|Commander / EDH||Legal|
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|From the Vault: Lore (V16)||Mythic Rare|
|Betrayers of Kamigawa (BOK)||Rare|
|Promo Set (000)||Rare|
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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.
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Umezawa's Jitte Discussion
2 days ago
Wow, I never actually realized that. I don’t think you can. Hmmm... Well, I will try to think of a way to do that, but you could always just swap him and the other eldrazi Titans for cool 8/16 mana creatures. It would still work. Or you could just Umezawa's Jitte or something to win.
3 weeks ago
In order for the counters to be put on Selfless Squire damage must be prevented. Squire's first triggered ability prevents damage dealt to you. If combat damage has been dealt to you, you're past the declare blockers step and are in the combat damage step. So no, you cannot block their creature with a 10/10 Squire.
Umezawa's Jitte triggers when a creature deals combat damage. If you block the Managorger Hydra with Selfless Squire the Squire will die from combat damage and the Jitte will get two charge counters. If you let the Hydra through unblocked the damage is prevented and Jitte does not trigger.
3 weeks ago
My opponent attacked with a 2/2 wolf and a 6/6 Managorger Hydra, which was equipped with a Umezawa's Jitte with no counters on it, while I had no untapped creatures on board. Before the declare blockers step, I cast a Selfless Squire, triggering Managorger Hydra's ability and making it a 7/7. The Selfless Squire resolves and its triggered ability is put on to the stack and resolves, and I assume at this point the second ability triggers (not at damage step), putting nine +1/+1 counters onto the Selfless Squire (two from the Wolf and seven from the Hydra). At this point, I block a 7/7 Managorger Hydra with a 10/10 Selfless Squire. Does the Managorger Hydra deal seven damage to the Selfless Squire and trigger Umezawa's Jitte or deal no damage at all?
4 weeks ago
I definitely understand that need to tinker. It's fun to see if you can make something more efficient or if you can find a new way to apply it.
If you are currently considering Ainok Survivalist and Dream Stalker as flexible slots, I suppose that it could be a decent time to test out Phantasmal Image if you haven't already. From my experience:
Cons: Like any clone spell, its viability and power vary with whatever is on the battlefield. The Image is also a poor clone to use if you are looking to clone something that you expect to want to interact with. It has negative synergy with Cloudstone Curio.
Pros: It's cheap to cast, can double as a card-draw creature if you already have one out, is even better as an extra copy of a tutor creature, and has on multiple occasions allowed me to keep the storm train going by copying Peregrine Drake. Another thing worth noting is that the ETB triggers of Shrieking Drake, Dream Stalker, and Ancestral Statue don't target so you can actually use them to return the Image to your hand if you need to.
I'll admit that I miss the days when Legendary permanents destroyed each other when there were two of the same Legendary on the battlefield. Back then the Image could count as a kill spell for commanders and the Metamorph could destroy Umezawa's Jitte. Oh well, those are days long past.
My rough (and situational) priority list for Image targets is:
1) Tutor creatures.
3) "Enchantress" creatures like Primordial Sage
4) Card-draw creatures.
5) An opponent's hate bear creature like Thalia, Guardian of Thraben if there are fast combo decks that I want to hamper more.
I'm not hard-set on that priority listing though. I'll generally go with whichever of those categories happen to be on the board at the time. I'm not against just cloning a mana dork if it means putting a counter on Animar and putting my ramp for the next turn that much further ahead.
1 month ago
If you're going to use only one copy spell I'd suggest using Fork over Reverberate. While they're very similar and neither is strictly better or worse than the other one common scenario Fork has over Reverberate is when copying counter spells and turning them red. This can be significant, because in past times when copying counterspells I've had cards like Red Elemental Blast, Pyroblast, and Guttural Response used to counteract my Reverberate when copying a blue counter spell or draw spell. Most non-blue decks that can run those cards will likely run them more-so than not and Fork bypasses that issue easily when needed.
It seems your meta is thoroughly diverse. Hand and deck disruption can be a strong asset for taking down a combo deck, but I wouldn't consider Praetor's Grasp or Wheel of Fortune strong enough effects since combo decks can always run back-up combos to rely on. What really hits combo is repeatable effects and some of the strongest you could probably run would be Mind Slash and Bottomless Pit which a lot of combo players would find nasty. (Painful Quandary is a close third place and can stop storm decks pretty effectively as well.) Also if you're going up against non-graveyard strategies Mesmeric Orb is a ballistic nightmare in any singleton format it's put in which would be the only effective mill card I'd ever recommend when hurting combo.
