Jaya Ballard

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Mythic Rare

Combos Browse all

Tokens

Jaya Ballard

Legendary Planeswalker — Jaya

+1: Add . Spend this mana only to cast instant or sorcery spells.

+1: Discard up to three cards, then draw that many cards.

-8: You get an emblem with "You may cast instant and sorcery cards from your graveyard. If a card cast this way would be put into your graveyard, exile it instead."

Price & Acquistion Set Price Alerts

DOM

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Jaya Ballard Discussion

mande on Firesong and Sunspeaker

8 hours ago

I would cut a lot of cards here, try to streamline the boros spellslinger build. Tajic, Victory's Herald, Serra Ascendant. I'd cut Boros Keyrune and Manalith for more efficient rocks (Probably Hedron Archive and Boros Cluestone, since boros is atrocious in card draw. Also run Red copy effects, such as Increasing Vengeance. I would also include Jaya Ballard, Fire Servant, Warleader's Helix, to name a few.

firestorms90 on Help me help Tibalt

1 week ago

I've been trying to hammer out a monored deck designed to benefit from discard effects, with the goal of making Tibalt, the Fiend-Blooded something greater than utter garbage. I put the little devil dude in a deck with Chandra Ablaze and Pyromancer Ascension years ago, and, though I liked the idea of the 'walkers working together, the rest of the deck was trying to do something Tibalt didn't help with. In other words, I enjoyed the potential interaction among those three cards, but the deck in which I had them wasn't the right shell to abuse them. I ended up removing both planeswalkers from that particular deck, but the idea of building around Tibalt has jumbled around in my brain since. Upon seeing Jaya Ballard spoiled, I started revisiting the concept, and the new Izzet mechanic, jump-start, was the final inspiration to try, once again, to make Tibalt usable. This is what I have so far:


Tibalt seeks redemption

Casual* firestorms90

SCORE: 1 | 26 VIEWS | IN 1 FOLDER


but there's still work to be done. I've got to find the right mix of recursion and actual spells, and there's still trimming to be done. This is my first time seeking advice from the tappedout community this early in the deck building process; thanks in advance for any advice and suggestions!

LandoLRodriguez on Nicol Bolas Grixis Controlas 2.0

1 week ago

Thanks for suggestions David_H18. I'm switching out my Notion Rains for Chemister's Insight. The flexibility of being instant speed and the recursion are well worth the 1 extra mana and loss of surveiling I think. Similarly, my Chart a Courses turned into Opts. I also found room for a Search for Azcanta  Flip and one Expansion / Explosion after taking a look at your deck (Jaya Ballard and Risk Factor didn't make a ton of sense in my deck anyway, they probably won't be missed). Hopefully now I won't waste as many turns sitting on a sorcery speed draw spell because I don't know if I need to save my mana for a counter during their turn.

Ryjo on Mono Red Burn Deck

1 week ago

This deck is looks like its in the "Is it a goblin deck or is it a burn deck?" zone. I would be more inclined to lean into the burn aspect, and build something like the following:

MarcosTithes on Kess storm (help make it competitive)

1 week ago

Hey, I saw that you were looking for advice and there are a couple things that I could recommend. I'll go over a couple things, but I'll start off with the manabase since you said it was the thing you were looking to change most. Also, it's a bit long, but it should help you for what kind of a manabase makes a competitive one.

