Jaddi Offshoot

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Common
Battle for Zendikar (BFZ) Uncommon

Combos Browse all

Jaddi Offshoot

Creature — Plant

Defender

Landfall — Whenever a land enters the battlefield under your control, you gain 1 life.

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Jaddi Offshoot Discussion

loricatuslupus on Pattern Recognition #84 - I ...

1 month ago

I love landfall. I made an entire Modern deck built around Retreat to Coralhelm + Ruin Ghost plus Retreat to Hagra, Jaddi Offshoot, Lotus Cobra and Cliffhaven Vampire. It was a beautiful thing, and I enjoyed the "land matters" theme so much that eventually I split it into two Commander decks: Noyan Dar and the Gitrog Monster. I think that unfortunately Boza is right that it becomes too easy to abuse early on low CMC creatures that het out early (coughHedron Crabcough) - it's like getting a free spell from doing what you would anyway!

kojiro on Omnath

1 month ago

Few possible suggestions:

Using the ability of the Avenger of Zendikar:

And since you have land recursion, you could even look into more things that require you to sac lands, or destroy everyone's lands!

Or maybe stuff to get lands back in your hand, but still ramp you at the same time?

lagotripha on Gruul Eldrazi Werewolfs

1 month ago

Ok. Budget deckbuilding theory time.

'Non human werewolves' is a nice start- Paying a bunch of mana to flip a wolf is a neat little bit of card advantage to build around. To get that to happen, you need to build a midrange deck, and look to keep those wolves alive, because it isn't fast enough to race straight up.

Some interesting on-theme cards to consider Feed the Pack (make small threats a swarm of wolves instead) Full Moon's Rise- regenerate dying wolves (super useful), Spirit of the Hunt, Wolfir Avenger- decent body, flash- Wolfbriar Elemental, good lategame wolf token generation, Wolfir Silverheart- amazing P/T booster

Regardless of what you pick, you're going to have to pick some cards that take you to the midgame where you can draw ahead. Personally, I'd make it a G/B werewolf deck and jam 12 Duress variants and a couple draw engines, but thats how I fix most my deckbuilding problems. It doesn't matter how much you screwed up your creature choice if its the only thing on the field and your opponent doesn't have an answer.

Mono green is an option, running fringe cards like Beast Within, lifegain like Jaddi Offshoot and ramp like Search for Tomorrow, although it is possible to fall behind a long way on board, and without copies of whatever Damnation variant you like it can be tricky.

Blue green Fable of Wolf and Owl is an option, with Mana Leak and Prophet of Kruphix alongside wolves with flash and Mystic Snake, looking to draw out the game and win on card advantage, with a backing of creature ramp/instant speed card advantage. Think Twice and friends basically.

Some changes are clear regardless of path forwards;

Uncaged Fury can be cut. Its worse than other double strike options and doesn't play to that midrange strat. If you want the cheap power then just jam some Rancor.

More ramp tools or cards which make an immediate gamestate impact need to be played for 4 mana.

Your manabase needs tidying up- there are plenty of examples of good manabases in decks across the site- including examples of ramp strategies, budget duel colour strategies and appropriate utility lands. Keep an eye on your gameplan, and have a critical window- know what turns your deck wants to be strong and where you can afford to be weak.

Last but not least, sideboard. If your meta is KCI and affinity, jamming artifact destruction will save you games. There are plenty of examples on site.

RedmundR2 on Dragon Wall

3 months ago

Assault Formation is an attractive win-con to turn your walls into beaters, and its in the right colors. Wall of Denial is a pretty tough to remove defender. Theres some green defenders that are very solid like Sylvan Caryatid that can ramp and color fix for you. Heroic Intervention can stop board wipes for you. Jaddi Offshoot can help vs burn decks.

Firstmiracle on Wall-I

3 months ago

Hey dude, thought I'd comment it on here.

So let's round out my observations before we move to my opinions.

Win Conditions you have included are: Rolling Stones , Assault Formation , Wakestone Gargoyle , Vent Sentinel and Dragonshift. Of those, Wakestone doesn't really have a way to go off unless another win con is already out. So Wakestone + 1 or Vent Sentinel and Dragonshift are the only current ways to win a game.

Subthemes Detected:

Lifegain- Jaddi Offshoot , Perimeter Captain , Wall of Essence. All decent lifegain, Jaddi is good early, Perimeter is good mid, and Wall of essence is good all game, but particularly mid.

Tokens- Coral Barrier , Hornet Nest , Golden Guardian  Flip , Sprouting Phytohydra , Dragon Fodder , Parallel Lives , Kiora, the Crashing Wave. Coral Barrier does provide an evasion creature, and 1/1's with evasion are often under-rated. Hornet nest is great if you can keep it alive, and okay if it dies. Golden Guardian is an okay card if you can get some tokens out of it, but it doesn't die to anything in your deck right now. Sprouting Hydra is probably the best token card in this deck as it lines up with all of your themes, it has serious potential for combos. Dragon fodder doesn't belong here. Swap it out for a late game threat like Vigor for wall wins, or Luminarch Ascension if you plan to keep the token theme. Parallel lives is at best okay in this deck, if you had more than 10 things that made tokens, I would say its definitely important. Kiora is an okay planeswalker but I'll talk about her in a second.

