Jace, the Mind Sculptor

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.

Latest Decks as Commander

Jace, the Mind Sculptor Discussion

RNR_Gaming on Best Rule 0 Commander

2 weeks ago

Figured this might be interesting - who would be in your top 5 best commanders if you could use any planeswalker as a commander. No signature spells or any of the fun shenanigans from oathbreaker - just rank purely based on their own merit or how much you like them.

1) Oko, Thief of Crowns - if they ever change the rules and allow people to run walkers as commanders I can see this guy being banned less than a month into the change

2) Jace, the Mind Sculptor - fate seal, Unsummon and Brainstorm all on a stick; if you're a mono blue tempo deck and you don't want this you're crazy

3) Dack Fayden - honestly this is such a cool card -2 steal a Sol Ring or Mana Crypt just feels so dirty

4) Teferi, Hero of Dominaria - all modes are insane. Replaces itself, protects itself and the ultimate wins the game

4) Chandra, Torch of Defiance - basically a red jace and would be great as a curve topper in an aggro deck or an excellent value engine in a prison deck.

psionictemplar on Aethermage's Reclamation 1.4

1 month ago

A couple things that stand out to me:

  1. A resolved blood moon will be very rough on you.

  2. You only have 15 total green spells (that includes the endurance's) if you are wanting to use them for their evoke cost. I don't know if that is enough. Aside from w. rec. I'm not sure you even need the green.

3A. Your manabase has 12 fetches and only 8 lands you can get from them. I know its something that can be done, but I feel like it would come back to bite you somehow. I'm also wondering if there is a need for 3 breeding pool. You could probably cut a copy or 2 for islands to hedge some against b. moon.

3B. If you do keep the higher # of fetches then, Jace, the Mind Sculptor might be worth a consider. It could help set up A. touch in case you ever have a creature in hand.

Oof_Magic on Banlist Open Discussion

2 months ago

SynergyBuild I checked out a video explaining the Trickery deck and I concede, that is ridiculous. I had imagined it as being just as frail as something like Treasure Hunt + Lightning Storm. But the more cascade heavy variant would be trying you with that nonsense every single turn. Trickery is on par with Hypergenesis.

I maintain that Karn was the proper ban. The ‘only exists in the format to do broken things’ is applicable to any combo deck. Decks playing Thassa's Oracle probably aren’t looking to do ‘fair’ things. If Teferi, Time Raveler also could tutor for Knowledge Pool, I don’t think that would make Pool broken. Karn was the problem. The tutor doubled as a damned combo piece! That’s silly! If you could humor me for downtown hyptheticalville, if we errata Karn’s static ability away and add Null Rod to the format, I don’t think anything gets banned.

Caerwyn I definitely agree that Oko is far from safe to plug in right now. But I see it as a card where the meta may evolve to a point that it can accept Oko. I’m simply differentiating cards I think are up for discussion at some point or not. I don’t know what it would take to make the Oko conducive to Modern and whether that says anything good about the format. Oko doesn’t strike me as a Hypergenesis, Tibalt's Trickery, Dread Return, or Summer Bloom type of ban. And there are definitely different types of bans. I see Oko like Jace, the Mind Sculptor, Splinter Twin, or Umezawa's Jitte where we look back every couple years and wonder ‘Is it safe now?’ I agree I wouldn’t have any to see his stupid face any time soon but I wasn’t exactly thrilled to be seeing Jace and Stoneforge Mystic (talk about a linear play pattern). If we unleashed entirety of the ban list, maybe a Delver Oko build would be the one challenger amid a sea of combo decks. But I don’t think Oko would be very meaningful there. Modern would immediately become degenerate and some refer to Modern as Legacy-lite already. While I think the unleashing of absurd combos would be the totality of that transformation, perhaps releasing Oko is the first step in that direction. A direction that is ultimately unhealthy for the format. Aka: Where other bans are absolute, consensus, and thoroughly unquestionable, Oko is at least up for discussion.

DragonzBane on Brazen Blue Moon

2 months ago

8 Threats may be a little low for this type of deck. If you want this to be a tempo deck, I recommend no fewer than 12 threats (maybe adding Dragon's Rage Channeler, Delver of Secrets  Flip, or Ragavan, Nimble Pilferer). Or if you want this to be more controlling, adding more card advantage with something like Jace, the Mind Sculptor. I believe with your current build, you will control the early game, then lose after not being able to answer a single threat.

