Oath of Jace


Format Legality
Pre-release Legal
Noble Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Rare

Combos Browse all

Oath of Jace

Legendary Enchantment

When Oath of Jace enters the battlefield, draw three cards, then discard two cards.

At the beginning of your upkeep, scry X, where X is the number of planeswalkers you control.

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Oath of Jace Discussion

Fairmount on Superfriends....really?

1 week ago

If there were ever a deck for Oath of Jace, this is it. Value from your Snaps and Lingering Souls.

Elspeth, Sun's Champion is really where you want to be. Wipes out everything but your snaps and souls, and floods the board with chumps.

Sweet brew +1

GeeksterPlays on Jeskai Justice League (Superfriends)

1 month ago


I've been playing Jeskai Harbinger/Walkers/Control in Modern for over a year now, so I'd like to offer my advice on your list and the Modern Metagame in general.

This looks very light on actual answers to Modern's popular threats. It might be dependant on your meta of course, but with no Path to Exile, Lightning Bolt or Lightning Helix curving into Supreme Verdict or at least Settle the Wreckage I don't see you living very long against a lot of tier 1/2 decks. Jund, Aggro, Burn, Affinity and Metalcraft decks will be reporting their wins to the TO before you even see your first 'walker hit the table I expect.

You say you have "a lot of draw", but it's largely from the 'walkers and frankly anything over 2 mana is not good or consistent draw in Modern, and running 3 Serum Visions and 3 Opt is redundant; you're drawing into more draw and nothing else, so just stick with Opt as it's better being Instant speed. Ancestral Vision doesn't happen until T4 at the earliest and even then at the moment you're not really drawing into anything in your deck that is an 'answer' for popular Modern boardstates.

Counter magic is weak in Modern at the moment, and even the straight UW lists are running light on them. Most decks are running threats between 1-3 mana that can take you down quickly without you doing something to stop them; anyone who's faced a T1 Monastery Swiftspear followed by a T2 Lightning Bolt & Lava Spike & attack slapping them down to 10 life will tell you.

Removal and proactive threats of your own are where the format lies now. Cryptic Command is amazing of course, and look at Logic Knot, it's WAY batter than Disrupting Shoal which IMO is almost unplayable. Why risk needing the perfect mana-costing spell to discard and 2-for-1 yourself on purpose, or have to tap out to stop even a smaller threat when you can just delve away your fetchlands and stop them using only UU?

Remand in any kind of control deck is just bad, you want hard answers not tempo plays. Sadness ensues when you are forced to Remand a Tarmogoyf only to draw a land and then they replay their 2-drop 5/6 beater that same turn anyway.

I don't see what Narset Transcendent brings to the table, given that Modern right now is an insanely creature-heavy format, by the time you get her Emblem other decks will shrug and/or have killed you already anyway. Her -2 for Rebound is great if you have access to Supreme Verdict in the main, or even a Cryptic Command for bounce&draw twice in a row, but that's not likely to happen. Bringing her in from the sideboard for certain matchups I can get behind, for example UW would find it harder to deal with her resolved & ticking up while Jeskai or Jund would burn her out easily and still be able to attack you via a creature too.

Chandra, Torch of Defiance; I don't see anything in your list that you'd be using the 2 red mana in your own turn for, exiling the top card is pointless in what should be a reaction-heavy deck, and her -3 is not much more than an overcosted-Lightning Bolt after which she'll likely die to anything left anyway.

Oath of Jace is garbage. Search for Azcanta  Flip is where it's at, you want 2/3 of those so you can flip one and then cast another for double advantage. Card selection is better than mass-draw, and card filtering every turn is insane advantage over your opponent, plus the discard fuels your later-game Logic Knot as a 2-mana hard counter without tapping out.

Snapcaster Mage, IMO, is a must have for an controlling deck. His ability to re-use an Opt end step of T3, or have access to another Logic Knot T4 can put you so much further ahead.

21 land is NOT enough to be consistent. Control/midrange/superfriends etc. you want 23, minimum, probably 25. You're casting costs may curve out a 4, but you actually need at least 6 if you're gonna resolve a 'walker and then protect him/her as well, and that's if you even have low-costing removal available. You're also trying to get UU for counter on T2, but still wanting access to RR, UW and WW all on T4 as you've no way to know what 'walker you will be looking to cast. Some boring math to make a point; if you've taken a hand with at least some land, and used a Fetch twice before T4 you're down to around 14 lands left in your 48-card deck. Your odds of drawing further lands are now 1 every 3.5 card draws. Not exactly in your favour, especially when you're deck is revolving around 4-costing 'walkers.

I'd advise taking a look at something like mtgtop8 Modern decklists and asking yourself "what could I do on T1/T2/T3/T4 against this?". If the answer is nothing, or at least, nothing proactive or interactive, then you're not gonna have a good time.

I hope that my advice is useful, and please do feel free to check out my current decklist. I've been having a lot of success with it lately in a meta as divided as Tron, Metalcraft, Naya Burn, Eldrazi Taxes, Jund and Abzan Combo.

Jeskai Mind Sculpt

Naosu on Jeskai Justice League (Superfriends)

1 month ago

Hi guys !

Well first, thanks for your reply benef77 but 21 lands are good, cause we have a lot of draw way (Opt, Serum Visions, Wall of Omens, Oath of Jace, Ancestral Vision, Jace, the Mind Sculptor, Nahiri, the Harbinger, Narset Transcendent, etc...) the % of chance you have no land to put on the battlefield each turns are slighty next to 0

Squirrelbacon thanks for the suggestion ! Gideon Jura is sure a big guy and work good with Disrupting Shoal if we have to counter something big. i will look at it :)

The copy-cat plan is cute no ? :3 the opponent don't expecte it :p

if you like the list, upvote it ;) thanks

Trigbot97 on Atraxa

1 month ago

I personally prefer more land than this so i'd take out Oath of Jace Luminarch Ascension Temple of the False God and Beastmaster Ascension

Hotspeed10 on Justice League - Witch-Maw EDH

3 months ago

I would personally put Teferi, Temporal Archmage for his neg 10 becuase of how useful it is for planswalkers abilities to be instants. I would aslo considier The Chain Veil so you can get planswalker rolling along faster. You might could aslo useOath of Nissa Oath of Gideon Oath of Jace Oath of Liliana and Oath of Ajani. I know you have a few sideboarded but they are quit usefull. You could also use Djeru, With Eyes Open to get a planswalker you need and keep them alive. Two more fetch planswalker spells areCall the Gatewatch and Deploy the Gatewatch. You can also use Contagion Engine Fuel for the Cause and Tezzeret's Gambit for extra proliferate. A good side board spell is Supreme Verdict. Sorry for the long comment hope this helps.

multimedia on New Signature Spells product speculation

3 months ago

I hope most of the spells included are new cards because a majority of Planeswalker named cards are junk. There are some exceptions: Oath of Jace, Jace's Ingenuity, Jace's Archivist and Jace's Defeat. Are cards like these worth buying a new product though?

New cards for example like an equipment Jace's Cloak, a draw spell Mind of Jace, a new Illusion creature, etc. Cards that get better when you control a Jace Planeswalker?

VelvetVendetta on

4 months ago

Hey elfric Thank you.

I thought about Oath of Jace VS Attunement, I think I still rather using Attunement because it can be used twice if I really need to "mulligan" twice, it also stays in the graveyard if I use "draw 3 discard 3+Attunement", what synergizes with Sun Titan, I wish we could have some better enchantment to do the same thing, I will deliberate more on the topic, perhaps look up (again) for other enchantments that could serve the purpose better than those 2.

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