|Commander / EDH||Legal|
Printings View all
|Signature Spellbook: Jace (SS1)||Mythic Rare|
|2011 Core Set (M11)||Mythic Rare|
|2010 Core Set (M10)||Mythic Rare|
|Duel Decks: Jace vs. Chandra (DD2)||Mythic Rare|
|Promo Set (000)||Mythic Rare|
|Promo set for Gatherer (PSG)||Mythic Rare|
Combos Browse all
Planeswalker — Jace
+2: Each player draws a card.
-1: Target player draws a card.
-10: Target player puts the top twenty cards of his or her library into his or her graveyard.
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Jace Beleren Discussion
2 days ago
Hey, I saw all the comments you got so I'll make this short. I run a mono blue mill based more around Sphinx's Tutelage and drawing but I still have some suggestions. Jace, Memory Adept and Jace Beleren are both great planeswalkers on the cheap. If you want strong spell mill I'd suggest Tome Scour and Memory Sluice, and lastly i know they deck is not at all based around creatures but I like to have some dudes just in case I'm fighting an aggro deck. For this I'd say Fog Bank and Guard Gomazoa as well as maybe a Belltower Sphinx
3 days ago
Before getting into suggestions, I have some general feedback. A lot of the cards you currently have are fantastic, but don't really belong in mill. Mill is a bit of a strange archetype--because it is Blue, lots of players think "control" when they play mill. In my experience, this is not a great way to think about it. Mill is far closer to mono-Red burn than it is to other blue decks--your goal is to "burn" the opponent as quickly as possible. The difficulty with mill is that your opponent has 60 health, as opposed to 20, meaning you have much further to go than with a traditional burn deck.
To that end, the following cards do not help you very much:
Any of your Planeswalkers: Jace, the Mind Sculptor is arguably the best planeswalker ever printed, but doesn't add much to your overall game plan. Further, the earliest he comes out is turn 4--that's the turn where you want to go for the kill, having played your Fraying Sanity on turn 3. Jace Beleren comes out when you want to play other cards, without adding to your victory. Jace, Memory Adept comes out too late to really make a difference--you're better off blitzing them with your remaining mill spells on turn 5.
Syncopate - you have better things to do with your open mana. Turn 1, this card is useless. Turn 2, you ideally want to hit with a mill spell or drop another Hedron Crab, making this card again useless. Turn 3 is Fraying Sanity. Turn 4 is burn. There's not really a good time to play this card.
Patient Rebuilding is a pretty fun, flavourful card, but also comes out too late to really make a difference.
Jace's Archivist is another card taking up your valuable three-drop slot, and doesn't really do much. By turn 4, when you can first activate the ability, your opponent is likely down to 2-4 cards, making the additional mill insignificant. Further, Archivist does nothing the turn you drop it--not ideal in such a fast-paced gameplan.
Jace's Phantasm can be helpful as a blocker, but in my experience, there's always something better to play. This might be worth keeping depending on the other decks in your meta.
Here are some cards to add (as well as a few few more cards to cut directly followed by their upgraded version):
Surgical Extraction is a must in any mill sideboard - Emrakul, the Aeons Torn is a common enough card that you need a way to deal with her being placed into the graveyard. Because it uses Phyrexian mana, there’s no need to run any lands that produce Black.
I'm going to second PhoenixNest's Archive Trap and Ghost Quarter suggestion. This is just a wonderful combo, and enough players are running fetches that you can usually Archive Trap without Ghost Quarter (or, at the very least, slow down their mana as they'll be scared to fetch).
5 days ago
I feel like Storm the Vault would be a good addition. Your deck could get this card flipped very quickly and the mana boost it adds is huge.
However, if your willing to explore other card draw options I'm a huge fan of Jace Beleren. Consistent Blue card draw is always nice.
1 week ago
As Gidgetimer has said, the Legend Rule would have never prevented you from having both Sidisi, Brood Tyrant and Sidisi, Undead Vizier on the battlefield at the same time, since they have different names. The only thing the recent change does is simplify the rules for planeswalkers, which incidentally now lets you have Jace Beleren, Jace, the Mind Sculptor, and Jace, Architect of Thought all on the battlefield at once, where previously planeswalkers were only allowed to have one of each planeswalker type (Jace, Gideon, Elspeth, etc.) on the board at any given time.
