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Sorcery (1)


I could use some advice on this Jhoira deck and some help trimming it back to 100.

Obviously, Jhoira can be very strong 1 vs 1, but multiplayer games tend to be 3 vs the guy playing Jhoira. The concept behind this build is slightly different than any other Jhoira deck I've seen. Of course the strength is to suspend destruction, wrath and fatties. But it should also ramp; feed your hand; and use control to steal, loot, clone, dup, and tuck other generals. Most importantly, it'll PROTECT Jhoira with shroud, hexproof and indestructible; and it should have an effective Plan B if Jhoira is removed over and over.

You want to wait to bring her out until the timing is perfect, but the temptation to bring her out early reminds me of this clip ;)

At the time of this original post, I need to cut 10 cards. I'm at the point where I really like every card remaining on this list, even though I've already made quite a few cuts. Any advice will be greatly appreciated. When you make suggestions, please keep in mind (1): this is not a tournament deck and a few of these cards are included specifically to deal with generals and play styles within my casual play group; and (2): cards like Mana Drain, Force of Will, Kozilek, Butcher of Truth, etc. are all totally awesome and would already be included if I could afford to include them.

I also am not very fond of infinite combos, especially ones that hit without warning and win the game. Yes, Ral Zarek ultimates for extra turns, but opponents get plenty of warning. Other than he, I try not to run cards that give or combo for extra turns.

Sorry for all the stipulations. Thanks so much for looking, and thanks in advance for any advice, everyone!

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Date added 9 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

21 - 0 Mythic Rares

36 - 0 Rares

16 - 0 Uncommons

15 - 0 Commons

Cards 111
Avg. CMC 4.64
Tokens Copy Clone, Emblem Dack Fayden
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