Jace Beleren

Jace Beleren

Planeswalker — Jace

+2: Each player draws a card.

-1: Target player draws a card.

-10: Target player puts the top twenty cards of their library into his or her graveyard.

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Have (3) Bluboltar , gildan_bladeborn , Forkbeard
Want (0)

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Format Legality
Custom Legal
Commander / EDH Legal
Highlander Legal
Vintage Legal
Leviathan Legal
2019-10-04 Legal
Unformat Legal
1v1 Commander Legal
Block Constructed Legal
Tiny Leaders Legal
Duel Commander Legal
Limited Legal
Canadian Highlander Legal
Oathbreaker Legal
Casual Legal
Legacy Legal
Modern Legal

Jace Beleren occurrence in decks from the last year

Latest Decks as Commander

Jace Beleren Discussion

Simerix on W/U Bunny Boi

3 months ago

Meh cards: Retreat to Coralhelm

Cards to consider adding: Aven Mindcensor, Jace's Erasure, Propaganda , Ghostly Prison, Windborn Muse, Solemn Simulacrum, Frantic Search, Ponder, The Magic Mirror, Psychic Corrosion, Jace Beleren, Reliquary Tower

Remember than milling people out is likely how you will win.

Definitely make sure to add more than just basic lands, otherwise, it'll be hard to cast things. Go to https://www.managathering.com/duallands/Azorius.html for other of the choices. Clicking the lands will take you to the TCG player page for the land

DarkRequiem on

3 months ago

Mice deck. I'd swap some of your mana rocks for signets instead. You got 3 signets available, so remove Mana Geode, Prismatic Lens and Mind Stone (you won't need the draw ability in this deck). No Sol Ring?

Lightning Greaves would be far better than Whispersilk Cloak.

Have you considered Jace Beleren? Anvil of Bogardan and Font of Mythos are great choices to increase the draw power of the deck.

Jace's Archivist is another wheel on legs. Kederekt Parasite is another Underworld Dreams. Seizan, Perverter of Truth is another Mine. All of them creatures that can help you fasten the game.

Ophidian Eye is yet another Curiosity while Sigil of Sleep works greatly as spot removal and Vampiric Bite would be quite nice if you find yourself low on life.

Winds of Change is another effective wheel at a very low cost that, has a plus, doesn't let your opponents get back the cards they already discarded. No drawback there. :)

Meat_Face on Mind F*ck

3 months ago

I've had the old Jace Beleren in my group hug before. Temple Bell is nice too. Wheel of Fortune is great as well.

I was unaware of Peer into the Abyss which is just ignorant in something like this, so bravo there.

Savage1988 on Nicky B and his Pro-Life Posse

4 months ago


I'm still not sure I understand your aversion of the vivid lands, but let's say i cut them, would you add basics (as long as i haven't tested how early my proliferation is online)?

Throne of Geth doesn't need many other artifacts. At the point where I want to activate this more than once I image having some signets / talismans that I don't need anymore, allowing them to be useful again as fodder for the throne. I don't expect to ativate this before turn 4 at all, probably even later than that. Yes, it's amazing if i get to activate it every turn (e.g. when i have Daretti, Ingenious Iconoclast or Saheeli, Sublime Artificer), but i feel like it's done its job when i activate it twice, and i can always use it once in a pinch.

On winning:

I know you specifically said "not necessarily infinites" but I'm not sure what other kind of I win buttons other than copying planeswalker ults you might mean. I have a Torment of Hailfire that I may want, I could probably get to enough mana through proliferation that everyone has to sac their board, hand and life, but honestly it might take too long and i prefer not to run any tutors, so it's kinda hit or miss. Any other non-infinite suggestions?

It also doesn't help that my playgroup actually frowns a little on infinite combos. I think the 4 card combo that i discovered after adding all the pieces is convoluted enough to be appreciated. Then there's a lot of ways to get infinite turns with Magistrate's Scepter here too, but this can also easily be interrupted by artifact removal - even this may be too much for them though. I guess what I'm saying is that we mostly play for the fun and "doing our thing", less for the winning. I probably wouldn't play this deck in a competitive environment (but who knows!)

