Umezawa's Jitte

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
From the Vault: Lore (V16) Mythic Rare
Betrayers of Kamigawa (BOK) Rare
Promo Set (000) Rare

Combos Browse all

Umezawa's Jitte

Legendary Artifact — Equipment

Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.

Remove a charge counter from Umezawa's Jitte: Choose one —

  • Equipped creature gets +2/+2 until end of turn.
  • Target creature gets -1/-1 until end of turn.
  • You gain 2 life.

Equip

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Umezawa's Jitte Discussion

JAPuckett85 on WonderCats

2 days ago

Spirits In the pods I was playing in were Gisela, Blade of Goldnight, Nekusar, the Mindrazer, Alesha, Who Smiles at Death, The Scarab God, Mirri, Weatherlight Duelist, & I saw 2 other Arahbo, Roar of the World decks. Can't remember the other ones. Not super-competitive, very casual- still, Infect is completely fair, imo. The Voltron strategy has worked fairly well with Skyhunter Skirmisher, especially with Quietus Spike. The double-strike is also extremely nice with Umezawa's Jitte & Sword of Fire and Ice. I really want to play with Reconnaissance after reading up on how it plays- basically every creature you have gains Vigilance, with an added ability to simply withdraw from combat completely before combat damage is dealt, or even after First Strike damage is dealt, but before normal combat damage step. The reminder text is misleading- it actually does do combat damage, just not AFTER you activate it.

foxboy93 on Karlov, Commander for Life

3 days ago

I too have enjoyed this list, though there are a few things I would like to possibly suggest, what with C17, HOU ect ect

Hammer of Nazahn - First and foremost: Additional indestructibility for a creature. Second: Equipment that gives a boost. Third, and probably most importantly: another Sigarda's Aid type effect. Hammer can auto equip to a creature, and whenever more equipment enters, it can pop onto them as well (as long as you can target them!)

Crested Sunmare - You had described getting life on other people's turn; what better way to "weaponize" it or "get out of control" than to get an indestructible 5/5 at the end of each of the turns? Even if they board wipe, you STILL have an army of 5/5's (the way the game sees it, if you board wipe, everything has a "destroy" effect on it, and the horses still have indestructible during resolution, meaning you love everything BUT the tokens you made). This gives you the ability to block (lets say you swing a creature with life link or have a creature enter with a Soul Sister out) after swinging a creature or just to begin getting a huge army!

Kokusho, the Evening Star - I like Noxious Gearhulk, but part of my "concern" is flyers. With your list specifically, you have about 4 flyers and no Ghostly Prison like effects. Sure, its a life gain deck, but that still doesn't help if its all flying or an army of Craterhoof Behemoth buffed creature's are attacking all of us. Kokusho, the Evening Star also synergizes with Ayli, Eternal Pilgrim, being able to sac him to not only gain life/exile something, it will also be able to drain opponent's for life, EVEN if we can't gain life. People won't necessarily want to attack with him out either, cause based on what I've seen there are quite a few ways to recur creature's here.

Ajani Steadfast - Maybe its just me, but I like the idea of Ajani Steadfast. Not only does it give +1/+1, Vigilance, First Strike AND Lifelink (again, assuming we can target our creatures), but it can also be used to put counters on ALL of our creatures (even IF we can't target our Karlov or other creatures). The Ult is pretty game winning, but I dunno how often you'll get there tbh.

Cast Out - You had mentioned using Return to Dust to be able to exile what you need or if something like Erebos, God of the Dead is copied or stolen from you, Cast Out is an instant speed use to be able to get rid of said object. In a pinch, you can also Cycle it. Can also have GREAT synergy with Treasury Thrull, since you can cycle, attack, and bring it back to your hand and STILL have the ability to cast it later on. Return to Dust IS a great card. But the problem is it only target's artifacts and enchantments. Sure, if you cast it on your turn you can get two things...but you are likely wanting to do it at EOT before you untap anyway. And, if they steal your Erebos or anything and blow up the Cast Out, all of the abilities "return it to its owner's control" (since cards never really remember who "owned" them. Sort of like Marchesa, the Black Rose.)

