To beat Jund Midrange in Magic: The Gathering Arena Standard, Boros Dragons relies on cheap early removal to survive the opening turns, flips Invasion of Tarkir, and deploys high-toughness flying threats that bypass ground stalls.
Why Boros Dragons Beats Jund Midrange
Standard Jund Midrange decks rely on terrestrial threats such as Glissa Sunslayer, Preacher of the Schism, and Mosswood Dreadknight to stabilize the ground. Because these creatures cannot block flyers, Boros Dragons converts turns four and five directly into an evasive clock.
The archetype also exploits the damage thresholds of standard black-red removal:
- Cut Down cannot target your five-mana Dragon threats.
- Brotherhood's End deals three damage, failing to clear five-toughness flyers.
- Go for the Throat trades one-for-one, but entering Dragons leave behind immediate card advantage, exile triggers, or flipped battles.
Core Dragon Engine
The deck's offensive core balances early burn with scalable mid-game card advantage.
| Card Name | Mana Cost | Archetype Role | Midrange Impact |
|---|---|---|---|
| Invasion of Tarkir | 1R | Early removal and battle | Clears early creatures; flips into a 4/4 flyer with attack burn |
| Bonehoard Dracosaur | 3RR | Card and board engine | Generates cards, 3/1 Dinosaur tokens, and Treasures every upkeep |
| Dragonhawk, Fate's Tempest | 3RR | Immediate card draw and burn | Exiles cards on entry and burns the opponent if cards go unplayed |
Invasion of Tarkir bridges early defense into airborne pressure. For two mana, revealing Dragons from hand eliminates early threats without expending premium spot removal. Defeating the battle transforms it into Defiant Thundermaw, a 4/4 flyer that deals two damage to any target whenever a Dragon attacks.
At five mana, Bonehoard Dracosaur demands an immediate answer before your untap step. If it survives, it produces extra card advantage, Treasure ramp, and 3/1 Dinosaur tokens that protect your life total and absorb sacrifice effects. Dragonhawk, Fate's Tempest provides immediate value even against instant-speed removal by triggering upon entering the battlefield, exiling fresh resources and burning the opponent for any cards left unplayed.
Early Sequencing and Removal Priority
Preserving life totals during turns one through three ensures you survive to cast your five-mana threats.
- Save hard removal for high-value cards: Use Lightning Helix to remove fast attackers and buffer life totals by three points. Reserve Get Lost for bulky threats, Overlords, or planeswalkers like Liliana of the Veil.
- Cast Invasion of Tarkir on curve: Aim to remove a creature that generates recursion or recurring damage. Do not hoard the battle simply to maximize reveal damage; dealing four damage cleanly answers most early opposing plays.
- Flip the battle early: Directing four points of combat damage at Invasion of Tarkir to unlock Defiant Thundermaw is generally preferable to hitting the opponent's life total, as the recurring attack triggers quickly make up the difference.
Step-by-Step Pilot Strategy Against Jund
- Contain early threats (Turns 1–3): Cast Lightning Helix or Invasion of Tarkir to clear opposing two-drops and three-drops. Hold mana open when anticipating high-priority plays rather than tapping out blindly on turn three.
- Set up the mid-game (Turn 4): Attack down Invasion of Tarkir to flip Defiant Thundermaw, or force the opponent to spend removal before committing your five-mana bombs.
- Deploy five-mana Dragons (Turn 5): If the opponent taps out, cast Bonehoard Dracosaur to force a response before your upkeep. If the opponent holds open mana for Go for the Throat, cast Dragonhawk, Fate's Tempest to guarantee immediate card exile and burn value.
- Counter edict effects: Protect solitary flyers from Liliana of the Veil by using Dinosaur tokens from Bonehoard Dracosaur or early creatures as sacrifice fodder.
Sideboard Adjustments
Adjust your configuration to counter specific Standard matchups:
- Graveyard and Delirium lists: Bring in Rest in Peace or Ghost Vacuum against Golgari and recursive Jund builds to break Mosswood Dreadknight loops and eliminate late-game recursion.
- Go-wide aggro and tokens: Sub in sweepers like Split Up or Temporary Lockdown to clear aggressive boards before landing five-mana flyers.
- Control with countermagic: Use Cavern of Souls naming Dragon to bypass counterspells like No More Lies, forcing opponents to answer threats strictly on the battlefield.
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Player Comments
96 players commented on this guide.
I wish I had read this before upgrading the wrong thing.
This helped me understand early game much better.
This guide answered the exact question I had.
Good guide for Magic: The Gathering Arena players. The early game part was useful.