Enchantment (1)


Alliances are stretched as everyone tries to help Jace secure victory

The Plan:

Attack early and often, using flying creatures early on to deal combat damage to your opponents and help get the right combination of cards with Jace (Usually in starting Hand) either by drawing and discarding or simiply drawing.

The deck tries to rule the skies, using Favorable Winds to boost all creatures with flying, and Hearld of the Secret streams to make explore as a mechanic even more viable.

Ideally combat should not be preventable however, given any creatures with flying or reach, Unsummon and utilising either tapping creatures or returing them to their owners hands is stalling until it is possible to secure victory


Jace, Cunning Castaway + Skyship Plunderer or Jace, Ingenious Mind-Mage + Skyship Plunderer is used to help build loyalty. Turn 2 Skyship Plunderer flowed by a Turn 3 Jace is one of the best starting combinations possible

Hearld of the Secret Streams + Siren Lookout or Hearld of the Secret streams + Storm Fleet Aerialist are designed to be unblockable to allow Jaces +1.

Kopala Warden of Waves + Arcane Adaption and the rest of the deck is designed to make early threats or removal less viable for my opponents, allowing Jace to build up and multiply fast


Although the main focus of this deck is Jace, Cunning Castaway, I am only playing one copy, as due to the legendary rule, and his final ability I do not feel I need more copies, however if you disagree feel free to explain or alter this deck

As always, if you like it +1



So, when deciding how many copies of a card to run, there are two considerations. First, how many of these do I want to draw in a game (or, how useful is copy #2 of this card? #3? #4?). Second, and the one that gets forgotten a lot, is how badly do I want to draw at least one of this card?

You're right that because of the legendary rule, you can only have one Jace, Cunning Castaway at a time. However, if you run only one copy of Jace, there will be many games that you just don't draw him at all. There will also be many games where you draw him, play him, and he gets removed/countered, leaving you without any backup copies. Given that he seems integral to your strategy, I'd consider adding more. Most likely, I'd be running a full 4, but I certainly wouldn't run fewer that three.

November 3, 2017 6:27 a.m.

Aaerys says... #2

PhotogenicParasympathetic Thank you for your help!

So far Ive gotten really lucky and was able to get Jace out 8-9/10 times, although never versing a counter deck...Thank you very much for the insight!

Ill probably add one more, and sideboard 2 additional ones!

November 3, 2017 6:38 a.m.

TheRedGoat says... #3

I know they're not great but why not run Ornithopter or Hope of Ghirapur? They are still standard legal.

November 7, 2017 1:49 a.m.

Aaerys says... #4

TheRedGoat Thank you! I didnt even notice those cards, Ill definitely playtest both.

Visually, Ornithopter seems like a great addition, the second one is also nice, however with Dinos taking over standard at the moment, Im more cautious of creature spells.

Thank you for your help!

November 7, 2017 2:21 a.m.

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Compare to inventory
Date added 3 weeks
Last updated 1 week
Exclude colors WBRG
Key combos

This deck is Standard legal.

Cards 61
Avg. CMC 2.33
Tokens 1/1 Illusion
Folders Control Ideas, Mono Blue, 1. Standard
Top rank #35 on 2017-11-12
Views 1271

Revision 6 See all

1 week ago)

+4 Hope of Ghirapur maybe
+4 Ornithopter maybe