Jazal Goldmane

Legality

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

Printings View all

Set Rarity
Commander 2017 (C17) Mythic Rare
Commander 2014 (C14) Mythic Rare

Combos Browse all

Jazal Goldmane

Legendary Creature — Cat Warrior

First Strike

: Attacking creatures you control get +X/+X until end of turn, where X is the number of attacking creatures

Price & Acquistion Set Price Alerts

C17

C14

Ebay

Recent Decks

Jazal Goldmane Discussion

Catpocolypse on Quick...Kill The Hippo!!

20 hours ago

I agree with Servbot40. I was playing against this deck with some friends and I was the one that got super ahead using my tokens deck Nerd Post-Prom. I got a couple of doubling enchantments out with Elspeth, Sun's Champion and was soon creating 12 1/1 soldier tokens every turn. Pair this with Jazal Goldmane and I could swing at everyone for lethal damage to each player, all of which had gained a fair amount of life.

Spirits on Arahbo, Xenagos... for Cats EDH

6 days ago

TzickyT,

Bloodforged Battle-Axe + Behemoth Sledge + Sigarda's Aid + Krosan Vorine would be a great replacement 4 cards. I've been playing Bloodforged Battle-Axe in my Mirri, Little Kid Aggro EDH and it can get out of hand sometimes!

Sterling Grove is great, I don't have many Enchantments which is why I ended up removing it, but the ability to tutor Sylvan Library is powerful. Sylvan Library is very important in winning with Arahbo, Roar of the World.

Cultivate + Kodama's Reach + Mirari's Wake + Raksha Golden Cub or Jazal Goldmane (And activate him 2x or 3x) could also be good.

You could try the Blackblade Reforged + Sword of the Animist + Sigarda's Aid + Stoneforge Mystic or Burnished Hart, and replace the fast mana fetches like Nature's Lore and Three Visits and Green Sun's Zenith with Cultivate + Kodama's Reach to get more lands, throw in a Traverse the Outlands to ensure you win. Tutor your Blackblade Reforged and with a Doublestrike or Trample would be an effective weapon. Throw a Taj-Nar Swordsmith in there too since the sword is only . Rhonas the Indomitable will be awesome in this build, with all that land he can trigger his ability to give Trample to the Blackblade Reforged Cat.

abby315 on pskinn01

2 weeks ago

I'm going to hold on to the Academy Rector for now, as the lowest available price is $71 post buyout. Just want to see where it settles, as it's reserved.

If you still want to trade for the Fatal Pushes, Thoughtseize, and FUT Dryad Arbor, that comes out to $41.87. I can add a DOM Woodland Cemetery (from your wants) @ $3.96 for a total of $45.83.

I'd do those for the Flooded Strand, Stomping Ground, and Hallowed Fountain, total of $46.45, and I'm happy to add my Jazal Goldmane to my side to make it $46.48 (me) to $46.45 (you). Let me know what you think!

DrukenReaps on Nazahn Advice (Additions/Removals)

2 months ago

Things that should work well in the deck: Nahiri, the Lithomancer, Aura Shards, Fireshrieker, Worldslayer, Shield of Kaldra, Helm of Kaldra, Sword of Kaldra, Conqueror's Flail, Basilisk Collar, Godsend, Whispersilk Cloak, Quietus Spike, Masterwork of Ingenuity, Sword of Vengeance, Rishkar's Expertise, Open the Vaults, Krosan Grip, Auriok Steelshaper, Armory Automaton, Puresteel Paladin, Stonehewer Giant

Consider removing: Alms Collector, Stalking Leonin, Hungry Lynx, Jazal Goldmane, Leonin Arbiter, Fleecemane Lion, Phantom Nishoba, Temur Sabertooth, White Sun's Zenith, Curse of Bounty, Curse of Vitality

I think some of my suggestions for adding may already be in there but that just tells you they are doubly worth it :P There may be better options then some of what I listed so you might want to take a look here too:

https://edhrec.com/commanders/nazahn-revered-bladesmith

JoeBlondie on Darien, King of Generals

2 months ago

the mana curve does not look very healthy. You have a lot of overcosted things that don't actually do much and at the same time you don't have some pieces that I would say are almost mandatory in a darien build.

I know that you want to abuse Darien's ability, but stuff like Armageddon Clock Mindstorm Crown Jinxed Idol Torture Chamber Angel's Trumpet Jade Monolith (Doom Cannon in the maybeboard) are absolutely garbage cards that do nothing when Darien is not on the field and that do very little work when he is in play. For example, you pay 6 for armageddon clock, than you have to wait 3 turns to have 6 soldiers, assuming that darien survives that long, and they are just 1/1s, maybe 2/2s or 3/3s at best.

Now, why don't you just Conqueror's Pledge for 5 mana and you have the 6 soldiers right away? Without even needing Darien out. I think that your deck should be able to generate a good amount of tokens without him and a CRAZY amount with him.You want only self-pain cards that provide other benefits, like Mana Vault or Mana Crypt if budget is not a problem, pain-lands are ok but you lack Ancient Tomb and City of Brass.

