Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Jace, the Mind Sculptor
Planeswalker — Jace
+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library.
0: Draw three cards, then put two cards from your hand on top of your library in any order.
-1: Return target creature to its owner's hand.
-12: Exile all cards from target player's library, then that player shuffles his or her hand into his or her library.
5 days ago
I like the build! I am currently working on constructing one of these myself and wanted to ask... What do you think about Jace, the Mind Sculptor and Copy Artifact? My meta is full of people with high powered decks and I'm trying to figure out a way to match their shenanigans, kind of by making a mono U prison deck that just doesn't allow for many big things to happen.
2 weeks ago
Hi. I'm not using the talismans but the signets instead as I have lots of those but very few talismans. As is, I'm running 6 mana rocks paired with the 37 lands. I don't really think I'll need the extra rocks although I haven't tested the deck yet and, as such, might be proven wrong. Yet again, better than adding the talismans, I might prefer adding 3-cmc rocks as those tend to synergize with the commander, being played for free.
Some of the options you suggested are already in the deck, such as Index and Dream Cache. I'm also running Brainstorm and Dimir Charm, plus Halimar Depths, Moonring Island, Crystal Ball and Soothaying, which will help me with the srying part at a low cost. At this point I'm considering adding 1 Jace, the Mind Sculptor and 1 Sensei's Divining Top if I do confirm that I have extra copies not being used. Not so budgety, and will only add them if I have free copies. :)
3 weeks ago
Card Suggestions Show
I think the main decision you have to make with this deck is whether you want it to be a true control deck or a tempo deck. A true control deck would try to trade one for one and build card advantage before dropping a threat like Murktide or Jace or simply winning with Snappy beatdown. A tempo deck on the other hand would try to turbo out a quick Murktide and then protect that threat.
Mixing control and tempo is nothing new, and it sometimes works quite well. But because a lot of the cards from each type of deck don't necessarily go well together, you can sometimes end up in an awkward situation.
Here, you definitely have a mix of both types (which, I'd like to emphasize, is not necessarily bad). Archmage's Charm, Counterspell, Cryptic Command, Snapcaster Mage, Devastation Tide and Jace, the Mind Sculptor are all heavily control-flavored cards in your deck. They all either break even or generate card advantage, or massively stall out the game.
The problem with this combination in this deck is that half of your cards aim to turbo out a Murktide Regent as fast as possible with Otherworldly Gaze and Thought Scour and then protect it in the short term with cheap spells like Dismember, Force of Negation, Subtlety, and Spell Pierce. The main problems with these cards is that they are pretty terrible topdecks late game. Scour isn't too bad because it cantrips, but topdecking a Gaze when you really needed a counterspell or card advantage engine or a Murktide would probably feel terrible. And all the control-type cards aim to reach that stage of the game.
One example of a problem that arises when you try and combine these two archetypes is in the manabase. Tempo decks typically don't need many lands; depending on the deck's mana curve, we are generally looking at 19-20 lands, and occasionally even 18 or less. On the other hand, control decks almost always want at least 22-23 lands, sometimes up to 24-26 lands in order to reliably play their more expensive spells on curve like Archmage's Charm, Cryptic Command and Snapcaster Mage, and to also always have mana held up during their opponents turn for a reactive spell.
Of course, many cards fit very flexibly into both tempo and control decks, for example Counterspell is just so strong it works in both, while Consider being a cheap cantrip also fits into both types. So in my opinion one of the most important decisions you should make, if you want to make the deck more cohesive and just function smoother as a whole, is whether you want to lean more towards tempo or control.
Quick disclaimer: I think it is definitely possible to make the deck more competitive while keeping both tempo and control aspects; however you should probably then trim both the very slow control-leaning cards (Cryptic Command, Devastation Tide, Jace, the Mind Sculptor), and the cheap tempo-leaning cards (Otherworldly Gaze, Thought Scour, Force of Negation) and replace them with cards more towards the middle ground. The rest of the cards, like Archmage's Charm, Subtlety, Force of Negation, Spell Pierce, Dismember, and of course Murktide Regent are all flexible enough that they can slot into both types of decks.
