Memory Jar


Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Vintage Masters (VMA) Mythic Rare
From the Vault: Relics (V10) Mythic Rare
Urza's Legacy (ULG) Rare

Combos Browse all

Memory Jar


, Sacrifice Memory Jar: Each player exiles all cards from his or her hand face down and draws seven cards. At the beginning of the next end step, each player discards his or her hand and returns to his or her hand each card he or she exiled this way.

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Memory Jar Discussion

Sporkity on Whisper's Sacfest

3 weeks ago

julls I do think Desecrated Tomb could work in your deck definitely could open up some interesting combos. Sac two tokens get a huge creature from your graveyard crate another token isn't bad. problem is you kind of need to have that engine running for it to get value. Its at least worth play testing to see if you get enough value out of it throughout a normal game.

Yeah dredge can be rough when you need the draw but you could look into other forms of card draw like: Greed, Underworld Connections, Arguel's Blood Fast, Erebos, God of the Dead, Mind's Eye but it can hurt not having one of these cards for the draw. But don't sleep on dredge its very good with graveyard decks.

Memory Jar would also be sick in this deck discards a shit ton of cards and you can make sure to hold it until you have means to use those discarded cards. Can also really screw with other players game plans.

Some random other suggestions that you might find interest in: Undead Gladiator, Asylum Visitor, Chains of Mephistopheles, Dark Deal, Nihilistic Glee, Necromancer's Stockpile, Bazaar of Baghdad, Sea Gate Wreckage, Black Market, Trading Post

supercell on Jhoira Reservoir

1 month ago

Megalomania thanks a lot for your input. I've considered Future Sight myself in the past since the deck just so happens to play the rest of the combo pieces. It's hard for me to add a five drop though, I was already on the fence about Memory Jar. I'm curious what Retraction Helix would be used for though. Paradox engine loops?

partana3 on EDH: Brimaz, King of Stax (PRIMER)

1 month ago

Hello, I think your deck is really cool. I also am a mono-white enthusiast, on a mission to make the strongest possible white deck. I have a few comments on your card choices.

Inventors' Fair: This feels too slow to be playable. You are effectively paying five mana and sacking a land to get Skullclamp into your hand. In addition to skullclamp, I personally run alternative draw engines such as Memory Jar, Mind's Eye, The Immortal Sun (which doubles as ramp) and Karn, Scion of Urza. These all serve as additional draw, albeit mediocre. You probably have considered these, but just in case you haven't.

Chrome Mox: I would imagine that, although the zero-drop mana ramp is powerful, the 2-for-1 you are inflicting upon yourself by playing this, would be too much card disadvantage for mono-white to handle. If you play chrome mox turn 1, it's as if you mulligan-ed. Mox Diamond has the same issues, although it works better if you have already played a Land Tax. However, maybe you have concluded that the upside of playing a chrome mox outweighs the card disadvantage.

Fetchlands: I would heavily recommend that you replace four Plains with Flooded Strand, Windswept Heath, Arid Mesa and Marsh Flats. Not only do the synergize with Crucible of Worlds, but they also make Scroll Rack and Sensei's Divining Top better. In my deck I Include as many shuffle effects as possible. With out them, Scroll Rack feels like a dead card after one activation if you don't have Land Tax or Weathered Wayfarer. I personally also run Oreskos Explorer, because it shuffles my library no matter what, chump-blocks and holds skullclamp. It might be a little weak though.

Flagstones of Trokair: I honestly don't get the hype behind this card. It cost a lot of $$$ and it is a nonbo with Emeria, The Sky Ruin and Extraplanar Lens (if you had one). Nobody will ever target-destroy it. It is only relevant when someone does an Armageddon type effect, though you do have Cataclysm. The plains then comes into play tapped -_-. At that point, does it really matter having one more basic land than everyone else? I dunno, you probably know better than me of this.

