Jaya's Greeting deals 3 damage to target creature. Scry 1.
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|War of the Spark (WAR)||Common|
Combos Browse all
|Commander / EDH||Legal|
Jaya's Greeting Discussion
2 weeks ago
Typically any control deck that plays will play a few copies of Teferi, Time Raveler and Elspeth Conquers Death, which I would highly recommend. It could even bring back Ugin, the Spirit Dragon from the graveyard if you discarded it to Chemister's Insight jump-start.
Jaya's Greeting is fun but compared to something like Scorching Dragonfire, the scry1 really isn't worth it when you could have the option to hit a planeswalker and having them be exiled on top of it.
You could try to include some Fabled Passage in your mana base instead of some of the tap lands, I'm sure you'd much rather draw that than a Swiftwater Cliffs if you're waiting for your 8th land to play Ugin, the Spirit Dragon.
I really don't think this deck needs Clear the Mind. You won't mill yourself, and on the off-chance you'll happen to draw it against a mill deck, you might as well run anything else that will be far more useful to you.
Hopefully these suggestions are helpful, cheers!
7 months ago
Howdy, when it comes to making a deck the first thing you need to pick is a theme and/or win condition. If you have no idea what kind of theme you are going for you can just look up other archetypes that people have already created.
From what I can see you are going for a kind of Red/White Knight/Dragon aggressive creature theme using what cards you have on hand. That is perfectly fine but what your main goal should be is to find out what are the most efficient creatures/cards available in those colours and work towards getting them.
Having 4 Inspiring Veteran is a good choice as you try to max out the cards you want to see in your hand.
I suggest getting your hands on some Embercleave as the double strike and trample can give you the extra damage you need to close out a game. Consider swapping out your Shivan Dragon for a couple if you can afford them.
Although not a knight Bonecrusher Giant is a solid red card which can act as removal for small creatures and/or a 2 damage to your opponent as well as coming down as a creature afterwards.
Just check the MTG gatherer website and look for cards you find interesting within a theme and see what else pops up at you.
7 months ago
Sorry I haven't been updating this deck as much anymore, I've been focusing more on an aggressive Black/White deck with creatures that gain +1/+1 counters when gaining life and another black/white token deck for arena. I haven't put either up here yet since I have been working out the wrinkles, but will probably add the lifegain one soon as the winrate is becoming better with recent changes.
Domri's Ambush is really nice and I should add them to this deck. Not sure off the top what I'd replace, potentially the Barge In though. The extra +1/+1 counters are always nice, and since it just deals damage vs having creatures fight it makes sure my creature is healthy for the combat phase.
Gruul Spellbreaker looks to fit the deck theme very well while being strong too. It has Riot and is non human to stack with Grumgully, the Generous and Rhythm of the Wild . Having trample makes sure I'll be able to do player damage even if they use sacrificial defenders. The hexproof then helps make sure I can make my attacks on my turn without the opponent being able to directly target for control spells or debuffs. I'll probably replace this with some of my mentions in the previous comment. Such as taking out one Grumgully, the Generous , a Gruul Guildgate and/or a Mountain , a Jaya's Greeting , and a Domri, Anarch of Bolas
8 months ago
You should add Gauntlets of Light . It goes infinite with Faeburrow Elder as long as it taps for at least 4. At which point you can cast your entire deck using Golos, then win with Jace, Wielder of Mysteries . One idea is to run board wipes like Time Wipe and Realm-Cloaked Giant to clear the board after someone has committed to it. Jaya's Greeting , Murder , and Lava Coil can also help to remove annoying creatures early on. Flame Sweep is also a low cost mini wrath that can buy you time. I'd like to see more card draw, consider Growth Spiral , Opt , and Chemister's Insight . Finally my favorite card in my azorious control deck Teferi, Time Raveler , can help deal with control players and bounce troublesome creatures, artifacts, and enchantments while drawing you a card. The +1 is also good cause it gives your sorceries flash essentially.
8 months ago
Yeah after the last update adding planeswalkers I removed 3 more creatures, and it does feel a little tight in play if I don't get enough momentum quickly or they clear the board. I might remove one of the Gruul Guildgate and/or a Mountain for another creature or 2 for starters. I was then considering dropping one Jaya's Greeting to bring it to 3x, and potentially one of the Domri, Anarch of Bolas for 2x total to replace with creatures. Lastly I was also considering removing a Grumgully, the Generous to bring the total to 3x and open up the deck for other creatures.
I was looking for creatures that can help with mana ramp since End-Raze Forerunners are my most expensive cards and can be a finisher for the game. For that I was browsing standard cards and found a few that might fit in.
Leafkin Druid Is nice since it's a 0/3 and has decent toughness if needed to block, and can tap for a green mana to help ramp up. Bonus if I somehow get 4+ creatures on the field it gives 2 green instead. This doesn't help if I need red mana, but most of the cards in the deck don't require more than 1 red mana anyways.
Paradise Druid allows me to pick either color instead of just green, and has 2 power if I wanted to use for attacking instead. The hexproof part would likely only affect it when I first drop before riot is in play since it would likely be tapped for mana or attacking after.