Then, I see that you go hard on the indestructible thing for protection, but

1) indestructible does not save you from the best (and common) removal spells in the format Swords to Plowshares Path to Exile Merciless Eviction Hallowed Burial Chaos Warp Toxic Deluge Cyclonic Rift nor from sacrifice effect,

2) many of your indestructible sources seem weak or slow

I think that you should use protection like Lightning Greaves and Mother of Runes for spot removal and Rootborn Defenses for mass removal if you really want to, but the best defense against removal is to have a deck that can actually recover using cards from your hand.

Then I see that you have a strong lifegain sub theme. Now, some things are efficient and mono white classics, like Soul Warden and Soul's Attendant, but you don't really want to have Healer of the Pride occupying a precious 4cmc slot orNoble Purpose in a 5cmc slot. Also, Anointer Priest is garbage because costs twice a soul sister but triggers only on your stuff and only on tokens, too situational.

Devout Invocation and Nomads' Assembly are bad too, both cost a lot of mana and require you to be already winning but don't do anything if you are behind, I'd cut them for Decree of Justice Secure the Wastes Increasing Devotion

Finally, classic anthems are bad. Very bad. Hall of Triumph Intangible Virtue Glorious Anthem Honor of the Pure Phantom General these things are just trash. You need like AT LEAST 4 of these effects to have an army that can destroy the opponents and win the game. If you draw just a couple of them its just not enough and they are dead cards, if you draw too many there is a good chance that you didn't draw enough token generators and you have no soldiers.

I think that the good approach is to go directly from 1/1s to 20/20s. You do this by using exponential pumping, like Coat of Arms Mirror Entity Jazal Goldmane and things like that. The benefits are that when you are ready you win out of nowhere and nobody sees you as a threat until then and also you don't use tons of card slots for minimal pumping. But, more importantly, dropping the +1/+1 effects opens you the option of using Skullclamp. The card is just bonkers and, ifyou can fuel it, you just win the game, assuming none destroys it on the spot. You also run Steelshaper's Gift, Enlightened Tutor and Open the Armory to find Skullclamp so that you virtually have 4 copies in the deck.

Ah, cut Caged Sun for Extraplanar Lens, its the only mana doubler worth considering in my experience, the other ones just die the turn you tap out to play them. And find room for Martial Coup that is both sweeper and token generator.

It may seem that I'm overly criticizing here, of course you can ignore some (if not all) of my advices if you are not convinced but I love Darien, I have played many of the bad things you are playing and eventually cut them out, just wish that someone told me these things so that I wouldn't have wasted time on bad cards. The cards may seem fun in theory but when you play and the deck doesn't work at all I guarantee that you feel only frustration and no fun.

KingRamz on Queen Marchesa Tokens

3 months ago

I feel like this deck is not focused enough on the theme of "make tons of tokens." You have a lot of cards that make tokens, but many of them don't really do it efficiently. Some examples:

Awaken the Sky Tyrant - makes only one token, and only if an opponent lets you make it.

Teysa, Envoy of Ghosts - makes tokens only if your opponents let you

Skyline Despot - makes one token per turn if your opponents let you (or if you leave back plenty of defense)

Ghirapur Gearcrafter - makes one token

Descent of the Dragons - this is secretly a one-shot anthem that doesn't let you attack the turn you cast it

Dragonmaster Outcast - makes one token per turn on turn 6+ if your opponents can't kill a 1/1

Kazuul, Tyrant of the Cliffs - makes tokens if your opponents let you

Custodi Soulbinders - makes tokens for 3 mana each if there are a decent number of creatures out when you cast it

You get the idea.

Personally I'd try to run five or six anthem effects and hit the token makers really hard. I counted thirteen anthem effects in this version of the deck. Also, one anthem effect comes to mind that you aren't running - Jazal Goldmane. That card should play better than either Mikaeus or Ravos (both of which I'd cut).

Efficient token makers you could run: White Sun's Zenith, Bitterblossom (harder to kill than Outcast), Secure the Wastes, Goblin Trenches, Storm Herd, Sacred Mesa, Requiem Angel, Elenda, the Dusk Rose, Thopter Assembly (if you don't run other Thopter makers), Hanweir Garrison, Rise of the Hobgoblins, Twilight Drover. I think Legion's Landing could potentially work in here too - it's inefficient from a mana perspective but it's a one-drop that shouldn't be too hard to flip and at that point it taps for mana. Which brings me to

Lands: There's quite a few lands that I think could play well here. Kjeldoran Outpost, Kher Keep, Vault of the Archangel, Hanweir Battlements (if you run the Garrison), or Windbrisk Heights. Creature lands are also secretly good here because they benefit from your anthems and let you mount an offense even when untapping on an empty board after a sweeper. Ghitu Encampment, Needle Spires, Lavaclaw Reaches, Shambling Vent, Mishra's Factory and so on.

Haste: If you're going to make a ton of tokens, you really want to bash with them right away, before your opponents can sweep your board. I like Hammer of Purphoros here because it makes tokens and Ogre Battledriver because it doubles as a pseudo-Anthem, but there's also Fervor, Anger, Akroma's Memorial and probably other cards I haven't thought of.

I definitely think there's potential for this deck concept. Just remember that Dragon tokens and anthems don't go in the same deck (except Crucible of Fire). Good luck!

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