I think a new card that can REALLY shut down the deck, without even stopping the "life gain" part of the deck itself is Solemnity. This card just HOSES Karlov's "control" strategy and "Voltron" (in the sense of him getting out of hand) strategy. Stops your Archangel of Thune, Sunscorch Regent and, as mentioned, Karlov himself. Might not seem like much, but basically your commander is now a vanilla 2/2 that is likely going to be dealing smaller amounts of damage to try and kill that player that played Solemnity, or you will be getting rid of it ASAP.

An interesting couple of cards in the deck that I'm curious about, starts off with Leonin Shikari. I can understand the idea and synergy with Lightning Greaves, since you can just "counter" any "targeted removal" cards, but beyond that, is it really needed for other things like Sword of X and Y, Boots/Cloak and Warhammer? I am just curious how it has performed and if it really is worth an inclusion.

Umezawa's Jitte - I can get behind it, but I'm wondering if it's really worth the price tag. As mentioned, Solemnity turns it off quickly, and the creature has to deal damage (yes, I understand it is easy to do, but not if they sac it in response to damage or anything). I can also get behind picking off utility creatures, and the ability to tutor it up with the equipment tutors in the deck, but wouldn't Whip of Erebos be more..."explosive"? Karlov likes having multiple triggers of lifegain right? So Karlov with Jitte, getting two counters each time you remove counters, or blocking or even attacking with, lets say 2-3 creatures, you immediately just add 4-6 counters. Additionally, the recursion effect could be something you REALLY need to do. You recur Ayli so you can Vindicate something so you can gain life or can go off more easily. You can't get that same effect with Jitte.

Tragic Arrogance/Cataclysmic Gearhulk - These ones really through me for a loop. You really want to try and keep your board presence, so why would you get rid of the most of it? Fumigate gives you something else in addition to board wiping, but these two cards don't stop Karlov from being sacrificed. As well, if you got your Greaves and Swords and stuff out, I wouldn't want to lose them, unless its a "I need to wipe the board or die" sort of thing (like you are going up against a Daretti deck and you just gotta get rid of all of the artifacts or you die, or Breya player is tapped out without a way to counter your spells). I can get behind cards that help with the "voltron" strategy, but I just feel like it would be better to make Karlov and a Soul Sister or something else important indestructible, then board wipe and still have a bunch of things and can swing in. Sort of like an In Garruk's Wake, but you lose some things too.

I'm curious what your thoughts on the matter are and to hear a good discussion!

mymanpotsandpans on [Community Discussion]: Modern Chat

1 week ago

Who would win?

One well organized and tested "tier 1" deck you have mastered, that can handle a four mana do nothing card.

Or

Show

IwishIwasgoodatMtG on Hope of Ghirapur: Tiny thopter covered in swords

3 weeks ago

You could add Umezawa's Jitte for ~$20 more but that will make it less budget

Rabid_Wombat on Sharuum the Hegemon EDH

3 weeks ago

I dug up my old Sharuum deck last week so can give you a few pointers (our group banned infinite combos so none of that jank ;) )

Conjurer's Closet - Just plain Awesome! Should be in every Sharuum deck!

Tawnos's Coffin - So great at locking down opposing Commanders...reanimate with Sharuum and repeat.

Buried Ruin Because sometimes Sharuum can get real expensive to cast - you need a good Plan B.

Mana Vault - One of the best mana rocks, really Speeds up the deck.

Artificer's Intuition - Dump bombs in the yard to reanimate for later whilst searching for mana rocks to accelerate your early turns.

Umezawa's Jitte - Can be a game winner when combined with evasion...which you have in spades.

Unesh, Criosphinx Sovereign This fattie is the reason I'm running Sphinx Tribal again...the cost reduction is sweet and the built in Fact or Fiction is just gravy!

Fabricate - auto-include.

Windfall - Screws over other players while helping you get more targets for reanimation.

