Jace, Cunning Castaway
Legendary Planeswalker — Jace
+1: Whenever one or more creatures you control deal combat damage to a player this turn, draw a card, then discard a card.
-2: Create a 2/2 blue Illusion creature token with "When this creature becomes the target of a spell, sacrifice it."
-5: Create two tokens that are copies of Jace, Cunning Castaway, except they're not legendary.
|Have (3)||metalmagic , CompleteWaste , gildan_bladeborn|
Combos Browse all
|Commander / EDH||Legal|
Jace, Cunning Castaway Discussion
6 months ago
I really don’t like Repeal, the only reason I would use that card is to keep the opponent’s hand full because I have an effect that make them take damage as long as they have certain amount of cards in hand. I don’t see the point of having Kasmina, Enigmatic Mentor. Her first effect is nice IF you had at least 3 to draw her and continually have at least one in the board, she also don’t produce Illusions like Jace, Cunning Castaway. I would say cut the 2 Dragons, Kasmina, and Repeal, put at least 3 Drowned Secrets and add 1 or 2 more counter spell of your choice.
7 months ago
That combo is a lot of mana in one turn, but it sounds fun! "I turn all your dudes to frogs and wash them away with the tide!"
Jace, Cunning Castaway does look pretty useful and definitely on-theme. How many should I run though?
And I suppose I do have Ovinize for at least some of the more mana intensive threats. This should be a pretty fast deck, so Repeal seems to make more sense to me. The cantrip is definitely nice, especially since I can see myself summoning through most of my cards quickly.
Current plan is just to have a fun deck that I can play with. I definitely would like to at least do some FNM or something though, so sideboard is something that certainly needs some work too. I just wanted to get the core idea down first.
7 months ago
The jest combo does seem like a good meme, idk if its good tho lol. Repeal is good cause it cantrips, modern doesnt have very many big mana threats. Jace, Cunning Castaway is very on theme. Also what are your plans for the deck, cause if taking it to a local fnm or something is the goal then u would need to work on a sideboard
8 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.
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.
8 months ago
I think Jace, Cunning Castaway would be a fun addition to this deck. Then Nicol Bolas, Dragon-God can copy jace’s third ability and make more of himself. And you can also use Sarkhan the Masterless to turn all those clones and your other planeswalkers into dragons.
8 months ago
TriusMalarky Awesome, thanks for thinking along! I like these nitty-gritty disussions.
Re: tapped lands suck
First off: My current tapped-count is at 6 (wilds, terramorphic, necro, path, vivid x 2) - I guess you could count 2 tango and 2 checklands for 0.5 tapland each, bringing our total to 8. With 37 lands I actually think the odds are pretty decent that I can run T1 tapland, T2 untapped land, enabling my 2cmc ramp spells and going from there. I'm therefore not sure this is all too bad, but a bit more in depth:
The idea behind Vivid Creek and Vivid Marsh is that they're lands that function as 3c lands most of the time (especially during set-up), and with proliferation going all of the time. It's also possible to use them without removing counters if you're using them on ramp for example, so it's not like they always deplete. I agree the tapped clause is a real cost for something that's not guaranteed, and I could be convinced they're not as great as I think they are, but I think they'd do OK.
I agree Evolving Wilds and Terramorphic Expanse aren't the best. I have thought about replacing these with tapped duals, but those don't help out my tango / check lands. It's very possible regular basics are better here though.
Awesome suggestion. They're more powerful than the vivid cycle for sure and, don't get me wrong, providing 2 mana as a land is amazing but:
they're not basics
they come into play tapped
they don't fix my mana
they end up literal dead really quickly if i don't find a proliferation piece (not having played the deck, this concerns me the most)
I'm tempted to try them because when it works it's amazing, but I don't think they're a slam dunk except for when you're in magical christmas land. I need to think about the times when the deck's not firing on all cilinders more than when everything's already going great (i.e. i have time to proliferate). If it turns out that i easily proliferate all the time i'll add them asap.
Re: Ramp and artifacts
This gets me to 4 signets, 3 talismans, chalice, prism, sol ring, that's 10 ramp < 3cmc. Adding cornucopia and relic gives me 12 which should get me one in hand roughly 60% of the time (almost 90% if you count the free mulligan as 7 extra looks) - which is great. Looking at my curve most of my business happens at 4cmc, so getting there asap is key.
Hard disagree on Throne of Geth. Have you played with this card? (I haven't.) It seems I'll have some (maybe even a lot of) spare artifacts lying around, which makes this repeated, instant speed proliferation. Absolute worst-case you can sac it to itself. I'd even argue this is very efficient (and cheap), even though the resource cost for using it is different. It seems like a great thing to copy with something like Saheeli, Sublime Artificer too.
Lithoform Engine may be inefficient, but doubling proliferate triggers or god-forbid planeswalker ultimates is simply too spicy not to run. You could be right but if this isn't the home for this card I'd like to find out.
I have to agree on Solemn Simulacrum - it's too expensive for the deck and doesn't really do much other than provide generic value. I think I'll cut this for another walker, maybe I'll try Jace, Cunning Castaway for the memes.
Thanks again for you time, I look forward to your reply
8 months ago
Thanks for taking the time to go through the list RNR_Gaming!
Ashiok, Nightmare Weaver seems pretty underwhelming and provides no real value when she’s killed before she can put something into play. Since Daveslab2022 confirms though: what am i missing? Or is it mostly just a fun card that can get something silly out 10% of the time?
PS: I just realized there’s a sick 4-way combo: Tezzeret the Seeker, Chandra, Torch of Defiance, The Chain Veil, Sol Ring (or other 2 mana artifact): this is infinite planeswalker activations for every other planeswalker on the board, and at the very least a chandra ultimate! Nice :D
8 months ago
Lots to read but I'm just going to focus on what walkers I'd include
Jace, the Mind Sculptor - is is the premium standard for planeswalkers and is a magnet for removal for a reason
Daretti, Scrap Savant - you have a high enough density of artifacts for this to really do some work.
Ashiok, Nightmare Weaver - sometimes you can just hit absolute gas with this card
Jace, Cunning Castaway - has some combo potential though it might be too underwhelming outside of the combo