Target creature gets -4/-0 until end of turn.
Draw a card.
Printings View all
|Mystery Booster (MYS1)||Common|
|Core Set 2020 (M20)||Common|
|Core Set 2019 (M19)||Common|
Combos Browse all
|Commander / EDH||Legal|
7 months ago
- Keep in mind according to oathbreaker rules, Fae of Wishes adventure does not function unless you ask your playgroup if it is okay.
- Give Oko's ability to steal, giving creatures temporary power reduction might be in your best interest.
- Look into cards like Befuddle and Dwindle .
- Not sure if the mill effects are the best fit for Oko. Tamiyo, Collector of Tales synergizes with your signature spell better as well.
1 year ago
Just so you know, Voltaic Servant is also Historic.
If you cast it during your first main phase you can attack with Traxos that turn, then untap it on your End Step.
This deck plays better than I thought it would, unless your Opponent manages to go wide.
A total of three.
For a cheaper option, that leaves your Creatures alone, you could try three Urza's Ruinous Blast instead. That will give you a full playset to work with.
Do keep in mind that Settle the Wreckage comes down a turn earlier, and does muck up Token decks.
Hope that helps.
1 year ago
Update: Have you play tested this? I just ran this through the play test feature here. Turn 2 Wall of Mist and then I didn't see another creature until turn 9. Patient Rebuilding and Psychic Corrosion were out, but I can't see them being too helpful if you only have one blocker from turn 2 until turn 9.
You might want to drop the Befuddle for some additional cheap to cast creature. Maybe something like Aviation Pioneer that grants you a two creatures for one swing? I'm sure there are better creature options, just thinking in terms of you getting defense out there
2 years ago
Cut the following:
Save it and let me look at it after.
2 years ago
Well to start in a Jhoira deck you don't have enough artifacts, particularly low cost ones. I think her main draw is the ability to churn through your deck and find the cards you need for a specific situation. There's also a lot of top end that doesn't fit in to the theme/strategy of the deck, like Slinn Voda and Etali. I'd recommend going up in artifacts, and then taking on The Antiquities War to turn them into some real threats.
Ideally artifacts that could really help this deck out are:
- Combustible Gearhulk
- Cultivator's Caravan
- Filigree Familiar
- Metalwork Colossus
- Panharmonicon - Especially good with Jhoira
- Prophetic Prism - Much, much better than Navigator's Compass
- Scrap Trawler
- Skysovereign, Consul Flagship
- The Immortal Sun
- Paradox Engine
- Torrential Gearhulk
- Walking Ballista
- Icy Manipulator
Also, some general cards that I think give you net negative card advantage/are generally pretty poor, and could be upgraded easily and cheaply:
- Rescue - It's basically a worse Unsummon, which itself isn't that great. A negate or, if you go up on artifacts, Metallic Rebuke would almost always be more useful
- Befuddle - Highly situational, and doesn't help you stop certain threats. Abrade or Lightning Strike are better alternatives for dealing with early-game threats
- Divination - Probably better to swap out for Hieroglyphic Illumination or Glimmer of Genius. The extra mana is more than made up for by it being at instant speed, and Illumination can be cycled early game to help you hit your land drops, while Glimmer lets you scry 2 before you draw and gives you energy
- Howling Golem - The current deck doesn't have an infinite combo that requires more card draw from you, so the symmetrical effect more often than not helps your opponent more than it helps you. I'd look for other creatures or artifacts to replace it
- Run Amok - While it might work in combat some of the time, its essentially works like a worse Lightning Strike, dealing 3 damage to an opponent/creature through combat damage rather than on the stack. I'd swap it out.
- Seismic Shift - Destroying a land might help some of the time against fliplands, but a Field of Ruin does a better job at that and doesn't cost you a playable slot. The unblockable ability is also highly situational, given how Jhoira wants to drown the opponent in card advantage more than the deck wants to force creatures through for combat damage. I'd drop it for another artifact/legendary to trigger Jhoira.
Overall I really like the Jhoira deck and congrats on pulling Karn! Most of the suggestions I made were common/uncommon cards and bulk rares, so it wouldn't take much to really overhaul this deck and make the most of Jhoira's ability. I guess my final comment is when in doubt, include cards that play off of your commander.