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Jodah, Archmage of Bigstuff

Commander / EDH

nn2112


I've never been a big fan of five color decks. However, Jodah appears to be just the push I need to be able to play a 5 color deck.

The Premise

The idea of this deck is to ramp up to one of each color so we can cast out giant spells for only 5 Mana. The main theme of this deck is to provide alternate casting cost to cards which would otherwise cost a lot more in the long run. Casting a cards such as Army of the Damned can be cast for only 5 Mana. The trick to this deck is to ensure perfect man of fixing so that we don't get caught without one of our colors.

The Commander

Jodah is a 4 Mana Jeskai Commander. His static ability is the same as the ability on the card Fist of Suns. As such Joda allows us to cast very high-cost spells for just WUBRG. In addition, Jodah's flying ability and high power and toughness combine to make him a physical threat in addition to his subtle, but very overwhelming ability.

The Early Game (Turn 1-4)

In our early game, this deck games to get one of each of the five colors of Mana into play. By Turn 4 at the latest we should be casting Jodah and preparing for Turn 5 when we can cast a very large spell for only five Mana. Fetch lands and Mana tutor spell such as crop rotation and farseek can help us achieve this goal early. The deck also runs an array of accelerants that can help us get Jodah out even earlier.

The Midgame

In the mid game, we want to start casting on a large spells and focusing our attention on the people we think are most likely to have removal and interaction. Our large spells can make us a Target, especially when emrakul the promised end comes down on Turn 5. Be aware that playing this deck means being a Target much of the game. As such, you need to rely on your ability to choose the correct spell to play at the appropriate time. Over-committing to the board can lead to a board wipe that will set you way back.

The Late Game

In the late game, you should be focusing on closing out your opponents while maintaining your bored presents with protection spells. Card such as Lightning Greaves and swiftfoot Boots can protect your commander or any other large threats that you have managed to get in play. it is recommended that you save your counterspells until this point in time. If it is necessary to remove something early game or mid-game, absolutely do it but in the late game when you're trying to win, and your opponent use a cyclonic Rift I'm sure you would like to have flusterstorm backed up to protect yourself from it.

What Do We Lose To?

Whereas are Commander lowers the casting cost of spells, we still need five sources of distinct colors to use his ability. As such, land and artifact removal can really hurt this deck. Spells that hate on higher Mana cost spells such as austere command can also hurt Our Deck as well. This deck tends to draw a lot of hate in the late game. So we can also lose to being ganged up on three against one. If we become the arch enemy and don't have the spells to back it up or protect our board state, we can find ourselves dealt with rather quickly. Do do the high average converted Mana cost of this deck the odds that will have an answer to our opponent are somewhat Limited.

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Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

19 - 0 Mythic Rares

58 - 0 Rares

12 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 4.74
Tokens Bird 2/2 U, City's Blessing, Eldrazi 10/10 C, Insect 1/1 G, Pegasus 1/1 W, Zombie 2/2 B
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