Jin-Gitaxias, Core Augur

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Mythic Rare
New Phyrexia (NPH) Mythic Rare

Combos Browse all

Jin-Gitaxias, Core Augur

Legendary Creature — Praetor

Flash

At the beginning of your end step, draw seven cards.

Each opponent's maximum hand size is reduced by seven.

Jin-Gitaxias, Core Augur Discussion

DaWubber on Ashiok's Recurring Nightmares

2 weeks ago

If you want to go more budget with this deck, replace the Jin-Gitaxias, Core Augur and Consecrated Sphinx with Desolation Twin and Striped Riverwinder . It'll cut the cost of the deck in half

BMHKain on What to add/cut for cEDH ...

2 weeks ago

@Burg+1: I checked the deck out just to see if it even has enough in it to handle even Tier 3 Decks in cEDH. I'm truly sorry to say, I'd rather have Vorinclex, Voice of Hunger befriend Jin-Gitaxias, Core Augur & Sheoldred, Whispering One , Jin-Gitaxias, Core Augur for Vorinclex, Voice of Hunger & Urabrask the Hidden , Sheoldred, Whispering One for Vorinclex, Voice of Hunger & Elesh Norn, Grand Cenobite , Urabrask the Hidden for Elesh Norn, Grand Cenobite & Jin-Gitaxias, Core Augur , & lastly, Elesh Norn, Grand Cenobite for Sheoldred, Whispering One & Urabrask the Hidden . Phyrexia has all 5 colors now. If they are stronger than Pre-Mending Era Phyrexians (Not counting Yawgmoth, Thran Physician , they need to set their differences aside, & use those differences as their better abilities. Case in point, The deck is just more casual than what I'm trying to aim for. Maybe Jor Kadeen, the Prevailer is Tier 4; but that's not what I'm aiming to do. What I'm aiming for is to get more CMDRS to Tier 3 the least; & even your deck would shame its status on a tierlist that measures the very status of each CMDR in cEDH. I can't apologize enough, man. It's an effort; albeit not what I wanted to do...

...But since you have a deck that utilizes artifice; I've been working on 5 Strategies that have been known to prevail in cEDH; so I STILL have a use just for you; in spite of not knowing what cEDH is...

As I'm working on Combo 2/5, which allows the use of infinite Colored mana in only these colors: , , . I wanted to use a Artifact Mana Dork is opposed to your usual Rock, I had three kinds of ways for them to make mana: Pili-Pala , Opaline Unicorn (& her other Tap for mana variants.), & Prismite . Since I wanted some way to make infinite mana this way; w/o running out of gas. Sure, is what this deck wants, but I can't go infinite w/ Grand Architect (It is in .), but... Maybe there's another way... Those Kiki-Jiki combos... Not using Thornbite Staff , Maybe something like Opaline Unicorn + Kiki-Jiki, Mirror Breaker + (One more thing...), is there a copier in that can copy either? I'm just interested now...

jessedictor on Tasigur Septor, Control

3 weeks ago

I went and I tried playing ten starting hands with this deck, no mulligans:

g1) 2 lands (no green mana), no ramp until turn 3 drawing a signet, no green mana (which is most the ramp) until turn 10

g2) got land, but only counterspells and buried alive in hand. So I couldn't really cast Tasigur to dig until turn 4- felt bad

g3) Isochron Scepter Vampiric Tutor turn 2. Not a win but a strong hand for sure, maybe should have waited to use Isochron Scepter

g4) no black mana until turn 5, hand full of black cards

g5) Demonic Tutor into into Lim-Dul's Vault -> went for turn 3 Isochron Scepter infinite mana, which should just about win me the game

g6) Nezahal, Primal Tide , a few lands and a training ground. Turn 5 Dark Petition , but felt way undeveloped

g7) No lands until turn 4, happens

g8) Isochron Scepter in hand, but nothing good to use it with, played lands until could cast tasigur turn 5

g9) Got two lands, mana conflux and Reliquary Tower . Drawing nahal felt super band turn 3. Turn 4 got a third land, and windfall felt like my best option

g10) turn 1 Vampiric Tutor , turn 2 Isochron Scepter dramatic reversal infinite mana win

So, I found generally speaking, this deck gets Isochron Scepter and wins with it. All other routes feel really bad. I didn't really enjoy the entomb or buried alive options either, but maybe I was missing a combo somewhere. I also I felt like I had abnormal mana issues in this deck- mostly with getting green mana. This might not be a real issue but worth looking at. Reliquary Tower felt very bad. 19 of 34 lands can produce green mana. I'm not sure on the mathematical breakdown in reality but I generally like 24 lands to be able to produce color of each the mana I need- I think you might stay within budget or proxy limitations though so not having all the dual lands and all the fetch lands feels weird. Spire of Industry , Tarnished Citadel , Grand Coliseum and Chromatic Lantern might be odd includes to keep the budget line as well.

Take aways:

Remove every creature that costs 4 or more that doesn't win you the game immediately.

replace with creatures that fetch win \cons

I don't think the deck needs Training Grounds - typically any time it would matter I already have infinite mana. Maybe add in Exhume - sounds weird I know but would have helped reanimating felt smooth, and maybe would help me feeling like we should keep the Consecrated Sphinx .

achilles777 on Lavinia the Warden

4 weeks ago

May as well lay into the stax effects with Winter Orb , Torpor Orb , Crawlspace , Defense Grid , Authority of the Consuls . The table is going to be miserable, so might as well add in Jin-Gitaxias, Core Augur and to Consecrated Sphinx .

dingusdingo on The magic touch.

