|Commander / EDH||Legal|
Printings View all
|Conspiracy: Take the Crown (CN2)||Common|
|Magic 2015 (M15)||Common|
|Born of the Gods (BNG)||Common|
|Magic 2014 (M14)||Common|
|Magic 2013 (M13)||Common|
|Dark Ascension (DKA)||Common|
|2012 Core Set (M12)||Common|
|2010 Core Set (M10)||Common|
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|Have (16)||sombrevivo , Yawkcorb , corys , DFDGamer , Fiolek , NorthernCrow , frederiklw , richardmv , Mousemke , ironax , GoldGhost012 , Vasbear1 , , anonymausguy , Tmanator , MattN7498|
4 days ago
1 week ago
You should replace your Divination with Secrets of the Golden City. Since you're running a bunch of artifacts, Academy Ruins/Buried Ruin is a good addition. Artifact recursion like Argivian Find/Mine Excavation/Remember the Fallen/Restoration Specialist/Sun Titan are useful.
2 weeks ago
I think the weakest cards in the deck are probably Dreadwaters and Chant of the Skifsang. Rather than waiting until turn 5 or 7 for Dreadwaters to be as good as Tome Scour or Mind Sculpt, I'd want recurring mill triggers from a creature. Hedron Crab is the go-to option, but Manic Scribe could be built around too. As for the Chant, you could use a Commit, Anchor to the Aether, or something to that effect to put threats onto an opponent's library and immediately mill them. If you're worried about cards you don't want in graveyards, Surgical Extraction is a tech option. I'd definitely mainboard Visions of Beyond over Divination since it will almost always give you more resources for less mana. An interesting alternative is Skyscribing since it forces the opponent to draw from their thinning deck while interacting favorably with Sphinx's Tutelage. Finally, I'd look at including some Ghost Quarters. The card is just good in general, but it really gets nasty with Archive Trap.
2 weeks ago
You should look at Divination for more card draw that will also trigger your prowess creatures, you should really replace you Censors with Wizard's Retorts because it's just better, and Merfolk Trickster is just a nutty card that should have a home in here since it can tap down blockers and prevent creature's abilities from activating which can allow you to do things like kill indestructable creatures and prevent The Scarab God from returning to the player's hand.
If you're curious you can check out my Tempo Wizards list here. It's done fairly well at my fnm.
2 weeks ago
I typically don't run Scrying Sheets outside of a heavy Coldsnap deck; paying three to scry and then failing because only a quarter of the deck is snow is not a good feeling.
As for Temple of the False God and Terrain Generator, they can work in tandem to act as a Nature's Lore from hand. If I bounce two lands to my hand, I can tap those two to put a land back into play and then get my land for turn. Temple of the False God also allows me to, with Training Grounds out, activate Kenfnet twice for only three lands (unless I have Extraplanar Lens or am using mana rocks) and essentially getting a Divination at instant speed. All the card drawing and the Terrain Generator in my last mono-blue deck worked so well that I took out three opponents with a 20+/20+ Rimefeather Owl, that I just had to provide this blue deck with ramping, as well.
3 weeks ago
Hey! Cool deck you got here! First thing I notice is you need just a little bit more consistency. Opt is very good to help you with this, so you've got that covered. Personally, I'd drop Firefist Adept for more Opts. Although Naban will make the Adept more useful, you're not running many creatures, and coupled with that, you only have two of them, so the odds you'll get to draw him are particularly low. Additionally, Divination isn't too helpful in my opinion. Yes, you draw cards off of it, but it doesn't do much to advance your board state, for this reason Chart A Course is much better as it's less prohibitive, and leaves more mana open for your opponent's turn. Entrancing Melody is better off as a sideboard card IMO, in decks with smaller (or no) creatures it won't be very impactful. By removing these cards you can free up space for some more playsets of non-legendary creatures, which will make you a lot more consistent with your draws. I'd also see about adding in some Sulfur Falls to make your land base more diverse.Academy Journeymage is worth considering, as you'll often be able to cast if for cheap, and Naban will let you bounce two creatures. That's some value. One last thing I'd consider is Magma Spray for dealing with The Scarab God and Rekindling Phoenix which are two very big threats in standard right now. All in all, cool deck, I love seeing Wizards!
4 weeks ago
4 weeks 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.