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.

Price & Acquistion Set Price Alerts


Jace, Ingenious Mind-Mage Discussion

hkhssweiss on Kumena's Tyranny

1 month ago


I would say your weakest cards currently are:

Master of the Waves - For being a 4 drop, it is one of the weaker ones that doesn't promote your game plan or give synergy.

River Sneak - Beasically a vanilla creature, would replace with a one drop cmc creature.

Sage of Fables - Just a bit too slow, aand not much synergy aside from the +1/+1 Counter card draw which is a tad too slow.

Shapers of Nature - Same as Fables, but even slower. I would cut this card first over Sage of Fables.

Slinn Voda, the Rising Deep - Too high cost for a asymmetrical bounce. I rather run a tutor (Mystical Tutor) to find Cyclonic Rift over him, or even more protection.

Vorel of the Hull Clade - Doesn't fit with synergy, and costs every time. If it targeted every single one of your creatures than yes, but since it's a single target...no.

Another suggestion will also be for the type of ramp spells. Going on curve I rather use the two drops like Nature's Lore, Farseek, Rampant Growth. But I do like Kodama's Reach and Cultivate. Jace, Ingenious Mind-Mage is also a bit too slow, if you have the chance or budget I would recommend Rhystic Study.

Hope that helps!

xHerbalz on Pirate Tribal

2 months ago

Love this deck - Going to build it!

Some changes I'll be making to fit the meta for my kitchen table games/flavor:

-1 Jace, Ingenious Mind-Mage -1 Bedlam -1 Counterspell -1 Bontu's Last Reckoning -1 Ruin Raider -1 Skyship Plunderer -1 Wonder -1 Costly Plunder -1 Silent Gravestone -1 Fervor

+1 Fell Flagship +1 Arcane Denial +1 Captain's Hook +1 Ring of Three Wishes +1 Revel in Riches +1 Brass's Bounty +1 Storm the Vault +1 Walk the Plank +1 Exsanguinate +1 Elixir of Immortality

Wizno on Need help with ZOMBIE EDH ...

4 months ago

I also agree with both of Scytec’suggestions. Varina is going to be much more syngergistic for a zombie deck than Oloro and may draw less heat.

That being said, let’s go over your list of cards and start making some cuts to fine tune it.

Leyline of the Meek-nice to pump your tokens but why leave out the rest of your team? Radiant Destiny would be a better fit.

Some less synergistic cards to cut:
Jace, Ingenious Mind-Mage
Phage the Untouchable
Heliod, God of the Sun
Gonti, Lord of Luxury
Ravenous Chupacabra
Hope of Ghirapur
Leyline of Sanctity
Shrieking Affliction
Sun Droplet
Bridge from Below

I’ve got some other ideas but for now that’s where I would start with cuts.

Jaysterbaby on Need help with ZOMBIE EDH ...

4 months ago

I have 128 cards and trying to knock it down to 100, would like some help makes a good Zombie deck. Thank you for your time and help. Here are my cards

Commander - Oloro, Ageless Ascetic

[100 cards]

Sol Ring

Leyline of the Meek

Night's Whisper

Phyrexian Arena

17x Swamp

Prophetic Prism

Zombie Apocalypse

Phage the Untouchable

Sheoldred, Whispering One

Isolated Chapel

Dark Ritual

Culling the Weak

Heliod, God of the Sun

Cabal Ritual

Army of the Damned

The Scarab God

Josu Vess, Lich Knight

Cemetery Reaper

Death Baron

Torment of Scarabs


Geralf's Messenger

Leyline of Sanctity

Diregraf Ghoul


Torment of Hailfire

Blood Scrivener

Bridge from Below

Mikaeus, the Unhallowed

Drowned Catacomb

Sunken Hollow


Vampiric Rites

Geth's Verdict

Gonti, Lord of Luxury

Liliana Vess

Liliana, the Last Hope

Liliana, Death's Majesty

Liliana's Mastery

Liliana, Untouched By Death

Jace, Ingenious Mind-Mage


Ghostly Prison



Liliana, Heretical Healer  Flip

Norn's Annex

Relentless Dead


Dread Wanderer

Geth, Lord of the Vault

Dark Salvation

From Under the Floorboards

Fleshbag Marauder

Endless Ranks of the Dead

Diregraf Colossus

Highborn Ghoul

Lord of the Undead




Whip of Erebos

Erebos, God of the Dead

Elesh Norn, Grand Cenobite


Path of Ancestry

Command Tower

Hope of Ghirapur

Cast Down

Profane Procession  Flip

Rupture Spire

Opal Palace

Temple of Silence

Mana Confluence

Transguild Promenade

Jwar Isle Refuge

Darkslick Shores

Frost Marsh

Fetid Heath

Caves of Koilos

Tainted Field

Arcane Sanctum

Dreadship Reef

[28 cards]

Innocent Blood

Unraveling Mummy

Liliana's Reaver

Dromar's Charm

Immortal Servitude

Anointed Procession

Vindictive Lich

Call to the Kindred


Havengul Runebinder

Unbreathing Horde

Grimgrin, Corpse-Born

Sun Droplet

Gray Merchant of Asphodel

Quicksilver Amulet

Cemetery Recruitment

Psychic Strike

Mana Leak



Coat of Arms

Ravenous Chupacabra

Shrieking Affliction

Grim Guardian

Demonic Vigor


Stitched Drake

Archetype of Imagination

Graf Harvest

Joe9 on Phenax, God of Milling

5 months 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 I don't think so (Mono-Blue-Control)

5 months ago

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

The_Cardinal on I don't think so (Mono-Blue-Control)

5 months ago

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

TypicalTimmy on Help building my first syperfriends ...

6 months 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.

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