Jace, Unraveler of Secrets

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Jace, Unraveler of Secrets

Planeswalker — Jace

+1: Scry 1, then draw a card.

-2: Return target creature to its owner's hand.

-8: You get an emblem with "Whenever an opponent casts his or her first spell each turn, counter that spell."

pookypuppy6 on Is WotC Depleting Design Space …

4 months ago

I have had points in the past where I've thought design space was running thin. I remember Shadows Over Innistrad coming out and thinking "Wow. Nahiri, the Harbinger, Sorin, Grim Nemesis and Jace, Unraveler of Secrets all look eerily similar". Plus that draws. Minus that removals. Spoopsy ultimate. Bam, done.

War Of The Spark was a blessing and a curse, in a way. It gave planeswalkers new fun design space with static abilities, but also made planeswalkers wayyyy too bountiful in the setting. They didn't even prune that many in that event overall.

And... yeah, after a while, there's just so many Chandras or Ajani's that I honestly struggle to remember what each one does. A lot of planeswalkers with three (or more!) abilities is a lot of explored design space, and there's constraint doing the same characters over and over when they need to keep flavourfully consistent in their mechanics.

thenewlollipopjam on Ezuri, Stalker of Spheres

1 year ago

Also, have you considered running Arcane Laboratory as a soft lock with Jace, Unraveler of Secrets?

Apollo_Paladin on Elderspell Exploits (Arena Superfriends)

1 year ago

@ Vicarian Yeah I can give him a shot at some point, though I'm getting low on Mythic Wildcards due to tinkering with a couple decks now.

I've got no arguments on any of his abilities in terms of synergy with the existing build, my only possible issue(s) would be that:

  • 1: I'm not sure I really need any more Card Draw as this deck generates so much already, tying in with the more important below

  • 2: For 5 mana CMC, I don't think anyone could argue with Nicol Bolas, Dragon-God beating Jace, Unraveler of Secrets in terms of overall power so long as mana isn't an issue (and it really hasn't been, only needing 1 Red for the whole deck). Even the Ultimate I'd argue is better, since there's not many other ways to win with this deck quickly. Though, I'd grant you that in many many cases activating Jace's Ultimate there super-early would just result in an opponent Conceding the match, but it's not quite as guaranteed as Bolas there.

I'm all for activating different Ultimates, and if an opponent concedes to any of them before they resolve then that's fine, but I don't like the idea of drawing games out longer than they need to go with just overwhelming control. If an opponent is sporting enough to stick out an Ultimate resolving, I figure the least I can do is not make them sit there while I stall activating 2 or 3 more (if I can help it at least).

Still, I'm not totally against it either, it'd be an easy switch to try, and I'm sure part of it will depend on the Deck's most common threats/weak points as I play it more.

We'll see how my luck goes for Mythic Wildcards the next time I open some packs. Thanks for taking a look either way though bud!

Vicarian on Elderspell Exploits (Arena Superfriends)

1 year ago

Terrible art in Arena, but Jace, Unraveler of Secrets might be a good add for his ult. I'd drop Bolas, but you already know my feelings about red trash.

SufferFromEDHD on Hurkyl, Tempo Master Wizard

1 year ago

Tidespout Tyrant is the original Hullbreaker Horror? It reads cantrip: Boomerang. It hits lands! Still good even by modern day power creep standards. This deck plays like a prowess strategy and they are value engines.

I have no intention of ever hard casting either. They round out the playset of Show and Tell targets after Blightsteel Colossus and before The Temporal Anchor/Shark Typhoon

Jace, Unraveler of Secrets very interesting. Scry draw and counter magic is useful but not as useful as OG Jace. I need to add more planeswalkers for Hurkyl digging. Will definitely consider if I can find 3 more planeswalkers.

Lands are currently in limbo as I shave spells. Everything is even tempo right now. This is a low curve deck with 8 mana rocks. I will at least start testing and will know to add lands at the first sign of trouble (I usually try to run 33 to 35)

hootsnag on Hurkyl, Tempo Master Wizard

1 year ago

Honestly Archmage Ascension isn't my pet card at all lol. If I had to choose a pet card, it would definitely be Soldevi Digger. There aren't many cards like it in Magic. Hullbreaker Horror is hard to replace if you keep creatures in the deck. Tidespout Tyrant costs too much mana for what it does if you ask me. You are only running 32 lands so hard casting bigger mana cost spells is going to be difficult. (I personally try to always run 38-40ish lands in most decks). Did you consider using Jace, Unraveler of Secrets?

LandoLRodriguez on The Lost Art(ifact) of Keeping a Secret

2 years ago

Changes, 02Nov2021:

Normally I like to go through the changes I make as one-for-one tradeouts, providing a rationale for why I'm taking this card out and putting this other one in. In this case, however - being that I haven't updated this deck in years - I'm changing out nearly a quarter of the deck, so making those one-for-one explanations doesn't make a ton of sense. This was the first commander deck that I ever attempted to build, and looking back at the original build, I think I spread myself a little thin on the the themes I wanted to run, so this overhaul is mostly about becoming more focused in what I want to accomplish, so instead of looking at individual switches, these are more-or-less the themes I'm either trying to drop vs. the ones I'm trying to reinforce.

Out:

Counter-magic/tempo: (Counterspell, Render Silent, Jace, Unraveler of Secrets, Capsize). Targeted removal (Utter End, Vindicate, Ethersworn Adjudicator). The overall idea here is going to be that I don't want to stop you from playing your cards. I don't want to kill your nice stuff. I want you to get your cards into play. That way I can take them.

Pillow Fort: (Ghostly Prison, Propaganda). This is a theme that wants entire decks built around, not just a couple of its cards sprinkled into another archetype altogether.

Inferior mana rocks: (Manalith, Darksteel Ingot, Thran Dynamo). These aren't bad cards really, but I can do better

Big creatures that first-time-commander-deck-builder me wanted to include just cuz they're Esper: (Sphinx of the Steel Wind, Sphinx Sovereign). Again, not bad cards really, but they're expensive and not entirely on-theme.

Inferior lands: (Temple of Deceit, Temple of Enlightenment, Temple of Silence, Dromar's Cavern, Esper Panorama). The temples I felt were the weakest of the dual lands I'm running. Between the lands that are going in, the fact that all these changes are bring my average mana value down 0.2 points, and the amount of mana rocks I'll be running, not only am I improving some of these lands slots, but I'm also running 2 fewer lands.

Other: Diabolic Tutor to be replaced by a better tutor effect for this deck. Merciless Eviction because while I still like board wipes, I don't wanna exile everything. Leyline of Anticipation. This one pains me a little, I may try to find a spot to get this back in sometime in the future. Acquire because there's not a guarantee that there'll be a good target for this. I'd hate to spend the mana just to steal someone's Sol Ring.

Valengeta on The Empire

2 years ago

No problem man. Looking closer at your deck, I would try this:

If you can afford dual lands like Watery Grave or Drowned Catacomb it would also help a lot

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