Teferi's Moat - Cheap alternative to Moat that encourages opponents to attack each other.

Indomitable Archangel - Shrouded Sphinxes win games!

Enigma Sphinx - Cascade on a stick...non-optional for Sphinx tribal...he's da bomb.

Isperia, Supreme Judge - More card draw and with 6 power he's a heavy hitter.

Exsanguinate - Late game this can be a real wincon.

Akroma's Memorial - So good and reanimating it will make your opponents weep tears of frustration.

Padeem, Consul of Innovation - Don't think about it, just add him in. Although if you really want card advantage nothing beats Phyrexian Arena...I'm even running Necrologia for extra card draw - you can never have enough.

Hope the above tips helps you out and may your Sphinxes always Fly High!

GoneWithLaw on Cats, Rats, Artifacts

4 weeks ago

If you're interested in making the deck more competitive, I have some major suggestions for you:

First, let's fix up your mana base. More competitively minded Arahbo decks want to hit early land drops and get threats out ASAP. Regardless if your deck is intended for 1v1 or if you want it to hold its own in multiplayer, you don't want your lands to enter the battlefield tapped. Nearly half of your lands enter tapped, meaning you're going to be behind on mana nearly half of the time! For our purposes, I think it would be better to list the lands that enter tapped that I think would be alright keeping:

I'm not the biggest fan of Evolving Wilds or Terramorphic Expanse in 2 color green decks, as you have so many other ramp/fetch options, but for budget purposes they are perfectly fine inclusions. Anything else that can't tap for mana the turn you drop it doesn't seem worth it to me. With the same logic, I'd be mighty tempted to exclude Temple of the False God as well

As far as replacements go, we need a combination of additional lands and ramp. For the lands, while higher end fetches are nice, we can go for cheaper options (mostly under $5 each) that will provide better mana fixing than Selesnya Guildgate and company:

Outside of these choices, I'd also add more basic lands. While some of the ETB tapped duals are nice, if you have more ramp options that allow you to select basics from your deck, you can pick and choose what colors you want on the fly:

I've got a few more mana rocks for you to consider as well:

  • Selesnya Signet - Signets are staples for 2 color decks. People run it for good reason!
  • Talisman of Unity - One of the benefits of ally colors is that you get to run a Talisman, which can be dropped off of a turn 1 Sol Ring for massive ramp early!
  • Mind Stone - Personally, I believe this to be better than Dreamstone Hedron since it comes out much earlier, even though the ramp and draw is halved.
  • Fellwar Stone - This is better in 3+ color decks, but if you need another cheap mana rock, this is about as good as they get.
  • Marble Diamond and Moss Diamond - These are weaker than the others, but they can be drop early and pay themselves off in the long run.

While these cards aren't strictly mana rocks per se, they work similar to Herald’s Horn . I'd exhaust your mana rock options before considering these, however:

Now that we've got your mana covered, let's talk about your win conditions. One thing I dislike about the deck out of the box is that you're split in a few directions - do you go wide with tokens, do you voltron it up/go tall? In either case, lets consider your finishers for each win-con (outside of Arahbos abilities):

Wide/Tokens Finishers:

Tall/Voltron Finishers:

At a glance its easy to see how each of these cards could win you the game, but its worth it to take a more critical look at how each of these work, and the best ways to support them.

Lets start with going wide with tokens.

First, Coat of Arms: Ignoring for now that this boosts your opponents creatures as well, we gotta do some math. Worst case scenario, lets say each of your opponents are at 40 life, and you want to swing for the kill. Math wise, were looking at your cumulative damage across the board being equal X*(X-1)+P, where X is the number of cats you control, and P is your total power. If youre in 1v1, the math is simple, as youre swinging all of your cats at one opponent, but in multiplayer things get trickier, as you have to split your attacks. You may find yourself in a position where you have 80 damage on the board, but due to an uneven number of creatures or differences in power, you can still only kill one of your opponents.