2 weeks ago
Alright rockleemyhero I went through your binder and did find a few things id like to have. Your Japanese Brainstorm, Dig Through Time Impending Disaster the Static Orb Phyrexian Altar Show and Tell Mana Maze and the duel deck Jace Beleren All of these or any combination are fine just kind of let me know what youre looking to let go of and im sure we can work something out!
1 month ago
Wall of Denial is strong enough that I think you should be running four copies.
I'd say Tetsuko Umezawa, Fugitive is a must in this deck, given the number of 0 toughness creatures you have. I would cut Gwafa Hazid, Profiteer for Tetsuko, as well as both your Jace Beleren--neither do very much for you. Normally I would be skeptical of running 3 copies of a legendary, but this card is (a) cheep to cast, (b) can win you the game, and (c) will be a prime target for enemy removal, making redundancy a must.
I would recommend moving Disenchant to the sideboard.
1 month ago
I would recommend cutting Temple Bell, Master of the Feast, Dictate of Kruphix, Howling Mine, Kami of the Crescent Moon, and Jace Beleren. On paper, these cards seem to work well in a Nekusar deck--after all, more card draw means more damage. In reality, I have found this not to be the case. Cards are the most important resource in MTG, and paying a few life for extra cards is generally a pretty good deal (which is why Necropotence is on Vintage's restricted list). The problem gets even worse in multiplayer--after all, you're drawing one extra card, and thus have one chance to receive something you need, while your opponents collectively draw three cards, increasing the chances one might receive their answer to your strategy.
Focusing on explosive plays with wheels tends to be the best bet. Here are some cards to consider adding:
Helm of the Ghastlord produces redundancy for the Niv-Mizzet combo. When enchanting Nekusar, your opponents are forced to discard the cards they do manage to draw.
Sigil of Sleep turns wheel effects into mass bounce spells, helping provide protection.
Phyresis ends games, but infect is generally seen as a highly toxic mechanic. I would be weary of running this, as it could make individuals not want to play against you.
Imprisoned in the Moon and Deep Freeze provide solid removal without causing a change in game-zone. As such, you can use them to remove a commander without it being returned to the command zone, ensuring it sits uselessly on the battlefield for as long as it is enchanted.
1 month ago
Are you building for FNM or casual? If casual, you could probably get away with any Planeswalker as your Commander.
But if you didn't know, on Aug 10th, 2018 WOTC will be releasing a new Commander set focused on Planeswalkers again.
- AUGUST 10, 2018 Choose your commander and carve your path to victory in this unique multiplayer Magic format. Call on powerful planeswalkers and deploy their signature strategies to make sure you're the last player standing.
It looks like there's only four this time, so chances are very good that we are looking at two-color Planeswalkers minimum. But considering they specifically mention "signature strategies", I'm calling it right now that we will probably be getting at least one three-color 'walker.
Basing this on the fact that the more colors you add, the more strategy you need to win. It's not so blunt and straight-forward anymore.
So, keep this in mind while designing as it's about seven weeks away and it'd really suck for you to design and even buy a deck that might fundamentally change.
Esperfriends focused around control. It's also a vampire tribal. It keeps flexing under local meta shifts but currently it has Jace Beleren, Liliana Vess, Sorin, Lord of Innistrad, Venser, the Sojourner, Jace, Ingenious Mind-Mage, & Ashiok, Nightmare Weaver. It also has a small milling aspect. Either I take control of what you played, or I play it for free from your graveyard. My choice ;)
Nayafriends that I just built.
Selesnyafriends focused on +1/+1 counters and giving everyone a combination of Trample / Flying. I either go over or under everything in my warpath and it's just awesome. This was my first one and doesn't have much. Just a single copy of each: Ajani, Mentor of Heroes, Ajani, Valiant Protector, Elspeth, Sun's Champion, Garruk, Primal Hunter, Huatli, Radiant Champion, Nissa, Voice of Zendikar and while she's not a Planeswalker it also has Karametra, God of Harvests
I am also currently designing Rakdosfriends, and after that I want to challenge myself with Mardufriends because that's going to be super hard.