Spelljack

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Judgment (JUD) Rare

Combos Browse all

Spelljack

Instant

Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard. As long as it remains removed from the game, you may play it without paying its mana cost. (If it has X in its mana cost, X is 0.)

Price & Acquistion Set Price Alerts

JUD

Ebay

Recent Decks

Load more

Spelljack Discussion

Frank_Glascock on Maelstrom Wanderer - No-scope

5 days ago

We both are not playing Spelljack. One of the reasons I cut it was it is dead outside of cascade. I feel the same about Destructive Force. It kills Maelstrom Wanderer which precludes us from either casting it from hand with Wanderer on the field or casting it with Wanderer in command zone. The latter scenario has the potential to prevent casting Maelstrom Wanderer even on our next turn with the loss of lands.

Majorparker on Maelstrom Cookies

1 month ago

A good point you make there. I will definitely check them out! I can imagine that esp Spelljack can be really explosive. Thank you!

dingleberries on Maelstrom Cookies

1 month ago

Well I screwed that up again

Whatever, the point is, I personally like the big counter spells I listed for my Maelstrom Wanderer deck. They can work with Maelstrom's cascade and when used from your hand can throw your opponent's tempo straight in the trash while advancing your own. Spelljack and Plasm Capture give you more resources after you counter a spell, and Cryptic Command has a similar effect if you use it from your hand to return Maelstrom Wanderer to your hand in order to cast him on your next turn for 8. You say you want to be more aggressive, however I have found that using these helps you to do just that on the following turn. Makes people think twice when they see 4 or 6 open mana on your field as well.

Majorparker on Maelstrom Cookies

1 month ago

Thank you for your suggestions dingleberries! Spelljack does indeed sound like a interesting inclusion. Having the possibility to get three cascades is nothng to scoff at. I just wonder how that card fares if you draw the card. 6 mana counterspell is a huge investment and I am usually not able to keep 6 mana open. That was also a problem with Cryptic Command which was often very iffy in my hand. I was rarely able to keep the 3 blue mana open and therefore I had either the choice to further develop my board or do (almost) nothing to keep the mana open for Cryptic Command.

That's why I removed all counterspells and switched to a more aggressive approach supported by enough carddraw to maintain constant pressure. It must be said though, that in my playgroup infinite combos are usually not played and therefore counterspells are a bit weaker cause they are not that decisive.

dingleberries on Maelstrom Cookies

1 month ago

Sorry, forgot to format the spells: Spelljack Plasm Capture

Profet93 on Issa Thassa

1 month ago

Pal00ka

Thank you for your suggestions. I wanted this deck to be a mix of the clone/steal flavor theme, as well as some decent chance of winning. As such, I had to take out a lot of cards I wanted to put in, in order to make the deck run more smoothly.

Talent of the Telepath - Very cool card I've always wanted to run but I only have 10 instants/sorcerries so spell mastery would rarely apply. Moreover, I am trying to make the deck creature based (helps Equilibrium A LOT).

Diluvian Primordial was in the initial iteration of the deck. I LOVE HIM. Such a great underrated card. I will probably add him back as I playtest the deck more.

Spelljack is a fun card, but I have to hold 6 mana open, he would be better in my talrand deck.

Jace's Mindseeker is a worse Diluvian Primordial because I'd rather pay 1 more, know I'm getting good spells, and more of them.

Spelltwine is really fun and I need to add that to the maybeboard for testing. I'm trying to keep this mostly creature based, but it seems like a very fun card.

Stolen Goods was in the initial iteration of the deck as well. It's kind of a fun random card I might want to work it's way back in as well.

Arcane Lighthouse was overlooked, I must get one and add it in. Thank you!

Strip Mine is a MUST ADD for that reason which I am aware of, but I'm trying to keep this deck "budget", which is anything under $500. I will add it in once I get money. I just bought a bunch of reserved list cards for my mono black EDH deck The Descent Into Darkness. As such, I will get it once funds are available.

My draw is based on Bident of Thassa and Coastal Piracy, basically combat damage. Moreover, my commander's scry ability helps me "thin my deck" so to speak so I can get lands when I need them and nonland cards when I don't. Arcanis the Omnipotent also helps, especially with Minamo, School at Water's Edge

Lastly regarding counters, I have a mono blue control deck called Tisk Tisk Talrand in which I oppress the hell out of someone. I made this deck to have little or no counters, despite it being blue's strongpoint because people COMPLAIN SO MUCH in my meta for one counter spell. Sad, but true.

I appreciate all of your suggestions. Once I get the money and playtest some of the cards you mentioned, I will be sure to put them in.

Load more