During the preview season of Dominaria, there was a card which immediately caught my attention. I immediately thought of building a deck around this card. The card in question was

A 4/5 zombie knight with menace for 2BB is not bad but certainly is nothing special. What makes this card special is its 5B kicker, which brings eight 2/2 menace zombies with Josu. That is 16 power on the board from one card. Combine that with Josu himself and you have 20 power ready to strike on the next turn. Powerful indeed, but you have to spend 10 mana to achieve this, plus you have to wait to attack until your next turn. This is not very efficient in Standard. So how do we make this more playable? There are some interesting cards currently in standard that generate extra mana such as
The first version enlists the aid of another Legend -
The second version exploits
Neheb to the Rescue

Remember
Ideal Scenario: you play a land on each of your turns until you cast Neheb, you attack with him on turn 6 (or use other sources of damage to generate even more mana), Neheb is not blocked and on the post-combat main phase you are ready to cast a kicked Josu Vess.
How to Make It Playable
If you just rely on Neheb to generate the mana, then you're going to play a slow game. This will cause a number of problems and is not the most efficient way to win Standard games. Considering the number of cards that can get rid of Neheb before you get the chance to do anything with him, we need to speed things up a bit. One solution, and the one we'll explore is to add green and play a Jund ramp strategy.

By opening up to green, we can include cards such as
Removal

In order to survive long enough to cast Neheb or Josu, we need to get rid of our opponent's threats. Since we are in Jund, we have a lot to choose from. Black provides direct creature removal with cards like
Green might not offer much in removal, but it does have answers to enchantments or artifacts thanks to
Creatures
Casting Josu Vess kicked requires quite a lot of mana. To do it quickly, some of our creatures in the deck need to help us with the mana acceleration. Llanowar Elves is an easy inclusion therefore and Elfhame Druid is a decent two drop, which also ramps our kicker spells.
Planeswalkers
As much as I was tempted to add Liliana to the deck, for the obvious flavor, she did not seem to add anything to the jund build of the deck. However, one of her friends was a perfect fit -
Sideboard Cards
For the sideboard we have to include answers to enchantments and artifact, hence the inclusion of Naturalize and Vraska, which can also generate creatures against grindy match ups.
The Jund Deck
Of course the idea of this deck is ambitious, and a problem with this variant is the double red and double black (triple for a kicked Josu), which the elves do not help cast. However, if you manage to stall long enough, the deck can turn into a power house. Here is one of the builds I am running. As I mentioned before this is not meant to be a top tier deck but a fun casual build that can still hold its own against powerful decks. I constantly tweak the list and try new things.
Jund Josu Vess by Ryan S:
| Maindeck | ||
|---|---|---|
| 23Lands | 20Creatures | 17Other Spells |
| 1 | 4 | 2 |
| 1 | 2 | 2 |
| 4 | 2 | 3 |
| 4 | 3 | 2 |
| 2 | 2 | 2 |
| 2 | 3 | 1 |
| 2 | 2 | 2 |
| 3 | 2 | 2 |
| 4 | 1 | |
| Sideboard | ||
|---|---|---|
| 2 | 2 | 2 |
| 2 | 3 | 4 |
Josu in the Luxa
As mentioned in the beginning, another way to generate enough mana to be able to cast a kicked Josu Vess is to exploit
So why should we splash blue for Bounty of the Luxa. The 2GU enchantment states: At the beginning of your pre-combat main phase, remove all flood counters from Bounty of the Luxa. If no counters were removed this way, put a flood counter on Bounty of the Luxa and draw a card. Otherwise, add {C}{G}{U}. Bounty of the Luxa can help us draw cards and ramp as the turns go by. If we play Bounty of the Luxa and then cast another one the following turn, we are guaranteed to and extra 3 mana and extra card draw on each of our turns. Similar to the Jund version, we will still need to ramp as fast as possible but with the added blue we can also use the extra mana to draw cards later in the game thanks to
Since we are adding blue to the deck we can also enlist
For the sideboard we can include
Sultai Josu Vess by Ryan S:
| Maindeck | ||
|---|---|---|
| 22Lands | 15Creatures | 23Other Spells |
| 4 | 4 | 2 |
| 2 | 3 | 1 |
| 2 | 3 | 2 |
| 3 | 3 | 3 |
| 3 | 2 | 3 |
| 2 | 2 | |
| 2 | 3 | |
| 2 | 1 | |
| 1 | 2 | |
| 1 | 2 | |
| 2 | ||
| Sideboard | ||
|---|---|---|
| 4 | 3 | 3 |
| 2 | 2 | 1 |
Conclusion
Both versions of the deck play a midrange game. The plan of each deck is to ramp out early and deal with any early opponent threats with cheap removal. The Jund version is more aggressive compared to the Sultai version; however, both decks have a similar playstyle. Each deck will struggle against token, creature strategies if not dealt with early. On the other hand, the decks can outpace control decks if the ramp strategy works and the opponent is not prepared to deal with a sudden zombie army with menace. Even though both decks might not be super competitive, they are fun to pilot and can provide some surprising wins.
What do you think? Which version do you prefer? Do you have any suggestions or improvements you want to do to the decks? Have you tried to make Josu Vess Work in another ways? Share your ideas; I am very interested in what the community can come up with!
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