In any case, given the exponential nature of Coat of Arms, the more players youre going up against, the less cats you need to generate per player to win. Still, if youre going for quick kills (Im thinking competitive = win asap), then you want to find a way to drop multiple creatures Turn A, then Turn B cast Coat of Arms and swing. Tokens are the best way of doing this, but as far as dropping a bunch in one turn, your options are currently limited to just White Sun's Zenith, Regal Caracal, and Pride Sovereign, with the latter two being limited to 2 tokens a pop unless you include a token doubler like Anointed Procession.

For Coat of Arms to be a blowout victory card for you, I believe youre going to want to add two more large cat token generators: Ajani, Caller of the Pride and Nacatl War-Pride.

Ajani, Caller of the Pride I believe should go in nearly every Arahbo deck, given how much synergy it offers to the multiple playstyles Arahbo can support. While getting the Ult off can be tricky, you could easily end up with 20+ cats, which would be enough to kill almost any table.

Nacatl War-Pride is another great finisher that actually works in non-token strategies as well, given the blocks that it forces. If you can enable trample on your creatures across the board, then this can easily kill with Coat of Arms and your opponent just controlling a handful of creatures. Coat of Arms also boosts your creatures that arent attacking the same opponent as War-Pride, so you dont have to be forced to pick off one opponent at a time!

Other than that, flickering Regal Caracal with something like Felidar Guardian could also assist with the token generation.

The same principles above apply to Jazal Goldmane the more tokens you have the better. Jazal costs 9 more cumulative mana than Coat of Arms does, however, so you really want to focus on ramping out as much as you can in order to make the most effective use of him, and in extension your biggest potential token generator, White Suns Zenith.

If youre keen on the tokens route, you can instead focus on getting the most bang for your buck with those tokens. Turn them into mana generators with Cryptolith Rite, or make each individual token a massive threat with cards like Beastmaster Ascension and True Conviction. I particularly like those latter cards because they work well with non-Cat tokens just the same. Im thinking cards like Oketra's Monument like I mentioned earlier, which provides additional tokens for you to use that wouldnt necessarily help out with Coat of Arms. But getting a 6/6 Soldier instead of a 1/1 thanks to Beastmaster Ascension? That seems like a hell of a great deal to me!

For all of the above token strategies, its no surprise that Mirri, Weatherlight Duelist is your best friend. Only being blocked by one creature per opponent means your threats will almost definitely go through. Still, you know that by default, they will also block your strongest creature given the choice. Thankfully, you can take away that choice thanks to Krosan Vorine. Its an old card with the Provoke ability, which also happens to be a Cat Beast! I dont think your deck could be asking for more synergy here this card allows your game ending-threats to go through with ease.

Thats the extent of what I have to offer with token-based wins. Ill cover some general token boons for your deck shortly, but before that Id like to touch on the Tall/Voltron focus your deck has.

If I can speak frankly, I strongly feel that if you want to go the voltron/equipment route, you should make Nazahn, Revered Bladesmith your commander. He is better suited for going for a commander-damage win, and you have equipment toolbox tutoring whenever you need it with him in the command zone. The more I personally playtested my Arahbo deck, I found myself short on actual cats to boost with him when I ran too many equipments. Personally speaking, your deck would be best optimized if you either lessened the equipment focus, or changed the commander.

If you intend to keep the focus as is with Arahbo sitting at the helm, I still have some pointers that should hopefully help you out.

Youre going to want to get Artifacts that give you the most bang for your buck. This can either be in value these equipment provide, or them being high power for their cost.

Skullclamp is included in the base deck, and I feel it should be definitely part of your 99. No, you dont have many 1/1s currently to abuse the draw, but Skullclamps value necessarily stem from repeated draws like youd see in Marath, Will of the Wild and other token decks. Just being able to replace your one card with 2 is immensely valuable. Youre already running Heirloom Blade, and I feel Skullclamp in the long run is more valuable than that card.

Sitting down at competitive tables means youre going to be seeing some big name cards, some that may be too big or expensive for your own deck to run. But that doesnt mean you cant play them still! Look no further than Masterwork of Ingenuity, which copies any other equipment on the field. I cant afford or Umezawa's Jitte, but Im sure Masterwork would be in your budget range.