Ramp- Ok so there's not enough of it. Overgrown Battlement , Ulvenwald Captive  Flip , Sol Ring, Cryptolith Rite. Commander games are won by casting several cards in a turn. Firm believer that if you have green, you run green ramp. Period. Bonus, Ulvenwald Captive is terrible ramp.

Card Draw- You're covered here. I think you have enough card draw.

Planeswalkers- Special Note, I think Kiora is a fun planeswalker, but she's not amazing in this deck. It'd be better to see something like Ajani Goldmane , or Elspeth, Sun's Champion for added tokens, boardwipes, and counters, as well as their emblems enable your win conditions.

Ok so now I'll start by suggesting things you could add to this deck.

Wall of Denial - My favorite Wall.

Tree of Redemption - Can get ugly dude. 0/40 is kinda great in a lifegain deck.

Kodama's Reach - good solid ramp.

Cultivate - Same as above.

Comet Storm - You have ramp, play a ramp board clear.

Kindred Summons - Pick wall.

Fireball - Very versatile in rampy decks.

Vandalblast - You have red, you need good artifact hate.

Supreme Verdict - Favorite Board Wipe

Wrath of God - AKA the Reset Button

Azorius Signet - Ramp

Izzet Signet - Ramp

Aetherflux Reservoir - Can become a win condition (that can be fetched with fabricate) if you have a strong life gain game.

Ajani Goldmane - Can combo with some win cons, has good passive benefits from behind the army of walls.

Elspeth, Sun's Champion - Same reasons as Ajani, but can also board clear creatures with 3 or greater power, so not your walls.

Now we move on to cards I suggest removing.

Ludevic's Test Subject  Flip - Dead weight. You will never want to pay mana for this ability, and if you do you are definitely losing it to removal. Not worth the investment.

Murmuring Phantasm - It's not bad, it just doesn't provide an additional benefit. You could find a better card for sure.

Ulvenwald Captive  Flip - By the time you have 7 mana to pay for the ability you are already playing your better cards. Just put in a bigger late game threat.

Golden Guardian  Flip - Only remove this if you elect not to add several 4 power or greater creatures to the deck.

Abrade - Swap for better removal. I suggest Comet Storm, or Vandalblast.

Arcane Denial - I'd personally trade it for a dozen other draw spells. Opt or Brainstorm or Ancestral Vision if you got it.

Lightning Helix - Okay so IDK what this is in here for. Its a good card in a tempo deck. You can do bigger and better with 2 mana. Play the long game.

Tower Defense - I'll admit, this can rarely win a game. However, Vigor Will just win you the game.

Ghostway - Looks okay with EtB triggers. Is good against boardwipe, but honestly, you have walls. They probably won't die that often, and if they do, you won't be bouncing more than 2-3 back to your hand. Is that honestly worth holding up 3 mana?

Colfenor's Urn - Maybe I don't understand the benefit. Run something like Sun Titan.

Parallel Lives - Get to the 10+ token generators, and this card is waaaaaaay better. As it stands now you may get 2-4 extra tokens in a game, if you draw it.

Bananaasablade on Walls of the Arcades

3 months ago

Cut Alluring Siren, Belligerent Brontodon, Cathedral Membrane(wont block), Fog Bank(cant deal damage), Guardians of Akrasa, Jaddi Offshoot, Kami of False Hope, Majestic Myriarch, Primal Clay, Thing in the Ice  Flip, The Chain Veil, Doubling Season (Unless you add way more counter/token stuff)

I'd probably run Amaranthine Wall, Assault Formation (For when Arcades isnt around and the +0/+X boost), Guard Gomazoa (since he cant die in combat), Hornet Nest (for tokens and he can be very efficient), Mnemonic Wall (to get back a wrath), Psychic Membrane (if you plan on blocking its awesome), Sprouting Phytohydra, Sunscape Familiar (cause duh), Walking Archive, Wall of Frost (big and a good blocker), Wall of Mulch (value off of an enemy wrath), Wall of Omens, Wall of Roots.

Also Quest for Renewal, to block with them,Sight of the Scalelords or anything to give all vigilance, maybe even Aggressive Mammoth, or something to grant all trample

RedmundR2 on Climb the Vines to Victory (Wall Ramp)

3 months ago

Yeah i've considered Traproot Kami in the past, but I prefer Jaddi Offshoot in that spot, just because this deck is more interested in ramping into big things as opposed to making small creatures into larger ones to beat people up with. Offshoot is a solid card against aggro or burn, and its used mostly to block stuff like Goblin Guide in the early turns and to gain life, and Traproot cant block until maybe turn 2 or 3 depending on your land draws. Heroic Intervention is a fantastic and underrated card that I have 4x in my sideboard since my deck is so creature dependent. Life's Legacy could be good, but usually if i'm looking to draw cards with this deck, i'd rather be tutoring a finisher with Time of Need. Abundant Growth probably would be best in a deck trying to color fix, as it doesn't ramp so for my deck it'll essentially be a 1 mana cycle. The last two cards are great cards, some of my favorites of all time, but unless I have Assault Formation out, I'm not going to be needing many pump spells, and thats usually a secondary win-con at best that doesn't come up very often.

Thanks for the suggestions! :) <3

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