The second important decision to make is what secondary color, if any, you want for your deck in order to complement the primary color (blue). The main issue with mono blue control is that you have very few ways to deal with resolved permanents, which is why most players typically splash white or black (or occasionally red). Blue only has access to bounce spells, which are decent in tempo decks but generally bad in control decks because they are card disadvantage (and also terrible late).
Here, I see you kind of "splashed" black, but your only maindeck spell with black pips uses phyrexian mana anyways, while the only black spell in your sideboard can be casted with only blue mana. In my opinion, since you already have black lands, I would commit fully to a UB manabase by including a few more fetches (U fetches since that's your main color) because it gives you access to a lot of strong options:
Drown in the Loch is a really good spell doubling as both removal and countermagic at only 2 cmc, and only gets stronger as the game goes on. Fatal Push is another great removal spell which is generally stronger than Dismember, although it needs at least around 7 fetches to show its full potential. You can also run discard like Inquisition of Kozilek, although that is more tempo/midrange-esque so it may not be a great fit for this deck. Black also gives you an actual boardwipe in the form of Damnation, which is definitely a lot stronger than something like Devastation Tide since it gets rid of the creatures permanently and indirectly generates CA by trading with multiple enemy creature cards. It also doesn't hit Jace. If you don't think you need it in the mainboard, it can be a great sideboard inclusion. Lastly you have access to some sideboard options like Unmoored Ego.
If all of the blue pip spells like Counterspell and Archmage's Charm have you worried about mana fixing issues, you can run the filter land Sunken Ruins which is great in these types of decks to ensure you can cast both BB and UUU spells.
Those two main points aside, I have a few other card suggestions I think could work well here, some of which lean more control and some which lean more tempo.
Ledger Shredder is a great card which leans a bit more towards tempo but unlike Gaze/Thought Scour it helps turbo out a Murktide while also growing into a significant threat itself.
Remand is a tempo-leaning card that is generally not great in pure control lists, but could be good here if you decide to stick to the turbo murktide strategy.
Memory Deluge has a bit of antisynergy with Murktide, but a very good digging spell if you decide to go towards control.
If you made it this far, thanks for reading all of my comments. I like the deck and I'm excited to see where you can take it in the future. Happy brewing!
1 month ago
2 months ago
I have to point out that Chandra, Torch of Defiance is not what she used to be.
In my estimation she was up there head to head Jace, the Mind Sculptor as the most powerful walker at 4 mana. Then planswalker targeting rules got "errata-ed".
Before the errata, her 1st ability (like all damage aimed at players) could be redirected to hit walkers - which couldn't be targeted by damage spell, instead you had to redirect the damage you aimed at the player controlling the walker.
As such Chandra, Dressed to Kill is "THE" red planeswalker.
In regards to Blood Moon i would say that its likely to become more and more powerful, as effective zero deckbuilding cost domain decks are likely to become more and more common due to cards like Prismatic Ending & Leyline Binding. Which make things like aspiring spike's self mill combo borderline immune to hate.
I would also like to note, that said deck is likely to become the Tier0,5 to Tier0 format warping force. Free counters + t3feri + 2 playset of universal removal + instant win?
...i have hard time immaginig hate cards that could work.
Yes, blood moon is not an auto win.
However it delays your opponent enough to give you a fighting chance.
4 months ago
Okay. So, I think you should really lean into the control/combo shell. This deck could use combos like Sanguine Bond and Exquisite Blood, with some added redundancy in the forms of Vito, Thorn of the Dusk Rose and Marauding Blight-Priest, or Mikaeus, the Unhallowed and Triskelion to close out the game. In order to accomplish this, I think you should cut a ton of the creatures and really lean into board wipes, control spells, and resource denial.
You could also do cute stuff like Phyrexian Unlife + Solemnity, giving yourself time to wipe the board again or go for the win with Peer into the Abyss. You should also consider taking a look at your mana base.
I'd suggest going for some fetches, checks, and shocks like:
I know I've given you a lot of suggestions. I think if you tried putting a list together with all the cards I named, plus some of the bangers from your current list and you'd have a badass deck! Don't worry about trying to do all that right now, though. See which look most appealing/are in your price range and add those first. A lot of these should be long term goals!
Don't tell Rett I gave you so many suggestions XD
4 months ago
5 months ago
Also, you could put Leveler in there, maybe. That's a hard maybe, though, probably sideboard at most.