1 month ago

Alright lets break down your deck and take a peak.

Lands

Nothing too crazy with your land base. I'm not wild about the "two or fewer" lands, or the "two or more opponents" lands, but they work inside an EDH pod. Two or fewer is worse in my opinion. Forbidden Orchard is a card you should definitely consider, Gemstone Caverns as well. River of Tears is not reliable and I'm not a fan. Obviously the original Duals will serve you well here, but those are $$$.

Looks like your land base is trying to run High Tide as well as Tainted Pact . Those cards unfortunately aren't compatible, so you need to choose one package. I think Tainted Pact is a better choice because its a neat A + B with Laboratory Maniac , whereas you don't have a guaranteed outlet for all that High Tide mana. Consider trimming down to just 1x of all your lands, look at one time rainbow lands if you need budget Aether Hub Tendo Ice Bridge .

Wincons

Simply put, you have too many win cons. Turn the slots from the weaker ones into support for your stronger ones.

Wanderwine Prophets is expensive to cast. It also requires combat damage to a player, meaning your combo is only live as long as you can swing freely. Regardless, its still a strong way to close games. You need to run proper support for reanimating. First, you need to increase reanimation density. Necromancy Apprentice Necromancer Exhume Shallow Grave . Next, you need to ensure you can get your reanimation targets to the graveyard. Careful Study is probably the only one I'd add, although there are certainly more options. Finally, it helps to have extra reanimation payloads in case Wanderwine is unavailable. Jin-Gitaxias, Core Augur and Consecrated Sphinx are both strong enough to cause you to run away with games from card advantage, most likely guaranteeing a win.

Next, Tainted Pact / Demonic Consultation + Laboratory Maniac . I think this is the strongest win condition you're currently running. Important that you pack density of "draw a card" effects to guarantee same turn winning. Make sure to optimize your land base so Tainted Pact is a guarantee!

Mind Over Matter + Azami, Lady of Scrolls is your weakest combo. Its needlessly expensive at 11 mana! The pieces are also the hardest to cast and tutor. The 4 blue in MoM makes it prohibitive sometimes, same with the 3 in Azami. The pieces are also found by the fewest amount of tutors you run, while the tainted pact combo is far more easily searchable.

Doomsday is strong but you are lacking some necessary cards. Gush and Gitaxian Probe will make your life far easier. Same with Lion's Eye Diamond . I would currently cut this from your deck.

Dualcaster Mage / Naru Meha, Master Wizard + Ghostly Flicker / Illusionist's Stratagem is also relatively weak. Requires you to hold then dump all the mana during the same turn, and 6-8 mana is not a fantastic range. The cards are also rather weak outside the combo, but not horrible. You can add additional value by getting more ETB creatures or blink effects for combo. Twinflame Heat Shimmer Cackling Counterpart Imperial Recruiter

Ramp

Looks like you know what you're missing as far as moxen goes. You should also consider running the Signet cards, gives reliable ramp that avoids land hate. Also adds artifact density for when you get that Mox Opal . Wayfarer's Bauble is bad and should be cut.

Card Draw

You are lacking some card draw that would help you. Dark Confidant Mystic Remora Rhystic Study . Sensei's Divining Top works extremely well with fetchlands and would provide value here. Top would also allow value wincons to be inserted like Dramatic Scepter or Paradox Engine . Kess, Dissident Mage gives massive value here and helps you escape from grindy mid games against other control decks. Wheel of Fortune and Timetwister will obviously help here, but are $$$. Windfall is extremely strong as it neutralizes opponents who get massive card advantage early in the game, or helps you after you dump a fast hand.

Interaction and Removal

Pyroblast is worse than REB and you shouldn't run it. 13 counterspells is certainly too high, you can also cut another. You currently run three spells that can deal with a resolved enchantment, Chain of Vapor Galecaster Colossus and Venser, Shaper Savant . A Rule of Law or Arcane Laboratory that has resolved ends your game. Galecaster is pretty low value and should be removed. Dismember both hits for a lot off of Ad Naus and costs a lot on your Ad Naus to be low costed to cast. You should swap it out for a sweeper like Pyroclasm or Earthquake , you already have strong targeted removal. Abrade is the exception, and should be added due to its flexibility.

Closing Thoughts

You are definitely on the right track. Cast a critical eye towards anything 3+ CMC, as those greatly rob your Ad naus and are harder to cast. Archaeomancer and Galecaster Colossus specifically stand out as removes. Test out a few different Grixis flavored wincons and see which one feels the best based on the paper cards you have. Take a peek at Kiki Jiki + friends, as well as Isochron Scepter + Dramatic Reversal . Kiki fits into reanimator, and dramatic scepter is extremely easy to slot and assemble. Test out Dualcaster/Meha with additional combo payoffs, because there are quite a few that let them combo off. Your deck is currently at a point where you need to start greatly considering card quality and slot intensiveness. The fewer slots, the easier to cast, the more the pieces have value alone outside the combo, the better. You also need to start considering the hate pieces other decks are going to run. How do you handle Torpor Orb for example?

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Jin-Gitaxias, Core Augur occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Blue: 0.19%