|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Mythic Rare|
|Vintage Masters (VMA)||Mythic Rare|
|From the Vault: Twenty (V13)||Mythic Rare|
|Worldwake (WWK)||Mythic Rare|
Combos Browse all
Jace, the Mind Sculptor
Planeswalker — Jace
+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library.
0: Draw three cards, then put two cards from your hand on top of your library in any order.
-1: Return target creature to its owner's hand.
-12: Exile all cards from target player's library, then that player shuffles his or her hand into his or her library.
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Jace, the Mind Sculptor Discussion
3 hours ago
Why not add Jace, the Mind Sculptor? the +2 is exactly what this deck needs.
10 hours ago
The leading reason why Chalice of the Void was cut is that there was a big drop-off in the decks you needed it against most (and that it was the biggest blowout against) like Infect, Living-End, and Suicide Zoo. The modern Death's Shadow decks like Grixis or Traverse shadow can be beaten without Chalice, but if there is ever a large upsurge in Traverse-Shadow type decks maybe Chalice would be worth bringing back into the sideboard. Additionally though, Chalice of the Void has a high cost of play in G/x Tron since it shuts down your own Chromatic Stars, Chromatic Spheres, Expedition Maps, and if you are running any, Relic of Progenituss. So if the card is not a blowout against your opponent, it's not the easiest thing to board in. Finally in regards to chalice it is worth noting that Eldrazi-Tron is one of the best Chalice decks in modern, so if that deck is doing well, Chalice is generally in a good place, but if the deck is trending out of the meta (like it is now) then Chalice is not as strong.
As for Blightsteel Colossus, that actually might be worth bringing back in, especially if your meta has a lot decks that you need to close out on quickly, or a lot of countermagic (Which with the coming of Jace, the Mind Sculptor to modern will likely see an uptick). The thing is Ulamog, the Ceaseless Hunger can also mill out the opponent and therefore also provides an out things like combo-lifegain. Additionally Blightsteel Colossus doesn't generate any immediate advantage an requires at a minimum 5 lands to cast. That means it doesn't help you protect your lifetotal against aggro as effectively as Wurmcoil Engine or recover boardstate like Ulamog or gain you card advantage like Kozilek. Furthermore without Eye of Ugin you can't just repeatedly tutor out and try to cast Blightsteel Colossus until it resolves. So of the 10+ mana threats, it was the easiest to cut. As mentioned at the start though, it might be worth bringing back at least to sideboards if a lot more counter-magic control decks are running around, since it shuffles back into your library allowing you to try to play it repeatedly, and only gives the opponent one turn to respond to before they die (assuming insufficient blockers on board).
15 hours ago
I've decided to build a new commander deck and I'm trying to narrow down my choices to the most competitive that's not over $200. My choices are Animar, Soul of Elements, Athreos, God of Passage, Atraxa, Praetors' Voice (Planeswalker. Does not have Jace, the Mind Sculptor or Karn Liberated), Breya, Etherium Shaper, Jarad, Golgari Lich Lord, Kaalia of the Vast, Meren of Clan Nel Toth, Omnath, Locus of Rage, Ramos, Dragon Engine , or The Mimeoplasm. Keep in mind that even though I do like competitive I don't want a deck thats no fun to play. If you can't narrow it down to one card you can just list top 3.
16 hours ago
You're very welcome.
A whole low-budget meta? I actually think it's some of the same strategies, you'd meet in tier decks, that you see in more budget-conscious decks, just with some other cards. Tron is a big mana deck, but if any card would work against tron, it would most likely work just as well against a deck that ramps on Utopia Sprawl and Arbor Elf. Zoo is a creature based aggro deck - cheap, efficient creatures, turned sideways as soon and as many times as possible. Anything that works well against that, works well against other decks with similar strategies. And no one in your local meta abusing the graveyard? No Lingering Souls? No dredge? The day where it becomes a thing, get a set of Relic of Progenitus, Nihil Spellbomb, and/or Rest in Peace, and you should be fine. It doesn't matter if it's against a top-tuned deck full of tarmogoyfs or a homebrew that abuses the scavenge key-word: An empty graveyard is equally useless to them.
I got the part about enjoying modern, but actually figured that it was somehow related to slightly skewed expectations - you hoped for a longer building phase, like 5 turns or so, and felt that the fast strategies kind of abuses or wrecks the game. And while "winning" is not the same as "enjoying" a game, it's hard to enjoy constantly losing to strategies that feels unfair (hint: they aren't, and when you play a fast aggro deck, it feels like cards such as Pyroclasm and Ensnaring Bridge are brokenly unfair). But fair warning: control decks are for some reason often the most expensive to build - it's like they are just made of money (Jace, the Mind Sculptor, Snapcaster Mage, Cryptic Command, Celestial Colonnade - and that's just the most expensive parts of the UW control decks, but it's not like the rest of the deck is for free either). It goes a bit easier with aggro - I have this one for example, which is ridiculously cheap: kuldotha 8whack.
That said: I went looking for budget friendly cards, that rarely sees play, but in a budget-friendly meta might be solid for control and/or midrange, and found... Porphyry Nodes, Forbidden Orchard, and Renegade Rallier. I haven't tried this, but I think it looks viable. You play Porphyry Nodes as soon as possible. Use Forbidden Orchard to ensure that your opponent always has the smallest creature on the table. And Renegade Rallier to get Porphyry Nodes back if it dies - it can also bring back other things, like cycle- and fetchlands, Ghost Quarter, Strangleroot Geist, and whatever other low-cost cards you can find. Just don't play Wall of Omens, as 0 power is a bit of a liability. Along with Path to Exile this should press most games back a few turns. You could build all kinds of things on top of this - Wilt-Leaf Liege and creatures that are all GW (so they get double bonus, and the risk of having the lowest power is reduced), perhaps. More control (table sweepers, in particular, and perhaps Luminarch Ascension as finisher), and a few heavy hitters like Baneslayer Angel. If you really like the recursion bit, you could add Sun Titan and Emeria, The Sky Ruin.
