Jeskai Banner


Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Common

Combos Browse all

Jeskai Banner


{T}: Add {U}, {R}, or {W} to your mana pool.

{U}{R}{W}, {T}, Sacrifice Jeskai Banner: Draw a card.

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Jeskai Banner Discussion

BrettonTheKid on Merica's Spiritual Guidance

4 months ago

I like the deck. I am not sure what you budget is, but some I have some land suggestions.Inspiring Vantage is great early game as well as any fast land Spirebluff Canal.Some tap lands like Glacial Fortress can also be good. In place of Boros Garrison and those lands.If you do not care about budget then fetch lands are fun. Also shock lands like Steam Ventss are great, being in your colors I would not worry about life too much.In place of Jeskai Banner Electrolyze might be a better option.

Jagd_Tallgeese on Saiyan's Landing

9 months ago

Since Shu Yun benefits from a lot of noncreature spells, some counter spells and exile effects would be useful. Enchantment and artifact removal like Forsake the Wordly and Solemn Judgment would be useful. Norn's Annex, Propaganda, and Ghostly Prison can make it harder for opponent's to swing at you. Counter spells like Swan Song, Essence Scatter, Rebuff the Wicked, Mana Tithe, and Countermand provide protection and the necessary control aspect you might be looking for. Other creatures with Prowess and similar effects would benefit from what you have in mind. Monastery Swiftspear, Pristine Skywise, Cunning Breezedancer, and Pyre Hound to name a few. The Ravnica bounce lands you will want to add would be Azorius Chancery, Izzet Boilerworks, Boros Garrison, and the tricolor land Mystic Monastery. You can also add the other dual lands, Tranquil Cove, Wind-Scarred Crag, Prairie Stream, Irrigated Farmland, Inspiring Vantage, and Spirebluff Canal. Some must have artifacts are Elixir of Immortality, Venser's Journal, Chromatic Lantern, Jeskai Banner, and Argentum Armor. Hope this helps!

5_Emmas_in_Main on

9 months ago

I'd suggest the Jeskai Ascendancy and would cut the Izzet Cluestone for the Jeskai Banner.

sonnet666 on [List] The MTG Weapons Arsenal

10 months ago

Don't stop now. I believe in you!

Panas on Shu Yun's third eye.

1 year ago

Shu Yun is a wonderfully complex and flavourful commander. The best deck I've seen was a near creatureless brew with lots and lots of cantrips who could smash an opponent in 1 punch.

But that way of playing is not for everyone, so it's good to see what Saita.... I mean Shu Yun has to offer. He self-buffs himself through prowess and can give double strike. As the latter ability requires an activation through another spell and an investment in mana, cheap spells will work best here. Double Striking combined with cards that do things when they deal combat damage is a very interesting way to go. The sword cycle is a perfect example of what you want your creatures to be doing! Sword of Fire and Ice, Sword of Light and Shadow etc. are excelent on their own, but adding double strike makes them way more monstrous than what they already are.

Then some creatures that have interesting triggers. I already see you have Daxos! That's cool! But there are many more you could include! Get a Bident of Thassa to make every creature of yours that connects to draw you 2 cards. A Cephalid Constable can become a very scary beater when you Boomerang 4 permanents per attack. How about extra turns? Medomai the Ageless can give you some spare! Sphinx Ambassador gets free creatures if you don't go for the most obvious choices, and look at that rack!! XD

Also cards with cipher can work in a very similar fashion. Stolen Identity for example can give you an army out of nowhere!

Lastly, on a more serious note, you need more ramp in your deck if you want to keep up in higher levels of play. Sol Ring, the Boros Signet and its ilk, Commander's Sphere, Mind Stone, Darksteel Ingot, Jeskai Banner... These feel like tasteless cards, but your mana base is what makes a deck going and going at it faster than your opponent is a good way to win. They pull their weight so try them out!

Hope this long post helps at least a bit! Good luck and may you always have 3 lands in your opening hand!

apxl on

1 year ago

Alex here, here's my advice

What should go:

Secure the Wastes

-Doesn't really fit the objective of the deck or get made better by other cards in the deck.

Aerial Responder/Lightning Angel

-You probably were already getting around to cutting this. It's good for a 60 card format, but not so much for EDH.

Wheel of Fate

-I feel like this might screw you over since you don't have a ton of recursion and you could be drawing your opponents into good cards. You're in blue, so you shouldn't have a hard time finding a replacement. I'd suggest Fact or Fiction and/or Steam Augury and if you'd like to spend a bit more, Rhystic Study is amazing (for you).

Isolation Zone

-Grasp of Fate is strictly better.

Mechanized Production

-A landwipe, mana rock, or control piece would do you much better.


Solemn Simulacrum

-Might be better to replace with a rock, since that land will probably get destroyed.

Niv-Mizzet, Dracogenius

-A bit hard to cast in three colors, perhaps replace with a draw engine.

Noyan Dar, Roil Shaper

-I see that you figured he can get the most out of your lands before they get wiped, but once your lands are destroyed, he'll be a dead card for the most part.

Treasure Keeper

-Not sure how useful this one can be, I think a more controlly creature would help you more. Replace with Windborn Muse maybe?

