Jace's Ingenuity

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2015 (M15) Uncommon
Duel Decks: Jace vs. Vraska (DDM) Uncommon
2011 Core Set (M11) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Jace's Ingenuity

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M15

DDM

M11

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Jace's Ingenuity Discussion

cdkime on Niv-Miz draw

1 week ago

There are a couple things I would change about this deck:

  1. I think you run too many spells that just draw you cards. Rather than Reach Through Mists, consider Opt, Preordain, Slip Through Space, or any number of strictly better cards. Jace's Ingenuity is pretty inefficient, and is probably worth replacing as well.

  2. I think you are too heavily focused on expensive-to-cast counterspells. Consider some more efficient replacements such as Counterspell and Arcane Denial.

  3. You have a brutal curve, with far too many cards at the 5-12 mana mark. You should add more early game interaction, cutting some of the larger, more flashy cards.

  4. Related to the above, you should run more more ramp. Sol Ring is a must in any commander deck, and Izzet Charm will help you greatly. You should also run Command Tower.

  5. You don't really have enough mill effects for Archive Trap to be efficient. You could consider adding Sphinx's Tutelage for more mill, but I do not recommend this. Based on my experience with the similar Nekusar, the Mindrazer, the added mill effects don't add much and generally do not lead to a victory.

enpc on [[Primer]] Knowledge & Flame

2 weeks ago

Out of your maybeboard, my thoughts are:

  • The Mirari Conjecture seems too slow and difficult to control. you want to make sure that you combo off the turn you double all your spells, but then it really obiviously advertises to everybody that that is what you're doing. And if you want good repeatable graveyard recursion, Charmbreaker Devils is the way to go.

  • Bonus Round seems interesting when used in the right circumstances. Against permanent heavy decks it seems bonkers. Against other spell slinger decks you prbably want to have a Teferi, Mage of Zhalfir in play.

  • Merchant Scroll is another tutor. tutors are always good. Don't forget that you can also run Long-Term Plans as a decent tutor as well.

  • Elixir of Immortality is ok I guess. It's good in colours that don't have much recursion, but don't you want stuff in your graveyard to help fuel stuff like Past in Flames or Treasure Cruise/Dig Through Time (run Treasure Cruise/Dig Through Time).

  • Jaya Ballard seems cool but not right for htis deck. If your commander was Maelstrom Wanderer and you were playing that kind of storm deck, I would be more inclined. But I don't think she fits here.

  • Will Kenrith seems cool as a commander or decent in a Teferi Chain Veil stax deck (albeit how expensive he is) but again, I don't think he's right here. Play him, -2 him twice and that's it. Would prefer to just play Jace's Ingenuity for cards.

As a general rule, you should also NEVER assess a planeswalker for a deck based on their ult. It's bad form and you end up running a bunch of clunky cards on the off chance you could do something with them.

enpc on Bruna Tronomatic

1 month ago

I would drop the Isochron Scepter, you have 2 targets for it and both of them are meh. I would also drop the Paradox Engine, it doesn't do much other than with the aforementioned Isochron Scepter. Staff of the Mind Magus does basically nothing in this deck as well, I would cut it for more ramp.

You should be running more card advantage with Bruna so that you can see more buff effects (plus card advantage is just good in general). Sphinx's Revelation, Blue Sun's Zenith, Rhystic Study, Jace's Ingenuity, Mystic Confluence are all really good cards to help you dig.

enpc on Vorosh

1 month ago

Coming from your forum post:

I think the biggset issue I notice is that your deck is all over the shop. You've put a bunch of goodstuff cards to gether, however they have limited to no synergy between each other. You need to pick a win condition and build around that, rather than going in 10 different directions. Because ultimately the dech will lack in doing anything well and be easy to disrupt.

You also are quite lacking in the card draw department. Cards like Phyrexian Arena, Rhystic Study, Jace's Ingenuity, Mystic Confluence, even cantrips like Impulse are all really good.

Running the ravnica bounce lands (e.g. Simic Growth Chamber) is generally a bad idea, especially with so many other ETB tapped lands. Because turn 1 tapped land, turn 2 tapped bounce land, turn 3 tapped land is really slow.

hoardofnotions on Fun for $50: The Locust God

2 months ago

Love what you're up to here with the budget builds! I've just started building budget EDH stuff about a year ago and feel like there's a bunch of cards I'm missing out on.