First off, there are several good replacements for duals, first and foremost being shocks, but since it looks like you already have those looks like you're already half way there.
Basically I would focus on removing any and all lands that come in tapped, because if you want your deck to be competitive, you need to be sure that every turn you take is as optimized as possible. A turn where you could be doing two manas worth of stuff you are only doing 1 manas worth of stuff which essentially means you are playing a turn behind. It's a bit of a simplistic way of explaining it, but that is the best explanation why without going into too much detail. Other lands I would highly recommend, firstly, are the pain lands. These are very effective replacements as well. ( Sulfurous Springs, Underground River and Shivan Reef ) find homes in many competitive decklists you will find. The filter lands are pretty good replacements as well, as they get you the colors you need with added fixing. They only issue is that the t1 plays they provide can be kind of awkward, but should only be really taken into consideration the faster and faster your deck is; In your case they should be a good fit though! They are Sunken Ruins, Graven Cairns and Cascade Bluffs. Also, it may seem weird, but adding every kind of fetch that can even get you one of your colors effectively gives you access to all the colors you could need! You could run all 9 fetches besides Windswept Heath, which seems like a pretty good deal to me, though if you have to pick and chose I would focus on the ones that give you your most important color (blue) first. This goes the extra mile in truly "optimizing" your mana base, and over the long run it thins your deck and makes it more consistent.
All in all, the changes I would make would look something like this -Canyon Slough, -Crumbling Necropolis, -Grixis Panorama, -Path of Ancestry, -Smoldering Marsh -Sunken Hollow, -Temple of Deceit, -Temple of Epiphany, -Temple of the False God
and do this
+Sulfurous Springs, +Underground River, +Shivan Reef, +Sunken Ruins, +Graven Cairns, +Cascade Bluffs, +Cephalid Coliseum, also these are pretty good, but the worst of the bunch I've recommended, +River of Tears, +Tainted Isle, +Tainted Peak. Additionally Ancient Tomb is amazing as well, so I would recommend that as a long term investment too. (plus it goes in every edh deck ever so it's non-exclusive!).

Apart from lands, there are a couple of things that I think you could use to increase the consistency of your deck and some of the combos that you seem to be going for. Going over enchantment's first, as there is a short list, I would consider taking them all out personally. Search for Azcanta  Flip is a more value oriented card popular in decks that try to attain long term value and want games to go long. Storm isn't quite looking for this, and for that, I think it doesn't do enough for what 2 mana will grant you especially if you are looking to "speed up" the deck. Very often competitive decks can't afford to play things that don't do anything right away, so even though the card is great, it needs to fit a certain role in a deck. I also think that Jace's Sanctum also comes to the "too slow" argument as well, but I think that if you are looking at least for a semi-competitive option, this is fine to keep in. Also for Thousand-Year Storm I have seen some discussion floating around in the competitive community that it could work really well as a win con in a similar oriented style deck, but the huge argument is paying 6 mana for a spell that doesn't do anything, or win you the game right away. Regardless, I think for what your deck has going thousand-year storm seems like it could prove well if it is working well for you.

Otherwise, there are just a couple of cards such as Jaya Ballard, and Docent of Perfection  Flip that really stuck out to me. Personally, I don't think that the amount of mana they are is really worth the investment, and I would rather play cards that help setup the win. To go off this, I noticed that you were playing Isochron Scepter, so why not replace those other cards and play Dramatic Reversal which is a near 2 card combo with the scepter? To utilize this combo you would need to play more things that tap to give you mana, but adding mana rocks will make your deck faster and I would recommend adding more anyways. In general this combo is low investment, high reward because none of the cards that you play to make the combo work arn't progressing you towards your endgame anyways. For the mana rocks you could add, I would highly consider cards such as Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Chrome Mox which are the high profile options, but for leaning more on a budget any of the signets are also highly viable (Izzet Signet, Dimir Signet, Rakdos Signet). In general this will increase the speed of your deck and make it more turbo charged. You won't find many competitive decks without these!

