Jace's Archivist

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Rare
Commander 2013 (C13) Rare
2012 Core Set (M12) Rare

Combos Browse all

Jace's Archivist

Creature — Vedalken Wizard

, : Each player discards his or her hand, then draws cards equal to the greatest number of cards a player discarded this way.

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Jace's Archivist Discussion

Rhadamanthus on Sphinx's Tutelage order of events?

6 days ago

All players draw their cards first, then you deal with the triggers from Sphinx's Tutelage. Each one of those triggers is distinct from any others, and they can target different players.

If a triggered ability (an ability that starts with "when/whenever/at") triggers during the resolution of another spell or ability, it doesn't get put onto the stack until that other spell/ability is totally finished resolving. If your opponent activates Jace Beleren's +2 ability, everyone draws a card before the Tutelage trigger is put onto the stack. If your opponent activates Jace's Archivist, everyone draws their full set of X cards before the X Tutelage triggers are put onto the stack.

Aricardo on Sphinx's Tutelage order of events?

1 week ago

Ok so my friend used 2 combo's of Sphinx's Tutelage & Jace Beleren / Sphinx's Tutelage & Jace's Archivist during a 2 Vs 2 duel.Their was an argument over what happened in what order. So Can anyone help?

3 of us say that when Sphinx's Tutelage & Jace Beleren happens we each draw a card THEN Sphinx's Tutelage activates. He says he draws and Sphinx's Tutelage activates before anyone else draws.

For the Sphinx's Tutelage & Jace's Archivist combination we were a bit more devided, over different things.

  1. do we all draw before Sphinx's Tutelage ativates, or draw 1 card at a time and Sphinx's Tutelage activates each card. e.g. draw 1 discard 2 opponent draw 1 discard 2 opponent etc. (which i disagree with).

  2. Can the player who owns Sphinx's Tutelage split the discard target's between the 2 opponents? e.g. 5 drawn opponent A discard 4 opponent B discard 6, or does it have to be the same target?

Any help here to end this argument would be appreciated.

RedMulligan on Starting in Commander?

3 weeks ago

So here's a list of the cards that I got for the deck:

However, there's plenty of things I know I need, and some things I might consider (thanks to edhrec.com).Holy crap, that's a lot of cards. What I want to do right now is have Kess play the support role while I tutor up Nekusar to play. As soon as I can start nabbing the wheels for Nekusar's pain, Kess's ability will allow me to cast them back for more wheel-y fun times (for me, at least). That way, people won't realize that this is actually a Nekusar deck: he's hiding, ready to strike! But my biggest problem is discerning which of these 150+ cards I need to whittle down to about 65, and also figure out how many lands I need to play. I've got a little money to spend, and this list is about as far as I'll go cost-wise.

precociousapprentice on Sente: The Politics and Metaphor of Stones

3 weeks ago

I have yet to find a great place for Painful Quandary. That one draws some serious hate. I am not sure I want that much hate. Oppression is great, and I use it in my Meren deck. It is a little evil for this deck, though. I think Arcane Laboratory and Rule of Law may hinder us as much as them. The value of gaining tempo with Unsummons, the value of low CMC cards, the value of counters and spot control, all these depend on being able to do more than one thing in a turn.

Agree on Zedru. I love that list, too. I want to make a Zedru Aikido political deck at some point, but I got distracted with this first.

As for my own Group Hug cards, I was thinking of going with symmetric draw cards that are permanents, preferable that can be activated outside the draw step.

Jace's Archivist

Temple Bell

Mikokoro, Center of the Sea

I am not sure that the typical Group Hug draw would work as well, but the obvious Hug nature may make it easier to clue people in to the Group Hug side of the deck, so that should also be considered. Howling Mine and Horn of Greed are cheap, and could be all I need. The problem is that I can't shut them off if I need to, like those in the list above that allow me to keep total control. Even so, they may be worthwhile testing.

