Jace, Ingenious Mind-Mage


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Mythic Rare

Combos Browse all

Jace, Ingenious Mind-Mage


+1: Draw a card.

+1: Untap all creatures you control.

-9: Gain control of up to three target creatures.

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Recent Decks

Jace, Ingenious Mind-Mage Discussion

Joe9 on Phenax, God of Milling

1 week ago

Demonic Tutor and Final Parting would fit nicely alongside Diabolic Tutor. Demonic Tutor is strictly better than Diabolic Tutor. This deck has some graveyard play, but not a ton. If it simply had 2 cards which could bounce back from the graveyard, Final Parting would become a necessary inclusion. Vampiric Tutor isn't bad either. While tutors fill a slot in a commander deck which could be filled another useful spell, they work to hone the deck and make the best spells appear more often. If a deck ever has a card which makes you go "Eh. It sorta fits.", then replace that card with a tutor. That tutor IS a card that fits, because it will turn itself into the card in the library that fits.

Since your commander wants your creatures to tap, here's a few tricks for untapping your tappers in mass. Intruder Alarm is a great card in disguise. Your creatures don't untap during your upkeep, but they DO untap whenever ANYONE casts a creature spell. In a multiplayer commander game, multiple people could cast creatures in a single cycle of turns. This will let you retap all of your creatures MANY TIMES in one round of turns! Jace, Ingenious Mind-Mage lets you tap everything twice on your turns. Breaking Wave is a one-time untapper. It will untap up to all of your creatures once, which isn't as effective as the other spells in this list, but it also effects your opponents. That added bonus makes it noteworthy enough for a mention here. Used at the right time, this could redirect the tides of the game. Thousand-Year Elixir combos decently with Intruder Alarm by letting you tap all your creatures, play a new creature, and tap everything again along with the creature which you just played. None of these recommendations are infinite untap machines, but they're still good. Obviously, any infinite untap machine would break this deck.

CBBA on Mine, mine, everything is mine! (Guile-deck)

3 weeks ago

Yes you are right Jace, Ingenious Mind-Mage is perfekt. Thank you very mutch! You helped me a lot!

The_Cardinal on Mine, mine, everything is mine! (Guile-deck)

3 weeks ago

Oh wait ! I know. Jace, Ingenious Mind-Mage. That card would be perfect in your deck !

TypicalTimmy on Help building my first syperfriends ...

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.

But I'm going to tell you this: I absolutely love Superfriends. I play Modern and I currently have quite a few. Not all are on this site so I can't link them, and about half are private. But I have:

I am also currently designing Rakdosfriends, and after that I want to challenge myself with Mardufriends because that's going to be super hard.

The reason I say all of this is because, to be absolutely fair, there's really only ONE combination you need to win. You can win on T6 without ramp, T5 with decent ramp, T4 with extremely well fine-tuned ramp, and it's even technically possible to win on T3 or sooner with insane ramp. In fact, with the perfect hand, it's a T2 win if you know how to get Doubling Season out T1 and produce on T2.

puroki on #8 Breakfast At Tiffany's

3 months ago

Jace, Ingenious Mind-Mage isn't good even in commander. There are lot of better planeswalkers. If you want a good card draw or planeswalker which perfectly fits here, then I suggest you new Karn, Scion of Urza. He is 10000% better than the Jace. If it is too much for you, then even Jace Beleren is better option :)

TypicalTimmy on Best tap abilities in bant ...

3 months ago

If you're looking at longer games, Dovin Baan's -7 is a great tap-down effect, but it'll take quite a while to get there. However with most EDH games lasting a while, he might be worth at the very least Sideboarding.

Jace, Ingenious Mind-Mage might also be worth considering depending on just how you tap down things. If you're using creatures with tap abilities, you can +1 them and go for a second activation if you have the mana or whatever. For example, you can tap all Wizards you run with Azami, Lady of Scrolls to draw a stupid amount of cards, +1 them all to untap, and do it again. Otherwise, Jace let's you draw on another +1 and gets you control of enemy creatures. I run him in an Esper Superfriends deck along side Sorin, Lord of Innistrad that uses Captivating Vampire and that combo is just brutal.

I'm not sure about other combinations. I was originally going to suggest Venser, the Sojourner but I saw you already had him, which is why I started to look at other walkers instead.

GasmanH2S2 on Frank Sinatra

3 months ago

The Immortal Sun would probably be good instead of Jace, Ingenious Mind-Mage. The +1/+1 and cost reduction would probably be better for your rats.

Murphy77 on Endless Hand and Stompy Boys V1.5

6 months ago

I would consider dropping 3 Bounty of the Luxa, Jace, Ingenious Mind-Mage, Nissa, Genesis Mage, 2 Sphinx of Magosi and 1 Druid of the Cowl for 2 each of Nissa, Steward of Elements, Rishkar, Peema Renegade, Wayward Swordtooth and Drover of the Mighty - - - It just seems that those changes will speed up your deck a bit.

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