Lastly, I'd just like to briefly mention the best counterspells for competitive EDH. In general it is widely agreed upon that for combo decks in general, you want your counterspells to be as cheap and efficient as possible. Some of the most favored are Force of Will (i saw that you have that one), Pact of Negation, Flusterstorm, Delay, Mana Drain and Swan Song (also on the list). Secondarily, people do play Counterspell but it is often outclassed by the ones I mentioned prior. Also, there are other counterspells that people will play for more narrow purposes and should be played specifically for the meta you are expecting to play in. These are Negate, Mental Misstep, Spell Pierce(only for decks looking to win t2-t3 really),Arcane Denial, Remand etc... (here's a useful link if you want to know more: https://www.reddit.com/r/CompetitiveEDH/comments/5k0tef/a_lexicon_of_cedh_counterspells_and_some/ )
In general I would cut the counters that are 3+ mana, because there are just better options out there if you go looking, and hopefully that page can give you some good insight for what counterspells are the right choice for you. And that will about wrap things up for me without going in too deep.

Yeah, so I could go over every card piece by piece, but that would probably be an entire article on it's own. It really because what makes a deck "competitive" is kind of an ambiguous term in the grand scheme of things. I'm not 100% sure every recommendation I make fits what you are looking for, so it's hard to analyze what cards are truly good/bad without sitting down and discussing it directly. Also, since there are legitimately several different version of a deck that 1 commander could hold, I think I'll just leave you with some resources that can further your cEDHing. Here are some of the competitive edh resources that I like to visit, and hopefully they can serve you well too!
https://www.reddit.com/r/CompetitiveEDH/
https://www.youtube.com/channel/UCzt3cj_wzuNp4yRP9ZEBAmg
https://www.youtube.com/channel/UCGh7-4mDFssqhu_UpOwRzIA
also here is my Kess storm decklist if you want to take a look!: https://tappedout.net/mtg-decks/nekusar-we-legacy-storm-now-cedh/

It's always good to have another person in the community, so I'm glad that your interest has been peaked! Hope to see you around and feel free to message me if you have any other questions!

Ryjo on dduck13

1 week ago

Hello, and welcome to Magic. Jaya Ballard is a planeswalker card. When you successfully cast her and she isn't countered, she will enter the battlefield with 5 loyalty counters on her. Planeswalkers have this kind of currency called "loyalty counters", which you can use to pay for abilities that have a minus value, and which are increased when you use any ability with a plus value. The loyalty of a planeswalker is basically how much life they have, when they reach 0, the planeswalker dies and is sent to your graveyard. When an opponent attacks you they have the option to deal the damage to you or a planeswalker you control. They can also use other means to damage your planeswalker, including using cards like Lightning Bolt to target your planeswalker to deal damage. When damage is dealt to a planeswalker, that many loyalty counters are removed. Each turn, you may activate 1 loyalty ability on each of the planeswalkers you control. You may only activate 1 ability per turn. Planeswalkers usually have 3 abilities, a plus, a minus, and an ultimate. The ultimate, if present, will always be at the bottom of the card, and is the most powerful effect, but will require effort if you want to use it, usually requiring several turns of using its plus ability.

So lets say you play Jaya after you have available. She enters the battlefield with 5 loyalty. By using either of her +1 abilities, you increase her loyalty by 1, and either add to your mana pool to cast an instant or sorcery to help protect her, or to replace dead cards in your hand with potentially useful ones.

If you want to link to your deck in a forum post, or a comment, you can use the following syntax:

[[deck-large:07-11-18-mono-red-burn-deck]]

Just replace the "07-11-18-mono-red-burn-deck" with the appropriate part of the URL located in the slashes after mtg-decks.



dduck13 on Ryjo

1 week ago

I appreciate your help with my deck...I am very new to MTG and had another question if you wouldn't mind helping me. I saw you suggested Jaya Ballard for my sideboard but how does this card work?

Ryjo on New to MTG

1 week ago

Electrify and Radiating Lightning are too slow for constructed play. Doublecast, as SynergyBuild stated, needs another spell to be usable, and requires you to have 4 mana open. It might be playable in an Izzet spells deck with Goblin Electromancer when you can basically get two 2 CMC spells for a total of 3 mana.

As for my proposed sideboard, Silent Gravestone and Smelt would be worth considering, probably replacing Jaya Ballard, Experimental Frenzy, and Mountain.

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