Card draw that other people have access to has a tendency to be less threatening to my opponents than card draw that is only in my hands. With the Triplets, cards in hand for my opponents can be a resource for me as well. On top of that, decking people has become a serious wincon in the deck, so enhancing that make work to my favor. In any case, this was a surprising development for me as I play the deck more.

precociousapprentice on Sente: The Politics and Metaphor of Stones

3 weeks ago

I agree with your general assessment, and I would reverse the perspective to gain some additional insight.

For opponents facing Sen Triplets, things that they need to stay aware of and counter are:

  1. Sen Triplets can systematically dismantle any carefully constructed strategy through theft and information exposure. If she is not in play, this is not as much of an issue. Take out the head and you kill the snake.

  2. Esper can bring amazing control. Being cautious and not over-committing is important, as counters and board wipes can seriously wreck your plans. Expect and plan for disruption, and ensure that this can't eliminate your effect on the game. The ability to shut you out of a turn through the Triplets mind control ability means you have no hope of this. Keep the Triplets off the battlefield.

  3. Sen Triplets can basically shut down a single deck at a time. Allowing the Triplets to divide and conquer will lead to sequential losses until the Triplets win. Being united with the other players can keep this under control, along with keeping the Triplets off the board. Never allow the Triplets to make an extended appearance, or you will lose this fight.

  4. Esper has basically all the Tutors, and tons of infinite combos. The Triplets represent danger to anyone at any time, simply due to being able to just end the game in a single turn if they hit their combo. Either being confident that you can break a combo or being able to kill the Triplets before the combo can come online will be essential to not losing. Since the Triplets can shut you out of a turn, you have to keep the Triplets off the battlefield.

So if we are thinking about facing the Triplets, every priority strategy includes keeping the Triplets off the battlefield. Any strategy by the Triplets player will include being able to make your strategy work without the Triplets being on the battlefield, and being about to bring in the Triplets and your win conditions in a way that works around the hate you are going to encounter. This means that the Triplets player needs to be able to handle early hate from multiple players and not seem obvious about building your board state to a dangerous level.

I have been trying to wrap my head around Sen Triplets Group Hug, but I ultimately keep spinning on the idea without producing anything. It will likely be difficult to convince people that it really is Sen Group Hug, and then you are empowering them as they beat on you. I am not sure this will work out well. I really want to make it work, and ultimately, with the list as is, I find I could use more card draw, and I don't much care when my opponents draw, since their cards are often my cards anyway. I just need to find the right card draw. Jace's Archivist has been an absolute all-star, and is often the foundation of most of my wins. If I could get another just like him, I would. I am considering adding back Temple Bell, even if it is not nearly as effective as the Archivist, at least it can be used multiple times a turn under the right circumstances, unlike, say, Howling Mine.

Strangely, all of the theft cards have been underwhelming. Sen Triplets can fill that role completely, and anything else is often dead anyway. I find that Unsummon effects are much more versatile, cost less, and combined with Sen Triplets, make the density of steal type effects much higher than with another general even packing every steal effect in the game. If the game goes as it usually does, Bribery and the like end up being a wasted slot.

So the really surprising thing about this deck is that I have never seen a deck that runs Sen Triplets go so heavy on the Unsummon effects. This just seems like a perfect match. On top of that, the tempo gained through those Unsummon effects can be much more powerful than people realize. A single Unsummon is just a delay. A hand full, especially when constructed in a way that is repeatable, can keep the game in the early game stage for a long time. Given that Unsummon effects are much more mana efficient than the cards they affect, then you can often develop your board around Unsummoning all the key pieces of your opponents' game plan. It is surprisingly effective. The one issue I have seen is decks built around ETB effects. Those are a problem. I need to work out how to keep the effectiveness, while being about to stop those ETB heavy decks.

The strong Pillow Fort theme can accomplish the necessary strategy of being able to face down multiple early attackers, but it is known, and for the Triplets and Esper, this can be threatening all by itself. Pillow Fort is an amazingly good strategy, but going all in has been less necessary given all the Unsummon effects. A small Pillow Fort has been all that is necessary, and going bigger has seemed to dilute or delay the deck development otherwise.