For Your Consideration:

Leonin Abunas/Padeem, Consul of Innovation

Ravages of War


War's Toll

Kazuul, Tyrant of the Cliffs


Talisman of Progress

Sky Diamond

Marble Diamond

Mind Stone

Coldsteel Heart

Jeskai Banner

Gilded Lotus (Kinda pricey)


Hoarding Dragon

Enlightened Tutor (Kinda pricey)

Mystical Tutor

Charmbreaker Devils

Sphinx of the Final Word

Arcane Denial


Turn Aside

Also get around to upgrading your mana base. I'm sure you know how to do so but either way, the vivid, pain, and scry lands are great on a budget and there should be more like them. Keep it up bro

Emzed on Narset Survival

1 year ago

Since Narset costs 6, ramping on turn 2 and turn 3 and hitting all your landdrops allows you to cast her on turn 4. To improve your consistency, more ramp spells for turn 2 would be helpful. Options include Talisman of Progress, Fellwar Stone, Mind Stone, Coldsteel Heart, Prismatic Lens, Generator Servant. Some of your 3cmc rocks like Jeskai Banner can be replaced with those cheaper options. Also, i suggest playing a couple more lands, since 33 is a little low if you plan to hit at least 3-4 lands every game. You can make room by cutting Oath of Gideon (no good without planeswalkers), Mantis Rider (attacks for a few points of damage, but has no synergy with your overall plan, not good here), Lightning Angel (same as Mantis).

EleventyFive on

1 year ago

Things I would change...


Call of the Gatewatch - It's just to fair of a card.

Fabricate - You really don't have any Artifacts that you NEED to find.

Howl of the Horde - Relies to much on having other cards, doesn't work at all by itself.

Ponder - Not a great card to hit with Narset.

Preordain - Not a great card to hit with Narset.

Tragic Arrogance - If it didn't say Planeswalker then I would totally use it.

Darksteel Ingot - You don't really need this many 3 drop ramp cards that don't produce a color of mana.

Commander's Sphere - Same as above.

Jeskai Banner - You have so many other ways to ramp this one is not good at all.

Lightning Greaves/Swiftfoot Boots - Why do you need these at all?

Sphinx-Bone Wand - Is not a good card. You are either going to be playing it turn 7 and not doing a lot of damage with it or you will just get a few points each turn at best. You can find other finishers.

Vedalken Orrery - I think you need to just run more cards that limit players to only using spells during their turn and not worry about casting everything at Instant speed.

Assemble the Legion - You really don't need to be casting this with Narset's trigger, and then having to wait a turn for it to take any minor effect. This card is only great with 2 other cards Cathars' Crusade or Skullclamp, and you don't need to run either of those. I would just get rid of it and keep in the prison effects.

Banishing Light - If anything this should be an Oblivion Ring instead.

Indestructibility - Can be replaced by many other cards that do the same for cheaper.

Leyline of Anticipation - If you're going to run any cards that allow you to cast things at Instant speed I think this should be it. If at all.

Myth Realized - Another card that does absolutely nothing if you hit it off a Narset trigger, it's a wasted trigger.

Oath of Gideon - Does nothing for you in terms of using certain abilities faster on your current Planeswalker lineup.

Spirit Mantle - Should be Unquestioned Authority if anything.

Counterflux/Counterspell - And pretty much any counter spell at all is bad in this deck, because it's a wasted card for Narset triggers. I think Cryptic Command is a good one and maybe a few of the other ones. I'm not saying that you shouldn't run any counter magic, and if you do Counterspell is one of the best, but I don't like them.

Fact or Fiction - Is kind of working against your game plan. You want to stack cards on top of your deck to cast for free with Narset, not let them put some in your hand and the rest in your graveyard.

Path to Exile/Swords to Plowshares - Just run more board wipes.

Reverberate - Can be a game winner when you use it on some of your extra turn spells, but I think if you want to run any copy effects then this should be the only one.

Dovin Baan - Just a little weak, but I know you want to try him out.

Jace Beleren - Weak, and helps in to many ways.

Things I'd add...

Chandra, Torch of Defiance - Great card can't really beat her Ult!

Insidious Will - Can be a good counter spell. It either counters, or if you hit it with Narset it lets you copy another card hit with her trigger at Instant speed.

Chaos Warp- This works pretty much like a counterspell, but can be useful when you get it off a trigger.

Cataclysm - Is a much better Tragic Arrogance.

Mirari - Can function as a better copy spell enabler, I would replace Reverberate with it.

Aggravated Assault - Have this and Feast and Famine and you win.

Nahiri, the Harbinger - Is just a great way to exile stuff, or you can find a Artifact that you need to win.

Saheeli Rai - This can help you win games, but it doesn't do a lot off the bat.

Dack Fayden - Is just awesome by himself.

Ajani Steadfast - Great pillow fort Ult.

Seize the Day - Great extra combat with flashback.

Time Spiral - Is awesome, but expensive.

Hall of the Bandit Lord/Fervor/Need for Speed/Generator Servant - Can all give Narset haste which helps.

Coalition Relic - Great accelerator.

Boom/Bust - Is another great LD card.

Catastrophe - Probably one of the better board wipes you could play.

Rising Waters - Is the perfect stax card for this deck.

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