- 5 Forest — $0.50
- 3 Mountain — $0.30
Sideboard (15) — $29.12
- 3 Duress — $0.27
- 2 Shoot the Sheriff — $2.72
- 3 Strategic Betrayal — $1.98
- 2 The Ooze — $9.80
- 2 Surrak, Elusive Hunter — $2.38
- 3 Professor Dellian Fel — $11.97
Total: Maindeck ~$94.48 + Sideboard ~$29.12 = ~$123.60 for all 75 cards
Platform Import Format (paste-ready)
Deck 3 Callous Inspector 4 Gene Pollinator 4 Greedy Freebooter 4 Biotech Specialist 2 Mutagen Man, Living Ooze 4 The Sackville-Bagginses 2 Umbral Collar Zealot 3 Rottenmouth Viper 3 Deadly Precision 3 Lively Dirge 4 Obsessive Pursuit 4 Blooming Marsh 2 Overgrown Tomb 1 Stomping Ground 1 Blood Crypt 8 Swamp 5 Forest 3 Mountain Sideboard 3 Duress 2 Shoot the Sheriff 3 Strategic Betrayal 2 The Ooze 2 Surrak, Elusive Hunter 3 Professor Dellian Fel
Strategy Guide
Early Game (Turns 1-3)
Deploy your cheap sacrifice fodder on curve — Greedy Freebooter and Biotech Specialist come down as early as turn two and immediately start generating value from dying. Don’t be precious with these bodies; the whole plan wants them to trade or get sacrificed. Callous Inspector doubles as an early blocker if you’re on the draw against another aggressive deck.
Mid Game (Turns 4-6)
The Sackville-Bagginses and Obsessive Pursuit come online here, turning your stream of expendable creatures into card advantage and incremental damage. This is also when Rottenmouth Viper should be hitting the table — it taxes opposing card draw and starts closing games fast once you’re ahead on board.
Late Game (Turn 7+)
By this point you should be well ahead on cards thanks to Obsessive Pursuit and the sacrifice loop. Lively Dirge and Deadly Precision clear the way for a final attack, and Mutagen Man, Living Ooze can go over the top of grindy matchups as a resilient late threat.
Win Conditions & Combos
- Death by a thousand cuts: Sacrifice fodder plus The Sackville-Bagginses generates a steady stream of card advantage and incidental damage until the opponent simply runs out of answers.
- Rottenmouth Viper lock: Once Viper resolves, opponents drawing extra cards start taking real damage — many games end with Viper alone closing out the last 10-15 points of life total.
- Obsessive Pursuit engine: Turns your expendable creatures into a renewable card advantage engine that out-grinds slower decks over a long game.
- Deadly Precision plus Lively Dirge: Clear the last blocker or removal-immune threat standing between your board and lethal.
Upgrade Path (as budget allows)
- +2 Wastewood Verge (~$20) — surveil-land fixing that smooths draws in the late game, replacing 2 basics.
- +2 Blazemire Verge (~$19) — same effect for the black-red half of the manabase.
- +4 Starting Town (~$42) — the full competitive build runs this utility land as a near-auto-include; add as your budget allows since it upgrades land quality rather than replacing a spell slot.
- +2 Overgrown Tomb / +2 Stomping Ground (~$30 combined) — bumping back up to the full shockland count for smoother turn-two color starts.
- +1 The Ooze in the sideboard (~$5) — a second copy gives more resilience against exile-based removal in grindy matchups.
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