So as it stands, Tempo through Unsummon effects, a small Pillow Fort, being cautious about brining in the Triplets and being able to still progress and defend when they are removed, being cautious about building a threatening board state while keeping other players' offense directed elsewhere or otherwise under control, and then having a plan to end a game with whatever strategy is necessary, depending on what they direct toward us, all in a synnergistic shell with value in each card alone that only builds when they are combined in multiples, all while representing the deck in some ways as a Group Hug with draw cards that help me more than them and otherwise still advance the deck strategy, that will be the overall goal.

tldr: I agree that some key Group Hug-esque cards may be great, but I want to ensure that I can play without the Triplets sticking, and I need ways to get around the hate I know will be coming. Tempo, soft control, soft Pillow, and making it so that the only plans that no one sees coming are mine will be the overarching strategy.

Thanks for the feedback, I will continue to consider the Group Hug idea, and may evolve further that way.

Bchong on Sen Triplets EDH

3 weeks ago

Depending on how you want to build your deck you have 2 options.

  1. You try and get Sen Triplets as fast as possible

  2. You aren't playing Sen Triplets the way you are suppose to.

For one thing it seems like you are going for option 2 in which case good luck. For the first option you have to gut nearly all of your instants, sorcery, and creatures. What you are trying to do with Sen Triplets is to destroy people's hand by playing everything in their hand. So you need to do 2 things

1) ramp out Sen Triplets with mana rocks and rituals

2) protect your Sen Triplets

You have good protection already with the greaves and counterspells but you need some actual good mana rocks. When I played Sen Triplets I ran like 15 mana rocks to make sure I could drop her on turn 3 or 4. In addition to this you need to run wheel effects such as Windfall and cards like Paradox Engine to make sure that you can play literally everything in your opponent's hand. I ran cards like Jace's Archivist so I could play a person's entire deck (or until they quit).

Also take extra turn spells are very good with Sen Triplets. You also need cards like Telepathy and Gitaxian Probe so you know which person to choose.

Also Sen Triplets is a super hate magnet you should always expect to be at the wrong end of a removal spell.

precociousapprentice on Sente: The Politics and Metaphor of Stones

3 weeks ago

Decided to see if ditching the two slow wincons would hurt things. I had not actually won with either, and Thopter Spy Network had not really done anything for me. At least Mechanized Production was dependable ramp, but a 7 turn clock is pretty weak.

Mechanized Production -> Aura of Silence: Plan is to get some removal that comes with the ability to slow down opponent mana rocks. This should both slow their game and potentially leave some rocks in their hands for me to steal. We shall see.

Thopter Spy Network -> Sunder: MLD is often frowned on, but this is soft MLD. The fact that I could potentially steal some lands or Windfall/Jace's Archivist them away permanently is just gravy, and this will hopefully be asymmetric given all my rocks.

precociousapprentice on Sente: The Politics and Metaphor of Stones

3 weeks ago

More testing and some ideas for new cards to trial.

Reins of Power -> Orim's Chant: Lower casting cost Fog that can sort of double as a not-Time Walk. After the feeling I got from my most recent games, I may continue the theme of making other people's turns not matter, giving me a not-Time Walk. Also, this fits onto Isochron Scepter. We will see if the Fog effect is more potent than getting all opponents with Silence, but that is another consideration.

Sun Titan -> Shimmer Myr: The Titan can be a bomb, but the surprise flash of the Myr followed by either Sen Triplets or Paradox Engine can be at least as solid of a play, and another early beater could enhance that aggression that I was able to bring with the small creatures and Unsummon effects.

Snapcaster Mage -> Windfall: Snappy has been somewhat underwhelming. With how well Jace's Archivist played, I thought I would try Windfall. I see this picking me up some lands from opponents, maybe get rid of a problem permanent or two after I have Unsummoned them, and making those Unsummon effects less likely to be card disadvantage, since a card in their hand turns into an extra card in my hand.

This is turning into an interesting experiment. I am going with what the cards and results of play give me, and it seems to be taking me in directions I was not expecting. Definitely having fun with this commander.

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