Jace, Memory Adept

Jace, Memory Adept

Planeswalker — Jace

+1: Draw a card. Target player puts the top card of his or her library into his or her graveyard.

0: Target player puts the top ten cards of his or her library into his or her graveyard.

-7: Any number of target players each draw twenty cards.

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Jace, Memory Adept Discussion

EL_KIKIS on Skillz that Mill

2 days ago

Nightdragon779, Mindcrank and Duskmantle Guildmage are good cards but are not fast enough. Duskmantle Guildmage dies too quickly in modern and leaves me with 3 less mana if i cast him. Mindcrank does provide usefulness if used with Bloodchief Ascension. Nemesis of Reason is a good card but I would have to wait a whole turn just to try and mill them out, i would recommend Jace, Memory Adept for late game scenario with the same mana cost and still hit for 10.

Huppster05 on Clear your thoughts...

1 week ago

i really dig this, have you thought of adding planeswalkers like Jace, Memory Adept or Ashiok, Nightmare Weaver?

Chandrian on Planeswalker Mechanic

1 week ago

However when you have for example Jace, Memory Adept in play, you are allowed to cast it. If you do and it enters the battlefield you choose which one will stay, the new one or the old one.

With this rule it is possible to activate an ability of a planeswalker, cast the same one from your hand, kill the one that was on the field and use an ability of that walker again. (so with the example of Jace, Memory Adept you can put the top 20 cards of your opponent in his/her graveyard.

Nef on Planeswalker Mechanic

1 week ago

Two people can control the same walker. I can have a Jace, Memory Adept and you can have a Jace, Memory Adept. Also, I believe one person can control two planewalkers that are the same type i.e. jace but have different names. I can control both a Jace, Memory Adept and a Jace, Architect of Thought.

IZZETannoying on Thought Hemorrhage

1 week ago

So, overall, I like the build, but, if you're willing to dive into grixis a little more, you could add in stuff like Kederekt Creeper or Stuffy Doll, or AEther Membrane. Kederekt Creeper is better against a control deck that needs all of it's creatures. Stuffy Doll is hilarious against decks that run a big threat, or deathtouch, since it shoves damage back at your opponent and is indestructible. Again, sliding more into grixis is stuff like Heat Ray, which you can bracket Stuffy Doll with to threaten your opponent's life. AEther Membrane is better than Hover Barrier, because it will get rid of annoying creatures, and destroy tokens. You should also consider a boardwipe or two, Damnation would do the trick. Also, to divert attention from your life, you could add a planeswalker such as Jace, Memory Adept. This Jace also can WRECK someone else's deck with his 0, or you can use his +1 as a repeatable Thought Scour. Other than that, you could us an Ulamog, the Ceaseless Hunger as a late game threat. Love the deck though. I'll be trying to copy (and re-adapt it to my style). +1

Pheardemons on Mill

2 weeks ago

A lot of the cards in your deck are going to be too slow for the competitive setting. Traumatize, Keening Stone, and Jace, Memory Adept. Most modern competitive decks can combo off before you can even cast one of these. After I name a bunch of cards for you I'll give you a list that I've been working on for a modern mill as well.

1) First thing's first. Mana Base. For modern Fetchlands are almost a necessity to make sure you get the colors you need. Being that you only have 2 colors is a good start to get into competitive as you don't need as many high costing fetchlands or shocklands. Polluted Delta, and possibly Scalding Tarn or Flooded Strand are good fetchlands for the colors that you are using...Polluted Delta being the main one you need. Fetchlands are good for 1) fixing your colors as well as 2) thinning you deck so in a late game scenario you have a less likely chance of topdecking a land when you really need that last mill card to win the game. Dual colored lands you may need are going to be Watery Grave and possibly even Sunken Hollow. If you look closely at these lands you'll see that their subtype is SWAMP ISLAND. This means that they can be fetched with the fetchlands mentioned above. The draw back is the 2 life from Watery Grave to come in untapped and Sunken Hollow needs two basics. You don't always need them to come in untapped but it is always good to have the option. Most people will use fetchlands at the end of their opponents turn so they can fetch the shockland tapped and their upkeep it untaps. One last dual colored land you would want to look into would be Drowned Catacomb. This is basically a free dual colored land as every land you have except for fetchlands are considered to be Swamp or Island. The rest can be basics as Blood Moon is a serious sideboard card and could ruin you if you try to keep all non-basics.