Incubation Druid seemed like a mix between the previous two mentioned. It allows to tap for any mana (That I can make already) but has no power and less defense when comparing to the previous ones. On the flip side if it has a +1/+1 counter it makes 3 mana when tapped. Since I have a few ways to get counters on creatures when playing them, I could potentially have that trigger somewhat reliably. It also has the ability to adapt for counters, and since I'm trying to lean more towards mana ramp I will likely be able to pay the 3GG cost reliably later in matches if I dropped it early before I could get Rhythm of the Wild or Grumgully, the Generous out.
District Guide Is a 2/2 creature that also lets me fetch a land/gate from deck to my hand. This helps fill up my creature slots, while also helping with mana ramp to later game to make sure I can drop my expensive cards. I've been using this in a few of my mana heavy decks in arena with success, so this might be one I pick since it fills two roles without sacrificing field presence (while the others previously mentioned would have to be tapped to get me mana ramp)
Rosethorn Acolyte Was one I considered. The adventure would let me get red mana if I somehow can't get mountains in my early game, and the creature itself would allow me to tap it for mana ramp. It's a 2/3 though so I feel more like it should be on the field attacking or defending instead, and I feel at 2G it's a bit pricey for what it does. That said because it is a 2/3 I could still use it for attack/defense and only use the mana ramp when I need it, but I feel there are better 3 cost cards.
8 months ago
I'm tempted to make that change with 3x to 4x on Frenzied Arynx as well. Being 4 cost means I'll likely be able to play them consistently, they have riot which fits the deck theme well, have trample naturally, and also have a 4GR ability to buff if I don't have anything to play/out of cards in hand as the game progresses. The question comes down to what I would replace for it at that point. I hate to do it because I love my holographic giant chicken and it has saved me a few games as my late game drop, but I might need to replace the Wrecking Beast for another Frenzied Arynx . I could maybe drop Skarrgan Hellkite instead since I only have 1 in the deck as well, but it does have a helpful ability with riot and flying where the chicken has riot, trample, and no ability.
If I want to look towards replacing a spell, I could maybe drop one of the Jaya's Greeting or even one Rhythm of the Wild . I really want to make sure I draw Rhythm of the Wild and get as many stacks of riot as a I can though. Then for Jaya's Greeting it's my only real burn cards and scry could help throw away duplicates I don't need or excess mana from the top of the library later on.
Maybe I'm just overthinking this though and dropping a land card could do the trick. I just started feeling like I hit a decent land/mana curve+ramp since I'm able to more reliably drop Wrecking Beast and End-Raze Forerunners , so I am concerned about removing more land and going back to the original mana problems. Although I do have 3x of both Domri, Anarch of Bolas and Domri, Chaos Bringer and I can't have more than 1 of each at a time. So maybe I would want to drop one Domri, Anarch of Bolas , but then it becomes less likely I'll draw them at all and won't get the mana ramp from them either.
It's getting tougher and tougher to find cards to pull out of the deck to replace, but I feel that's a good sign we're on the right track and have cut most of the fat each iteration.
8 months ago
I'm going to see if I can't get some games in with my cards and see how it runs now. I've run a decent amount of play tests from the site here and I'm seeing mid game shape up well, but I'm still a little concerned about early game. If I don't get any Arboreal Grazer or Zhur-Taa Goblin in my starting hand, I have to rely on Jaya's Greeting for any early game aggression until I can start ramping up mana and dropping heavy hitters with riot/counter stacks. I'm more reliably hitting enough mana to drop my CMC 7/8 creatures though, although sometimes I do still get flooded with land sometimes (but I would rather have a mana flood every once in a while and reliably be able to end games with my expensive drops late game, than continue to struggle having enough mana for my cmc 7/8 creatures late game).
On that note I'm not sure what I would replace to add Savage Smash into the deck (Although I do have many copies of the card already, so I can easily put in 4x without buying any new ones). I feel I'd need to replace a current spell since I'm starting to thin out on creatures to actually leverage all these riot and non-human bonuses after the recent planeswalker changes to the deck. While Barge In doesn't give the fight portion, it still gives that +2/+2 on a creature and trample. So while it may not allow me to directly fight a creature to open the board and then attack face, I can still trample through if they are attempting to just sacrifice block. It also gives ALL my creatures trample (not just the one buffed) in case they have a lot of sacrificial defenders, and only costs a single red mana versus a 1RG.
On the flip side though, 1/3rd of the creatures already have trample naturally with Frenzied Arynx , Wrecking Beast , and End-Raze Forerunners . The last one also buffs my creatures with trample when it comes into play, so it can help late game for a final push against sacrificial blockers. With that it might be worthwhile to look at more options like Savage Smash to direct my damage to specific creatures so I don't double up on trample with a creature that already has it. A handful of people I play with leverage sacrificial defenders with regeneration though, which is why I wanted to try and get more consistent options for trample in the deck early game with Barge In .
That all aside, I'm actually starting to play some MTG arena now since my regular groups are pretty busy during the holidays. I've already unlocked the preset gruul deck they let you get in game, and I've redeemed the Domri planeswalker deck alongside all the other codes I have been accruing. So I'm planning to try and unlock the cards I'm using here to get some play testing in MTG arena, and get a better idea of where it struggles to try replacing a few cards at a time to see what helps the most.