pie chart

Journey to Infinity: Jace, Vryn's Prodigy EDH

Commander / EDH Combo Mono-Blue Storm

Mortiganil


Maybeboard

Instant (2)

Enchantment (1)


Intro:

Welcome to my build for the awesome Jace, Vryn's Prodigy  ! before i start, this deck is not meant to be incredibly broken, it holds it's own, but its absolutely not a highly competative deck. i've build this deck to be very controlling, giving up the early combo strategy to instead wait until the board has wasted all their awnsers, and then win with a few counterspells as backup.

is this deck for you?

You like:

  • Heavy carddraw
  • board control
  • high tide
  • creature light

you don't like:

  • aggro
  • overextending
  • Getting countered

Strategy

This deck plays the long game, as long as your opponents are not really doing anything you can just slowly sculpt your hand into the perfect winning spread, try to awnser only the threats that really stop you from playing your deck, the rest can be solved by the other players, the more cards you keep in hand, the better.

the normal wincon is the usual monoblue high tide turn, play high tide and get millions of mana by using cards like Palinchron,Turnabout and Frantic Search, then draw your deck and win the game with Laboratory Maniac, alternatively you can win the game by casting all the spells in your deck with Aetherflux Reservoir in play, and just shooting down your opponents.

Card by card evaluation

Jace, the Mind Sculptor: even though there might be better options, boogeyman is boogeyman, and i love him.

these instants are the bread and butter of your deck, allowing you to either stop your opponents, or to give you some value right before you start your turn.

Force of Will: the most iconic card of the deck, simply having a Force in your deck stops your opponent from relaxing when you tap out.

Pact of Negation: a really good counterspell to either counter a very big thread, or to protect you during your high tide turn.

Mana Drain: a counterspell with upside? counter something huge, then find a use for all the mana you get.

Stifle: without a doubt my favorite card in Magic. nobody expects their etb trigger to get countered after their creature resolves, and fetches deserve to get punished.

Circular Logic: tap Jace to draw a card and get a really good manaleak for one less.

Cryptic Command: one of the most versatile spells in blue, allows you to get out of almost every situation.

Flusterstorm: a better mana leak if you try to stop someone else, one of the best counterspells if you try to protect your high tide

Insidious Will: this card is a political masterpiece, i can counter/redirect your stuff but i can also just copy it, lets make a deal.

Daze: Tiny force of will, really good earlygame.

Dispel: one mana stop their awnsers.

Aethersnatch: wow look at that huge Avenger of Zendikar, if only i could play that in blue.

Swan Song: One mana stop most of the cards in mtg, pretty good i think.

Spell Swindle: mana drain where you also get to choose when you spend the mana. and its blue!

Counterspell: always respect the originals

Sinister Sabotage: a new one, but surveiling seems pretty fun.

Wizard's Retort: honestly i just love this card, its a good counterspell.

Mystic Confluence: Cryptic Command Junior

Remand: a good way to stop something and draw a card.

Brainstorm: little Ancestral Recall

Mystical Tutor: pretty good, in this deck it's almost a vampiric tutor. but so much cooler

Pull from Tomorrow: Allows you to draw an insane amount of cards at the end of their turn.

Cyclonic Rift: Blue's best bounce

Dig Through Time: exile some lands and find some cards.

High Tide: one of the key cards in this deck, who says blue can't ramp

Impulse: good spell to cast early and accelerate your game

Turnabout: make a billion mana, or stop someone from attacking/casting

Reality Shift: removal in blue, and it exiles!

Evacuation: how dare you play creatures, begone!

Frantic Search: loot some cards, make some mana

Opt: good filtering, at instantspeed

Mission Briefing: fill the grave, recast the best card, seems good.

Obsessive Search: tap Jace, draw, disc this, draw.

allthough sorceries are a bit more painfull because of their need to be cast during your own turn, some of them can make huge impact on your game, and whats a wizard without sorceries.

Ponder: filter stuff, draw value, seems good.

Recurring Insight: wow you have 7 cards, i want 14!

Crush of Tentacles: remove the board, get a blocker

Flood of Recollection: Get some cool stuf back

Enter the Infinite: i win the game

Time Warp: if you need time to prepare for your wincon, just make it.

Personal Tutor: get the best stuff, or just put a Time Walk on top of your deck, thanks Temporal Mastery

Windfall: when your hand gets empty, make to discard bombs to give you some cards.

Preordain: Filter some cards, get some value

Temporal Mastery: a miracle becomes a lot les miraculous when you create it.

Time Spiral: get some cards, make some mana

Merchant Scroll: get the best card.

Gitaxian Probe: get some info on what you need to counter, draw a card

Call to Mind: get something back, usually a refill spell like turnabout

Pull from the Deep: get two things back, good enough

i know i know, severely dissapointing that i have to play these, but some of them can be quite usefull.

Laboratory Maniac: blue's best man, wining became possible when they released this card.

Spellseeker: find a card, accidentaly bounce her with Evacuation find another card

Snapcaster Mage: one of blue's best recurr something good and just accidentaly bounce him.

Solemn Simulacrum: i just need ramp okay, my playgroup doesn't like it when i play too many artifacts

Archaeomancer: get something back, hopefully more than once.

Baral, Chief of Compliance: awesome value and loots

Palinchron: just straight up wins the game most of the time, combo with High Tide

sometimes it is good to have something that stays on the board to get increasing amounts of value, or just outright win the game

Omniscience: blue's ultimate goal, release yourself from the restrictions of mana!

Rhystic Study: a good staxpiece, or incredible carddraw versus particularly daft opponents

Back to Basics: this card just straight up wins the game versus some opponents, and is good enough versus the others

Every wizard needs trinkets.

Mox Diamond: this pretty gem allows you to play Jace turn 1, lategame it gives you some extra mana after Enter the Infinite

Mox Amber: even though it does not allow you to cast a turn 1 Jace, it still is mana ramp and therefore very good in this deck

Chrome Mox: same as Mox Diamond, exiling a card is not great so be weary of which card you toss away

Sol Ring: i am required by law to play this card, no matter though it's broken

Aetherflux Reservoir: well, that kills people

Sapphire Medallion: everything is cheaper now

Tolaria West: finds a mox for mana, land if needed, Pact in most cases, and Wasteland if it's necessary

Academy Ruins: sometimes it's good to get an artifact like Aetherflux Reservoir or Sol Ring back.

Myriad Landscape: 2 islands, ramp, in blue

Minamo, School at Water's Edge: untapping Jace is nice

Wasteland: sometimes people play lands that need to be removed, i dont like hating basics, so no card:Stripmine

Island: normally i would skip the basics, but remember, Jace needs islands, lots of them, don't put too many nonbasics in your deck.

Strenghts and Weaknesses:

this deck is very good at grinding out a game, with the ability to grind out games and then just blast of in a single turn, its counterspells allow you to take control of the game, and with proper political dealmaking you can use them to turn the game in your favor. However, this deck can still die to aggro, because of the fact that blue solely depends on bounce to be its mass removal, players can sometimes band together and just bash you out of a game.

Conclusion:

Ever since i started getting more serious about magic i've had a fascination for mono blue, i have played it in many different forms, with a lot of different commanders, but this is the deck i feel most confident about, not because of it's amazing strenght, nor its competative viability, but for it's capability to allow me to have fun and statisfying game with my friends, it as been a blast building this deck, leave an upvote if this guide helped/ entertained you, you can always leave your questions and suggestions below, and i hope all of you will have an amazing time if you decide to put Jace into your command zone!

Suggestions

Updates Add

Comments