Also: I'm cutting solemn, but Jace, Cunning Castaway might be too meme-y, which walker do you think fits the bill best? I'm thinking

  • Jace Beleren: Party jace! cheap, draws cards, could be left alone if i draw the table cards

  • Tezzeret, Artifice Master: helps throne of geth, draws cards, has cool ult

  • Teferi, Temporal Archmage: untap can help our artifacts do double duty, is another walker to go infinite with chain veil and mana artifacts that produce 4 mana, has cool ult

  • Ugin, the Ineffable: helps control, builds boardstate, helps cast artifacts (and ugins/karns)

  • Sorin Markov: Drains slowly, can help table take care of archnemesis, resets the lifegain deck, has evil ult

I'm leaning towards teferi now that i realised it can help me combo (or at least proliferate more). Am i missing any good ones (that aren't Jace, the Mind Sculptor or Dack Fayden since those are too expensive)

PS: what's your stance on wilds/terramorphic: cut for basics or keep?


I agree with your take on what's likely to happen to me during a game but I don't think Force of Despair is the answer. It’s a decent card but i don’t think it helps us much:

It only takes care of creatures from 1 opponent, and only the turn they entered, making this feel more like a counterspell, less like a wrath or even regular removal. In that sense it’s somewhat like sorcery speed removal, which might even be better in this case because we can at least interact with all the threats since our previous turn.

It’s a free spell, it can’t be that bad, but i’m not sure it does what we need.

abbatromebone on Brain Getting Too Big

6 months ago

StopShot on Would Magic the Gathering be …

7 months ago

In other words, would Magic the Gathering be better off if there was no mythic rarity? Limited Edition Alpha was released August 5th, 1993, however; the concept of mythic rares wasn't introduced until Alara block which was released October 3rd, 2008. While mythic rares seem like a staple in every MTG pack today, the majority of MTG's lifespan has largely gone by without ever having them.

My argument here is magic cards didn't suddenly become even more powerful in Alara block. Before then even planeswalkers could simply be opened up as rares. Ex: Jace Beleren. Mythic rares to me seem like a way of taking normal rares and artificially inflating the price and vlaue of them by increasing their scarcity or in other words lowering the supply of them.

Mythic rares also seem to be a way of tarnishing reprints in masters sets. When a valuable card hasn't been printed in a while the price tends to go up over time. In masters sets a mythic rare or a rare printing can mean the difference between the reprint being affordable and only causing a small dip in the overall price-line. Many times I read comments from people expressing grief when they see that much needed reprint they want spoiled at the mythic rare level. At what benefit is the mythic rarity serving the player in this instance?

Another argument against mythic rarity and reprints in masters sets is it limits the number of powerful reprints that can be included in a set. In the last masters set, Ultimate Masters, the set only had 20 different mythic rares in contrast to its 53 normal rares. If rare became the highest rarity in masters sets there would be more room to fit the most powerful of magic cards which would make it easier for more needed reprints to be released sooner rather than shafted to some later set due to a limited mythic pool of cards.

In fact if you look at older sets the number of rares they had would usually be greater than the combined number of rares + mythic rares in newer sets (so long as we compare sets with similar card totals of coarse.) For example, the old set Eveningtide is made up of 180 different cards, 60 of which are all rares. This was the last magic set not to have any mythic rares in it. If we look at a similarly sized set such as Aether Revolt being composed of 184 different cards, that set had only 42 rares and 12 mythic rares for a combined total of 54 value cards. Another similarly sized set is Fate Reforged with 165 different cards with only 35 rares and 10 mythics for a combined total of 45 value cards.

Because of the inclusion of mythic rares not only are there less rares but the total number of rare-or-higher cards have diminished over time. Back in the day you were always guaranteed a rare, the highest rarity in every booster pack. While you are still guaranteed to pull a rare or higher in every MTG booster pack today, you aren't guaranteed the highest rarity, mythic rare, in every pack. This in turn takes something that was originally guaranteed and instead leaves it to chance. This is not to argue that mythic rares should be guaranteed, but to illustrate they were originally designed to create this problem in the first place. Imagine if instead of coming up with mythic rares, WoTC decided to make rares no longer guaranteed in packs instead. As I see it that system would be no different from this one yet I can't help but feel there would be more player backlash over it. Some of you may be quick to point out that being guaranteed up to a rare and being guaranteed up to an uncommon are two completely different things and while in standard sets I'd agree, its the masters sets where you often see a lot rares that should be placed at the uncommon level where my point shines best. I believe so long as mythic rares as a concept exists, they will provide an excuse that its okay for low powered cards to exist in the rare slot, because rare isn't the highest rarity which ultimately diminishes the value of packs.

Thus I want to propose the question; would MTG be better off as a whole if it no longer used the concept of mythic rares anymore?

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