Some cards I have questions about are the things that cost more than $5 on the budget side. Here's looking at you cyclonic rift, eldrazi monument and laboratory maniac! Have you considered budget options like Washout, River's Rebuke or even Devastation Tide as replacements for the rift? Lab man is good, but how often does it win games you wouldn't otherwise be winning? I'm imagining drawing you're entire deck and winning any number of ways, not having to resort to lab man, if you will. eldrazi monument is clever, but do you really NEED this type of effect? would giving locus god hexproof with swiftfoot boots be enough protection?

Is command tower worth the price? or would a Highland Lake type of card do work?

Are mind unbound and scepter of insight to slow?

could brilliant plan be Jace's Ingenuity?

maybe swap train of thought to Pull from Tomorrow?

maybe swap skyscribing to Blue Sun's Zenith?

maybe cut lore broker? something like Think Twice could replace it?

Is marauding looter strong enough?

is oracle's insight strong enough?

I'm really hesitant about playing cards like vision skeins in commander, giving resources to my opponents seems loose

same goes with noggle ransacker

I think see beyond and divination have upgrades somewhere in Magic's collection

Some cards I play in my budget izzet deck Got your divers license? are Brainstorm, Arcane Denial, Into the Roil, Blink of an Eye and Reality Shift as generic "budget good stuff".

Coastal Piracy, Deepfathom Skulker and Izzet Charm might be good here.

If you have time to look at some of my budget decks I'd really appreciate it!!!

Happy brewing!

Kitsune_18 on

2 months ago

Mystic Confluence is an upgrade for Jace's Ingenuity and probably preferable to Tidings as well.

LeaPlath on The Admiral's Navy

2 months ago

So here is the thing. You only need about 40 or so cards that help pirates to make a deck feel piratey. And a lot of these pirates are kinda awful.

Creaturewise, I would cut Brazen Buccaneers, Cloud Pirates, Daring Buccaneer, Deadeye Tormentor, Dire Fleet Hoarder, Dire Fleet Interloper, Slippery Scoundrel, Storm Fleet Spy. They are pretty weak and their payoffs aren't great.

Crafty Cutpurse is a fun pirate who can surprise answer a bunch of EDH strategies. Dreamcaller Siren has some interesting surprise tricks. Kukemssa Pirates lets you steal artifacts from people. Ramirez DePietro is the original badass pirate. Shapesharer is a pirate and lets you copy value pirates, such as neckbreaker. Changeling Berserker is a 5/3 pirate with haste who lets you retrigger ETB effects later. Adaptive Automaton is another lord to help buff your pirates.

Land and mana wise, you want about 44 sources of mana. My rule of thumb is 38 lands, and 6-8 mana rocks for a 3 colour deck. Sol Ring is a staple as well. Signets, Commander's Sphere and stuff, all good. Path of Ancestry also gives a free scry when used to cast pirates.

For enchantments, Call to the Kindred basically is a 2-1 as people kill it before it gets going and it doesn't have great odds of hitting a pirate. Curious Obsession, Navigator's Ruin, Swashbuckling, Trove of Temptation are all low impact or actively harmful. I would cut all them.

Coastal Piracy is both thematic and rewards you for doing what you want to do. Attack. Kindred Discovery is less thematic but also helps reward you for playing pirates.

For artifacts, you have a lot of eh ones. Pirate's Cutlass is a low impact card, but thematic. Sleek Schooner and Dusk Legion Dreadnought are so weak they aren't even worth playing. Captain's Hook is just +2/+0, menace, as your creatures all have the pirate typing.

Door of Destinies is a powerful artifact in tribal decks that can get out of control pretty easily. Heirloom Blade is a more powerful, impactful weapon to equip your creatures with, as it also lets you chain through your deck. Herald's Horn lets you psudo draw more and gives a cost reduction. Obelisk of Urd is an anthem effect. Stoneforge Masterwork is an equipment that rewards a large boardstate. Skysovereign, Consul Flagship and Smuggler's Copter are both high impact vehicles who are good to tutor up, and from the new set Weatherlight fetches up artifacts when you deal damage which is fun.

For your instant/sorceries, you want to be more high impact or efficient. Duress only hits 1 person in a multiple player game. You also want some flat out draw cards. This is more up to you, but Terminate is good removal. Jace's Ingenuity is solid draw.

For more pirate themed spells, Spell Swindle and Brass's Bounty both are thematic and can be quite powerful, as well as push you to your alt win condition.

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