Speaking of masterworks, Stoneforge Masterwork is a best of both worlds kind of card, working as hybrid between your tall and wide strategies. It effectively turns any one of your cats into a Pride Sovereign, which is nothing to scoff at!

If you have the budget for them, consider some larger (and easier to cast!) equipment threats like Darksteel Plate, Godsend, and Sword of Fire and Ice if youre a real high roller. I wouldnt run any of the other swords given that I believe they all have protection from White or Green, meaning you couldnt boost the same creatures with Arahbo. In a Nazahn deck, however? You could go nuts!

If youre looking for cheap equipment, then Mask of Memory and Fireshrieker are low price equipments that can generate a ton of value for your deck.

The one additional thing I would offer for you in regards to voltron-ing it up would be to add evasion to your creatures. Trample enablers are nice, but youre missing a pretty significant one in the form of Rancor. Not an equipment, but its cheap and your opponents will be hard pressed to remove it for good. Gryff's Boon is in the same vein on the flying side of things, with similar recursion. While it lacks recursion, Shield of the Oversoul is another aura that will make your creature nigh unstoppable.

Speaking of flying, Fleetfeather Sandals is a slightly weaker version of Swiftfoot Boots that offers flying instead of hexproof. Ive personally been running it in my own Arahbo deck over Lightning Greaves given that Shroud prevents me from targetting my own creatures with Arahbos eminence ability. Ajani, Caller of the Pride (who I mentioned in my token coverage earlier!) also enables flying!

For your tall builds, dont be afraid to branch away from the equipment focus if you stick with Arahbo. In addition to thos enchantments, I personally am I massive advocate of Duelist's Heritage, which you can use to your advantage by encouraging your opponents to take each other out first! It comes out much earlier than Raksha Golden Cub, and while it lacks the additional anthem it provides, being able to swing a few turns in advance with it makes it worth considering.

If you want a quick and dirty equipment win, look no further than Grafted Exoskeleton. With Arahbos eminence, if you enable double strike on the equipped creature, one unblocked attack is guaranteed to knock out an opponent thanks to infect. This very much depends on your playgroup, so please consider it carefully. Im personally a big fan of infect, so I consider this single card one of my primary win-cons in my Arahbo deck, even though theres not as big of an equipment focus as yours.

For the above, youre going to want to be able to toolbox the right equipments and auras for the right scenarios. Open the Armory is a very cheap tutor that would serve you well, which you can later upgrade to Steelshaper's Gift or even Enlightened Tutor.

Anything more Id have to add about your win-cons would be dependent on what direction you eventually take the deck. In the meantime, Id like to cover some general utility and quality of life improvements for your deck!

One thing that would help would be to lower the curve of your deck. Your average CMC is 3.65 currently, meaning most of your cards are being dropped turn 3 or 4, by which point more competitive decks would already have gotten the ball rolling. We can fix this by reducing the number of large cards youre running, or at least making sure that those cards are REAL power plays.

Personally, I dont play anything of CMC of 6 unless I know it can contribute to an actual victory on a regular basis. Cards in your deck like Argentum Armor, Jareth, Leonine Titan, Jedit Ojanen of Efrava, and Spirit of the Hearth are big and flashy but wont turn the game around for you.

Instead, something like Felidar Sovereign is another large cat in the same range, which can add some additional win-cons for you! More low costed threats that can be just as big and deadly like Mirror Entity (technically a cat!), Lost Leonin (gotta love infect!), and Adorned Pouncer (built-in double strike to take advantage of eminence!) would be massive boons that help make you a threat much earlier in the game.

There are also a handful of cards I feel are entirely outclassed in your deck. Relic Crush, for example, is practically a worse version of Sylvan Reclamation which exiles AND has cycling on it. Instant upgrade! Other small removal improvements would be the inclusion of Swords to Plowshares and/or Beast Within, which both offer great utility.