2) Creatures. One of the FANTASTIC things about mill is that you don't need nor rely on creatures. However, there is one that is worth looking into. Hedron Crab is a creature that can mill your opponent almost for free just for playing a land. And with fetchlands that is a possible 6 cards in one turn just by playing a land. Powerful as the game goes on, but one problem is that it "turns on" your opponent's removal. What would normally be a dead card in their hand is now playable. Also he is a dead draw late game. Snapcaster Mage is an amazing card. Doesn't directly deal with mill, but he basically turns all of your counters and mills into an 8 count instead of 4 which can win the game easily.

3) Mill cards. The core of the deck. The main mill cards you would want are going to be Glimpse the Unthinkable, Tome Scour, Mind Funeral, Archive Trap, Breaking / Entering, (and recently) Sphinx's Tutelage. These are the mill cards with the lowest casting cost. Archive Trap is the most powerful because you can cast it for free when your opponent fetches for a land (which just about every deck does). You can have just about 4 of each of these and you should always be able to get enough cards to mill your opponent out.

4) Personally my take on mill is going to be the control/counter aspect. I would add in cards like Remand, Mana Leak, Spell Pierce, Dispel, Negate, Cryptic Commands, Spell Snare, and possibly even Pact of Negation.

5) You will want, and most likely need, draw power. Serum Visions is the go to for modern, but with mill you can also use Visions of Beyond. Visions of Beyond can be a little inconsistent because you would rather spend the mana on a mill spell than a one card draw. Also if a graveyard has 20 or more card it is more than likely your opponents and you'd want to mill more because you're close to winning at that point. Also Remand helps you draw cards as well.

6) Others. A pet card I believe will help in mill is Leyline of Anticipation. One major problem with mill is that they are all sorceries (except for Archive Trap) which can cause you to lose the game if you tap out on your turn. Leyline of Anticipation allows you to hold your mana on your opponents turn to either counter if they play something you don't like, or mill them at the end of their turn. Even if you don't get it in your opening hand you have the control and mana base to cast it eventually.

7) One thing about mill is, aside from counters, there really isn't much interaction with your opponent. Somewhat like burn in that aspect, you are just trying to mill your opponent no matter what they play. This can hurt against some decks. Affinity most likely can kill you before they run out of cards. Splinter Twin and/or Grixis Twin can be an exhausting counter magic fight but they also use creatures that can just ping you. Amulet Bloom there isn't much you can do about a turn 2 Primeval Titan although he does somewhat help you with the mill strategy so I guess it depends on when they finally cast him.

Without further description as I'm sure you're asleep at this point my personal list would look something like this.

Lands (21)Polluted Delta x4Flooded Strand x4Watery Grave x2Drowned Catacomb x4Swamp x2Island x5

Creatures (4)Snapcaster Mage x4

Mill Spells (20)Glimpse the Unthinkable x4Tome Scour x4Archive Trap x4Breaking / Entering x4Mind Funeral x2Sphinx's Tutelage x2

Draw Power (4)Serum Visions x4

Counter Spells (11)Remand x4Mana Leak x3Spell Snare x2Cryptic Command x2

There are definite tweaks that can make this list more powerful but this is probably where you'd want to start as far as competitive goes. Some of these cards are expensive so you can definitely make budget cuts where you need. Hedron Crab instead of Snapcaster Mage. Maybe not as many fetches if you can't afford them. Glimpse the Unthinkable is up there but there are possible other mill cards that can get you started. Heres a link to the deck I'm in the making of for mill (similar to the list I've given you above) if you want to check it out. I'll eventually put the breakdown of cards on there. Oh I'm sorry, did you need that?

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