My mono-white deck is below. I don't get to play a lot. I mostly just goldfish. My deck is obviously much less competitive than yours. However, maybe it can provide some benefit for you, as your deck has done for me. Thanks :)


Calyptic on Guilt-Leaf (Needs Suggestions)

1 month ago

@ akselodd

Thanks for the suggestions! I agree this deck has been running a bit slow, and I'd definitely like to speed things up. I came into building this with the impression that "Well it's okay that it's a little slow, their hands are gonna be pretty much gone" which is not completely right.

I've taken in most of these suggestions to help them, the only differences being instead of putting in Herald of Anguish I'm going to keep Rhys the Exiled for his life gain (And only 1 Black Mana to keep him from dying should he be blocked), which after a Memory Jar combo you mentioned, would be at least 23 life. I'll take it.

Also, I'ma keep Gnarlroot Trapper in instead of the Elves of Deep Shadow simply because Trapper can give an Elf Deathtouch, which limits your opponent on what to block with, out of a desire to keep certain creatures alive. I agree the Mana ability is nowhere near Deep Shadow's ramp, but to me that Deathtouch is worth it in threat.

Finally, I actually used to have Elvish Harbinger in this deck alongside Quirion Elves, but I switched out Ms. Elf Tutor for Diabolic Tutor (I think we can agree would be the more useful tutor in this deck). I would NOT mind putting her back in to tutor for something like i dunno, Rhys the Exiled, however I don't wish to replace Quirion Elves specifically with her.

EDIT: I've decided to replace Memory Jar with her and stick it into the Maybeboard. It's a VERY useful card but it's pretty damn pricey, so it'll sit there to be bought at a point after I've bought this deck in full. In the meantime, I've filled that slot with Elvish Harbinger, and am still looking to more suggestions from the TappedOut community.

akselodd on Guilt-Leaf (Needs Suggestions)

1 month ago

I would suggest cutting: (worst at the bottom)

  1. Scepter of Fugue. In my opinion it's too slow and not impactful enough but i can see why you would play it.

  2. Shrieking Affliction. It's simply too slow. Even if you get someone empty handed it's still just 3 life they are losing. That's not good enough.

  3. Rhys the Exiled. I think Rhys is okay. It's not explicitly a bad card it's just that you can in my opinion run better cards.

  4. Torment of Scarabs. As I've now said many times before, too slow with too little impact.

  5. Coercion. In my opinion, this is the worst card in the deck. it's extremely inefficient and can only be used once. should absolutely not be in the deck.

Now some cards i think should be in the deck: (worst at the bottom)

  1. Memory Jar. This is a amazing card in the nath deck. i know it's pricey but if you can afford it, you will not regret it. I mean it's five mana for 21 elves in a four player game with nath out.

  2. Beastmaster Ascension. It can potentially just win the game out of nowhere.

  3. Planar Void. This really wants to be Leyline of the Void but Planar Void is a hundreth of the cost of a leyline but still works about as well. Sure you have to exile your own cards but your deck has no discernable recurrsion in the first place.

  4. Arterial Flow. You don't care about the vampire part of it, you care that it's a three mana Unnerve.

  5. Herald of Anguish. I have to be honest. this card is not amazing but I just wanted you to atleast know about it. I loved slamming down this when i played my nath deck. At worst it usually makes people discard a card and then it eats a removal spell.

Some cards i think should be swapped: Gnarlroot Trapper > Elves of Deep Shadow. Simply better ramp.

Sheltering Word > Swiftfoot Boots. Better and more reliable protection.

Quirion Elves > Elvish Harbinger? I dunno. this feels like it's a upgrade but it's your deck.

Anyway I hope this helps with your deck!

jakethewhale007 on Avacyn the Purifier

1 month ago

encelade: Thank you very much! I'm so glad you like my variant of the list; it is definitely one of my favorite decks, and if you don't mind the heavier stax emphasis of my list, then it certainly is powerful. I'm not sure when you started following my list, but in Daedalus' original list, he runs Onward // Victory and Temur Battle Rage, which I recently replaced with Teferi's Protection and Blood Moon. I found these 2 cards to be a little too "one-shot" for my tastes in a multiplayer game, although there is nothing wrong with keeping them in if you don't own/plan to acquire teferi's protection/blood moon.