Right now, its difficult for me to suggest some specific cuts, as that is dependent on what direction youd like to take the deck. For now, Id like to offer you a few resources which can hopefully help you make up your mind.

First, my own deck!


Cat Scratch Fever - Arahbo EDH

Commander / EDH GoneWithLaw

SCORE: 12 | 1652 VIEWS | IN 7 FOLDERS


I implement many of the above ideas in my own deck, so hopefully it can give you a good idea of what a more heavily modified Arahbo deck looks like.

Second, this excellent article on MTGGoldfish on upgrading Arahbo on a budget:

Article Link

If you implemented all of my suggestions, things would add up pretty quickly. This article should give you a quick idea of what some quick easy changes you could make would be.

Third, the CommandCasts podcast episode on the Arahbo deck!

Video Link #1

These guys know EDH like the back of their hands, and they offer some insightful tips on how to improve upon the strengths of the Feline Ferocity deck. Another episode of theirs worth watching is the one where they cover the basics of deck construction, which has significantly improved my own deck building after watching:

Video Link #2

Finally, the holy grail of EDH utilities: EDHREC!

EDHREC Page for Arahbo link

This page lists the most popular cards used in Arahbo decks. Experiment with the filters, putting in cards youd like to use, or cards you dont like, and see what people with similar tastes are running!

I really hope this all helps. I know I wrote a novel here, but Id love to hear your thoughts on my suggestions, and hopefully we can take things from there!

Cheers.

jakethewhale007 on Judgment Day: Avacyn the Purifier EDH | *PRIMER*

1 month ago

First off, I am in love with this deck! Very well done; it seems like a work of art. I really want to build this deck, but I am constraining myself to a ~$250 budget. I'd still like it to be as competitive as possible for that pricepoint, although I acknowledge that I'll have to make sacrifices until I can acquire some of the better cards. I am thinking that the best way for me to keep it competitive at this lower price point is to run the MLD package (unless you think it would be stronger without it). I would be very grateful for any insight you could offer.

1) Based on your response to someone else, you recommended removing Aggravated Assault and Argentum Armor for Ruination and Cataclysm. You also recommended removing Gift of Immortality for Armageddon, but to be honest, I am having such a hard time making that cut because of all the synergy that Gift has with the creatures in this deck. Is that really the best cut to make room for it?

2) I've made the following budget changes to your list to fit within my constraints, but I would love to hear your feedback about my changes and if I ended up going off the rails and altering it too much. I will provide a link to my list below, but the summary of changes I made are as follows:

OUT: Land Tax, Mana Crypt, Mana Vault, Memory Jar, Mox Opal, Scroll Rack, Umezawa's Jitte, Wheel of Fortune, Sword of Fire and Ice, Aggravated Assault, Argentum Armor

IN: Rogue's Gloves, Mind Stone, Worn Powerstone, Reforge the Soul, Star Compass, Mask of Memory, Mask of Avacyn, Chandra Ablaze, Scythe of the Wretched, Ruination, Cataclysm.

I know some of those inclusions might seem a bit janky. My thought process was that, since Land Tax and Scroll Rack are a draw engine, I would replace them with Rogue's Gloves and Mask of Memory, which also draw. In place of the 3 mana rocks I cut, I swapped them with Mind Stone, Star Compass, and Worn Powerstone. Finally, I substituted Memory Jar with Reforge the Soul, which has a similar wheel effect for the same cmc (or less with miracle), and I substituted Wheel of Fortune with Chandra Ablaze (mini wheel that will probably get value from forcing opponents to discard larger hands and draw to 3). I substituted the sword of fire and ice with the scythe, because that sword generates value, which the scythe seems to come the closest to replicating for a cheaper price (the only difference being that I get to summon the blocking creature instead of drawing a card and pinging something for 2).

Do these sound like reasonable changes to preserve the spirit of the deck? If you have other suggestions, I am definitely open to hearing them.

My decklist: http://tappedout.net/mtg-decks/avacyn-the-purifier-budget/

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