Do note graveyard-based combos are a little more resilient to the card suggestions I've given above, but so long as you have something like Rest in Peace and/or Planar Void you can easily avoid this issue without giving them any fuel to burn.
Given your meta I would imagine Torpor Orb would lift a lot of weight for you especially against Purphoros, God of the Forge, Palinchron/Deadeye Navigator, and whatever ETB effects the Muldrotha, the Gravetide deck is probably abusing.
One aspect about blue I've never liked was it's use of counter spells. If you find Reverberate helpful I'd recommend also using cards like Seal of Cleansing, Sinister Concoction, Gate to Phyrexia, Aura Fracture, Aura of Silence, and Umezawa's Jitte. Not only do they serve as good rattlesnake cards that deter your opponents from just putting their bombs on the field, but I've noticed blue decks only hold up counter spell mana on turns they might need it on. If you drop one of these early when they're not ready their counter spells won't be able to stop the card effects, and I can verify from past experiences that the blue players I go up against when using the cards I just mentioned hate them fondly because they know I save them for their combos which makes their job of combo-ing out much more complicated. In fact one card I've found more success with than I'd ever give credit to is Molten Vortex, because the number of utility creatures and win-cons it hits without needing to use prime removal spells is pretty big and as I said before it's another one of those spells that if resolved the blue decks are going to have troubles playing around with. The Vortex can remove Mizzix of the Izmagnus, Laboratory Maniac, Norin the Wary, Hermit Druid, Kiki-Jiki, Mirror Breaker, etc. and even when I don't have a land to pitch to it I've found it's presence alone is enough to deter plays entirely. Shattering Spree also plays well against blue, because not only can it hit multiple targets, but you can hit the same target twice or three times which would require more than one counter spell to stop a key combo piece being removed if needed.
As for multiple combat steps or a super massive army being swung your way you already can use Ghostly Prison, but if you need more options Norn's Annex can also work as well as Orim's Chant which not only stops combat but can also be used but can also stop storm or certain combos if you cast it at the right moment. It should also be noted that Rule of Law as well as the aforementioned Damping Sphere also does a marvelous job of stopping storm as well. Lastly if your opponents gaining life is an issue I think Rampaging Ferocidon makes a good option, because it can also punish your opponents if they try to build an army, so it fits two functions rather well, and I find the menace handy if you ever need to punch into a super-friends deck.
2 months ago
Looks like a great start ahve a +1.
Here's my two cents:
Some goodstuffs: Angelic Destiny, Basilisk Collar, Captain's Claws, Empyrial Plate, Fireshrieker, Masterwork of Ingenuity, Sigil of Distinction, Umezawa's Jitte, Blackblade Reforged, Brass Squire, and Vulshok Battlemaster, Silver-Inlaid Dagger
2 months ago
Thanks for the comment TzickyT.
He's a 3/2 for CMC3, so he's decently in scale. He is not a cat, so can't use the Eminence with him. He does have built-in recursion. In my build, he only has 10 targets (that's pretty low), but Lost Leonin, Puresteel Paladin, Qasali Pridemage, Swiftfoot Boots, Sylvan Library, Umezawa's Jitte all pretty high value targets.
Because he's not a cat, and because he doesn't have enough targets (10), I wouldn't run him in this deck, plus I think he is built for being abused (which I like, but is not the goal of this build).
If you want to build around him, I think he would be great.
Can't think of anyone else off the top of my head he combos with, but:
Another tool in the Saffi Eriksdotter combo wheelhouse. I'm testing Archangel of Thune + Spike Feeder | Infinite Life + Infinite +1/+1 Counters of which neither are Cats, so really bothers me. It plays on my Life gain Sub-Theme, but it's still not right.
I've worked out a couple combos with Cats, but nothing really concrete yet. Renegade Rallier is a bit too far away from my goal, but a pretty amazing guy, I like him. He feels more Trostani, Selesnya's Voice or Karametra, God of Harvests or 100% Saffi Eriksdotter to me. It's easily tutorable combo in . With a Greater Good can tutor for the Blasting Station or whatever damage outlet you need.
If you decide to run him, I would build some synergy around him with a recursive sub-theme.