Jolt

Legality

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

Printings View all

Set Rarity
Mirage (MIR) Common

Combos Browse all

Jolt

Instant

You may tap or untap target artifact, creature, or land.

Draw a card at the beginning of the next turn's upkeep.

Jolt Discussion

libraryjoy on First time commander! Open to all suggestions!

2 years ago

Many of the instants you have will not pack enough punch to make them worth the slot. You want to focus on things you can re-use. For example, Vault Skyward looks like a good combat trick, but most of the time, people will be prepared for flyers. Better is Cobbled Wings or Fleetfeather Sandals, which last more than one turn, can be re-used if the creature dies, and can be reassigned to a blocking creature after the attack. Better still is Archetype of Imagination, that makes all your creatures fly and prevents your opponents' fliers from blocking. Or you can use something like Shadow Rift or something stratight up unblockable (Whispersilk Cloak) that will be more likely to get the damage through. If you are concerned about blocking fliers, Spidersilk Armor is a good bet, and affects your whole team on a permanent basis. For Commander, you're playing 4 other people. Each card needs to pack a big punch, so cards like Blustersquall & Cyclonic Rift are better because you can also cast them for their Overload effect.

Drop: Peema Outrider, Jolt, Cerulean Wisps, Noxious Revival, Vault Skyward, Triton Tactics, Reclaim, Ornamental Courage, Aerial Formation, Aquastrand Spider, Growth Spasm, Kozilek's Predator, Nest Invader, Keeper of Progenitus, Blisterpod, Parallel Lives, Gilder Bairn (You need to have ways to tap it, and I think it's too much work for the effect), Sasaya, Orochi Ascendant, Gnarlid Pack, Coiling Oracle, Transguild Promenade, 1x Forest, Scourge of Skola Vale

Add: Cobbled Wings, Elixir of Immortality, Spidersilk Armor, Viral Drake, Quest for Renewal, Overwhelming Stampede, Rogue's Passage

It's not a final cut, but I think you'll be within 5 or so of 100. At that point, you'll really need to look at your creatures and decide which ones you really want, and which ones are maybe second string players. Once you have a list and play a little, you'll know what you're weak to (do you see a lot of mill? Do you need more graveyard recursion? More flying?), and you can adjust from there. Good luck!

Panas on First time commander! Open to all suggestions!

2 years ago

Hmmm... Cuts eh? Well, that comes down to card efficiency, reliability, flexibility and personal flavour in decreasing order of importance for the game. But for the player that last part sometimes overshadows the rest, myself included (I play King Macar, the Gold-Cursed after all). So I'll just give my two cents and my reasoning behind it. It's up to you to take it or leave it. Experimenting yourself is the best way to make this decision. Ok, here goes:

-Dream's Grip and Twiddle: I understand you chose these so that you can produce more mana or present blockers when attacked. But your deck is aggressive enough to kill someone in one punch (or two). The resources you put into these cards are not worth the output they give your deck.

-Healing Leaves, the 2xLiving Artifact and Feed the Clan: Lifegain is not a powerfull effect unless you dedicate to it wholly. Even less so in commander where you start with 40 life total, and, 21 cummulative combat damage from a commander can knock you out regardless of your life total. The artifact is also just a bad card, imho! (too slow and too freaky)

-Mind Bend: this could see play somewhere else, but i don't see a reason for including it here. I mean it doesn't work with Kruphix's "colourless" wording as colourless is not colour.

-Opal Palace: this is a good card but will see little to no use in your deck. Your commander is indestructible. That means he will have a strong staying power! A REALLY STRONG staying power! :p

-Quietus Spike: another good card but it's just win-more here. When you are hitting with an evasive 2/2, the spike is amazing. When you are hitting with a 20/20 trampler, not so much.

-Wall of Tanglecord: comes in early and defends sort-of well, but this is not what your deck wants to do. You are aggressive! You plan on smashing your opposition! Your card choices should reflect that and promote that strategy, even by a little bit.

-1xIvy Elemental and 1xJolt: just cards you currently have twice in the deck.

I know these are not enough to get to 100 but more than the cards, it's the Train of Thought that matters ;) Looking forward to see how the deck develops.

miracleHat on Budget Challenge Vorel

3 years ago

Nice deck, very compact especially for a budget deck.

Why use Jolt instead of Twiddle? And also, Tamiyo's Journal feels too slow (then again: you do run Shrine of Burning Rage...). Why not use Gilder Bairn instead?

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