I do agree that running out of gas is a problem if we don't hit any of our few key card draw pieces. One possible solution to mitigate this is simply to make your tutor target Sword of Fire and Ice or Mask of Memory. There are a few cards you could add to increase the draw power, but none of them are particularly cheap. The first place I would start with would be 2 cards on Daedalus' original list: Wheel of Fortune and Memory Jar. Wheel would obviously be the best option, and it really should be in this list, but isn't due to how expensive the card is. A spicier option you might want to consider is Chandra Ablaze. She is a bit costly at 6 cmc, so I am not sure if she is worth the slot at that cost, but she could be a fun option to try out. She doesn't really give us much draw unless our hand is empty, but the real strength is that she reduces all of our opponents down to our hand size. This would alleviate boros' lack of card draw, not by boosting our own draw power, but by making our opponents fight on our playing field of less cards in hand. I'm honestly not sure how well this would work, but I considered playtesting her at one point.

Let me know if you have any playtest adjustments that you made, i'd love to hear how you tweak the deck

Liquidbeaver on [PRIMER] Ib Halfheart, Goblin Sac-tician v2

1 month ago

crowned: I haven't drawn it yet, so I don't know how it works in an actual game, but I think I can still work around it to a good effect. I know it is going to be quite the adjustment for me when it is it though. The hope would be that I can dig just enough to turn a win over two turns into an alpha strike on that turn instead. The chance of drawing more than one good card a time is very real, and having to put them on the bottom of the library would suck, but with cracking fetchlands, the few tutors I have, and other shuffling effects it doesn't hurt as much. I'm more curious about it than I am confident it will be great though.

I had Wheel of Fortune for a long time, and Reforge the Soul for a little bit, and never ended up being happy with them. The discard was easily the worst part, as I only have like 3 ways of recurring anything in the deck, and all of them have pretty narrow uses. On top of that, I found myself holding onto it for multiple turns, or not casting it at all, either because my hand was good enough to keep, or I knew my opponents hands weren't great, and I didn't want to risk improving their hand. I realize it is just statistics, but I ended up handing my opponents the game with it more often than I was comfortable with. I switched Wheel out for Memory Jar and was much, much happier with the overall effect. I get the benefit of the wheel, I don't discard my initial hand, I get to dig, and my opponents only get to capitalize on instants they draw, and only until the end of my turn.

Koth of the Hammer is something I am going to have to look into again. I think the emblem is actually the most appealing part of it, because probably 75% of the time I sac all or most of my mountains to Ib, I just float the mana and don't do anything with it. Adding a bunch of damage to players or creatures instead sounds much better.

Liquidbeaver on [PRIMER] Ib Halfheart, Goblin Sac-tician v2

1 month ago

ticked-off-squirrel: Thanks for the compliment! I am very proud of how it has turned out. As for the card suggestions, here are my comments.

Hazoret's Monument: Originally I shied away from Hazoret's because early on I only had like 19 creatures or so, and didn't end up casting them that often. Now that I technically have 25 of them, I think it appeals to me a lot more. I am going to get one and test it out.

Outpost Siege: My experience with Outpost Siege is I only ever declared Khans because I was always hurting for draw, but by the time I got to use it it was Turn 5, and I draw an extra card before it gets destroyed, if I even get to that point. I think if Dragons said "each opponent" instead it would be a completely different story, and an autoinclude for me, but unfortunately it's the same reason I don't run Boggart Shenanigans, the damage is just too narrow.

Tamiyo's Journal: Similar problem with this one, in my meta, even though we aren't playing cEDH decks, we are all at a minimum playing 75%, and having something really come online on T6 or so isn't fast enough to be useful, which is why I've leaned more towards the harder hitting draw spells like Commune with Lava, Memory Jar, or Mindmoil if that one works out. I think Tamiyo's is really interesting as an effect, I just think they dropped the ball on Clues and making them too heavily costed.

Thanks for commenting!

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