18 hours ago
Thanks for the help, counterzenith and SnakeInASuit! When I first added in Magosi, the Waterveil I didn't even see the skip your next turn part. Guess I was too excited for more turns! I also like the combo with Jace, the Mind Sculptor, Emrakul, the Aeons Torn and Baneful Omen, Basically I would play the Baneful Omen, draw the Emrakul, use Jace's 0 ability to put it back on the top, reveal it at my end step and hit for 15. I do see that this is all a bit slow. So, I've edited it a bit. Cheers!
1 day ago
BUG Superfriends built around Deathrite Shaman and Pernicious Deed is pretty spicy. I'm not sure if you want Shardless Agent or not. However, sitting across from a Liliana of the Veil and Jace, the Mind Sculptor when they're backed up by a boardwipe will end just about any game.
1 day ago
Wauw. What conclusion: thinning one card from your deck in the early turns aren't worth it, therefore fetchlands are bad.
Along the way, they fix your mana. A lot of decks, at least in modern, have 2 main colors and then splash a third, and it's the splash color that's hard to do, if you don't have fetches. Apart from this, there's regular manafixing - hard to play triplecolor cost cards, if you don't have fetches to get exactly the right lands for that (as long as you play 2+ colors, no problem for monocolored decks, obviously). You want that Siege Rhino on turn 4? It's not impossible out of dual colored lands and basics, but it's fetches that makes it reliable.
Incidental advantages: Shuffling after playing Brainstorm or activating Jace, the Mind Sculptor. As far as I know (and I'm no legacy player at all), this is one of the strongest things to do in that format. Brainstorming without reshuffling is nowhere near the strength of brainstorming and reshuffling.
Triggering landfall (already mentioned). Not something you see that often, but in modern both burn (because Searing Blaze - try and get a basic land to enable landfall in your opponents turn) and decks with Tireless Tracker use this a lot.
Another reshuffle: Anything dealing with the topcard on your library, like Courser of Kruphix or as a play against lantern-control. Useful enough on its own - enough fetches can actually be the only way to play against lanterncontrol before sideboard.
Fetches go the graveyard, which is also an advantage to many decks - anything with Tarmogoyf, or cards that use delirium like Traverse the Ulvenwald and Grim Flayer, or cards that replay from the graveyard like Sun Titan, Ramunap Excavator or Renegade Rallier. Or anything so classic it uses threshold (speaking of classics; fetches can fetch the original ABUR dual lands - they've been able to do that since the first fetches from onslaught). Just count the advantage on this - a card in the graveyard, the land you really wanted for whatever hand you have, and a little bit of late-game thinning.
And only THEN, after you've gotten a good way into the game, the thinning becomes relevant. Is there seriously anybody thinking that removing one card in 52 (opening hand + 1 drawn in your first turn) is anything but microscopically relevant for your turn 2 draw on its own, or is that perhaps a strawman who has learned playing mtg? How often have a deck that didn't really need fetches played them? Are there any examples that could be linked? Monoblue merfolk with fetches whether legacy or modern? Monogreen stompy (without any revolt or landfall)?
2 days ago
I really love this deck. It is super original, and contains a lot of cards I have not seen played in modern before, but it still feels like a good old fashioned control deck. I do have a few suggestions, however. A lot of your threats cost quite a lot of mana. In control decks, it is always better to keep your threats as cheap as possible, especially against other control decks, so that you can keep mana open to counter any spells that would remove your threats. For that reason, I would recommend adding in some more Creeping Tar Pits. They are cheap threats that allow you to keep up mana to protect your plays. They are especially good now Jace, the Mind Sculptor is legal, as they can kill Jace, the Mind Sculptor without worrying about blockers. I would take out Shelldock Isle and Magosi, the Waterveil for this, as Shelldock Isle is far too slow to give any advantage, and Magosi, the Waterveil is a downright terrible card, as control decks never EVER want to skip turns; skipping turns gives your opponent a free turn to resolve their cards, which is exactly what control decks don't want to happen. The same issue shows up with a lot of your counter/disruption cards. Cards like Counterlash and Draining Whelk don't offer a big enough advantage to make them worth running in face of the risk they will just be beaten by cards like Mana Leak and your opponent's threat will be resolved. I definitely understand the desire to add more threats in. When I made my first control list, I added a load of extra wincons in, because I couldn't see how the traditional control decks hoped to win the game. However, many cards in control decks that seem just to be control cards at first glance actually are excellent wincons. A good example of this is Jace, Architect of Thought. This card is brilliant, and is one of my all-time favourites. It's excellent at stalling the game, and it is surprisingly easy to get to the point activate its -8. Once you've done that, you've basically won the game! If you would be willing to completely change this deck up, I would suggest taking out most of your wincon cards, and replacing them with cards that can act as both control and wincon. However, I completely understand if you don't want to. I really think this deck has a lot of potential, and so I've made two lists that are my own versions of this deck. One is an U/B control list that has a lot of the creatures taken out and is more traditional, and one is a list that is much more similar to yours, but has just been tweaked, just in case you don't want to take out the cards that make the deck unique. The more traditional list still has a lot of the uniqueness of the original deck, just some of the suboptimal cards have been removed.
Traditional Control Version: