Jarad's Orders

Jarad's Orders

Alters

Sorcery

Search your library for up to two creature cards and reveal them. Put one into your hand and the other into your graveyard. Then shuffle your library.

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Jarad's Orders Discussion

Ghoulovich on Jarad, To the Graveyard! (Help please)

3 days ago

You may also want to look into some tutor cards, but if you wana contiue the theme you could use Jarad's Orders. And if you have room you could put a Slitherhead in there as fodder that also gives you a free counter. Especially on a Lotleth Troll I'd also suggest maybe a Nighthowler and Bonehoard to double up Jarad or Splinterfright

KSword844 on Valroz

3 weeks ago

Unfortunately Jarad's Orders is a little out of my price range, though I will certainly put it in if I ever play this deck in FNM. I'll look into the other suggestions because they all seem like great fits.

Scorpy on Valroz

3 weeks ago

Also, with Jarad's Orders You can get Death's Shadow and Corpsejack Menace out in the right zone. Finally, Tuskguard Captain gives all of the guys you scavenged on trample.

tyedat on Jarad, To the Graveyard! (Help please)

3 weeks ago

Fauna Shaman and Survival of the Fittest are almost absolutely necessary for this deck. You can quickly mill through cards in your deck and search for important creatures.

Genesis is an excellent way to return creatures from your grave to your hand every turn.

Kessig Cagebreakers is so fun to play and can easily win you games late on.

Mortivore and Nighthowler and Bonehoard are other cards that get excellent +1/+1 with creatures in the grave.

Lotleth Troll is a really good way to discard unwanted creatures from your hand.

Satyr Wayfinder is a nice card because you either grab a land and mill or just mill which helps jarad: I play this in my deck in place of Mulch but there's pluses either way.

I'm not sure how low-budget you want to keep it, but cards like Reanimate, Demonic Tutor, Diabolic Intent, Jarad's Orders, Entomb and Buried Alive are excellent search cards to either your hand or the grave.

It may or may not be useful for you to add more cards that mill you; that's sort of up to what direction you want to take the deck, but some cards that are good are Grisly Salvage, Commune with the Gods, Scout the Borders, Taigam's Scheming, and Tracker's Instincts.

lastly, Nostalgic Dreams is an excellent card as it essentially lets you trade out your entire hand for cards in your grave which can be game-changing especially if you lean more towards a milling deck.

Jonarf on Child of Alara

1 month ago

It is a good start. I would add Jarad's Orders. It seems like most of your deck are cards that fetch for lands or graveyard manipulation (which is good), but I wonder if it will leave your board presence looking weak. Although, you will be blowing up the board all the time, if that is your plan of action, I would add even more disruption, removal and recursion. I would do one or the other.

MTGMachine on Karador, Chieftan of My Graveyard V2.1

1 month ago

Jarad's Orders put a creature in the yard and gets you one for your hand

DarasuumKote28 on Infected

1 month ago

Hey JD! This is Karl, from Joe's. Mark told me you maybe wanted comments on this deck, and I love to help with this sort of thing.

First off, basically everything Mark said is spot on, especially about putting things into your yard. Outside of the cards he mentioned there, Tasigur, the Golden Fang and Jarad's Orders are good here, and for sheer card advantage Phyrexian Arena is always good as well. It's important to remember that not only does The Mimeoplasm utilize the yard, BUG is the best color combination to take advantage of it through recursion. Delve cards such as Treasure Cruise, Dig Through Time, Become Immense, and Murderous Cut are also easily playable if you fill your yard.

Now, there are generally 2 ways infect decks play, fast/aggro with pump spells, and slow/control with resource advantage. (You probably know this, but I'm just saying it this way for comment structure.)

The typical "fast" way can "cheese" wins by swinging in extremely early with small creatures, and then pumping it up to 1-shot someone. The problem is that this can be inconsistent and runs out of steam if its creatures gets removed. The Mimeoplasm is good here because when your creatures get removed, it can provide redundancy and get those last few counters in. If you want to go this route, I recommend adding more pump spells, as well as "permanent pumps"- equipment such as the various swords, Runechanter's Pike, or other things like Unspeakable Symbol.

Control infect almost plays like Stax sometimes. You establish a soft lock with discard effects (which is fine for you, since you love the graveyard) and counters/removal, then are free to chip away with a good beater, or proliferate. Your general is somewhat less important here, but can still do work to come in and finish off your opponent. This way does take more advantage of the color combination of BUG in my opinion. I recommend running more removal, discard, and counterspells if you wanted to go this route. Funeral Charm (honestly an auto-include either way), Thoughtseize and the like, Liliana of the Veil, and Bottomless Pit effects are some good examples of discard that are very efficient. (If you want more examples, check out (this)[http://www.mtgsalvation.com/forums/the-game/commander-edh/204260-the-stax-primer] guide to Stax in general.) Also, if you want to go this route, this is where a heavy proliferation theme with Contagion Engine and Inexorable Tide shines.

Finally, it's worth keeping in mind that it's not a bad idea to run a couple fatties for your general to eat for counters, especially if said fatties are just good on their own for various reasons. Terastodon, Avenger of Zendikar, and Consecrated Sphinx should probably be run in any EDH decks in their colors. (Somewhat related: if you're really feeling silly, you can run Phyrexian Dreadnought purely for +1/+1 counters.)

If you get to a point where you're looking to cut cards, some of the first things I would look to cut would be the most heavily overcosted infect creatures, as well as ramp spells. You're probably not going to need to ramp that hard as long as you run enough lands, and while I know that there really aren't that many good creatures with infect, you can get by with fewer if you run better support cards instead of mediocre and mana inefficient creatures.

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