SpammyV on Secret Lair: Out of Time …

3 months ago

I might pick up the Kamigawa set and the old school Planeswalkers. Kamigawa was my first set so I have a fondness for the characters and setting. And when they first announced the retro-border cards I wanted like, Jace, the Mind Sculptor with all the rules text crammed in the box in a size 2 font.

chrisiver on Azorius Control

3 months ago

Do you need Secure the Wastes? It should probably be a Jace, the Mind Sculptor or another Shark Typhoon.

wallisface on Please help:)

4 months ago

In modern:

Some context around format, color restrictions, and what your deck is trying to actually achieve, will all be helpful towards people finding the card you’re after

Ector on Galea, the Equipmonger

4 months ago

The Ramp, the Lands and Topdeck Manipulation

The major goal of every good Galea deck is the right method of ramp and topdeck manipulation. Every time you see a card that Galea cannot play, you should have a way to change the situation somehow. And there are two primary ways to achieve that:

  1. Direct manipulation. Scroll Rack , Sylvan Library , Soldevi Excavations , Vantress Gargoyle and Jace, the Mind Sculptor directly manipulate with your topdeck, allowing you to gain card advantage. Let's look at Scroll Rack for example. If you have say three Auras/Enchantments in your hand that you can play this turn, and your topdeck isn't Aura or Equipment. You just draw three cards, put your Auras/Equipments on topdeck and play all them, actually drawing three cards for 1 mana!

  2. Fetching lands. As long as Galea cannot play lands from top of your library, you should fetch lands as much as you can. This reduces the number of lands in your library (and the chance to see a land on your topdeck), and allows you to shuffle your library. We have six lands that fetch the other lands, and one of them ( Thawing Glaciers ) can fetch multiple times. We also have Sword of the Animist and Elvish Reclaimer that fetch lands repeatedly, and Expedition Map .

The Ramp strategy of this deck uses "the best of all worlds" principle: the best creatures, the best artifacts and the best Aura ( Wild Growth ). Most of the Ramp cards cost 1 mana, but there are few 0-cost and 2-cost cards. Why don't I use more Auras? Because creatures and artifacts are more efficient, and I need Ramp prior to playing Galea. Why do I use mana dorks? There are two reasons: I need early targets for my Equipment, and I want to sacrifice them later to Skullclamp .

This deck has three ways of fetching NON-basic lands: Elvish Reclaimer , Expedition Map and Tolaria West - and if you have Academy Ruins , you can recycle Expedition Map to fetch more lands. One of the best targets for the fetching is Urza's Saga , which can create a giant token and fetch Skullclamp or Expedition Map . Another very important target is Glacial Chasm , which can allow you to survive and grab victory even in a grave sutuation. Of course, Academy Ruins and Hall of Heliod's Generosity are also the popular fetch targets.

The Aura Selection

Most Auras in this deck steal or spoil enemy creatures (especially Commanders). It's hard to win when your Commander is stolen or converted to Insect :) There are only two Auras that should be played on your creatures: Mantle of the Ancients and Unquestioned Authority . Most of the time they are played via Sovereigns of Lost Alara : you attack, then fetch one of them from your deck, and, in case of the Mantle, also play all Equips from your graveyard.

The Hidden Gems

Conqueror's Flail prohibits opponents from playing spells during your turn. This allows you to play all your stuff without pesky counterspells and attack safely. It's very important for this deck.

Moonsilver Spear and Seraphic Greatsword create 4/4 flying Angels. If you have both, you can create enough blockers that can eventually kill somebody.

Dowsing Dagger  Flip should be transformed into a land that provides three mana of any color. It's a great Ramp, especially if you consider that Sword of Feast and Famine and Treachery untap your lands. With a bit of luck, you can even create two Construct tokens with Urza's Saga !

Fractal Harness is the easiest way of creating an enormous creature. It will grow very fast, and Belt of Giant Strength may give it +10/+10! If you get both in play, follow the "Trident Punch" path and look for Surestrike Trident .

Umbral Mantle doesn't have a lot of good targets in this deck: there are no creatures with powerful "Tap:" abilities. But you can steal them! :) Talking seriously, the Mantle is used to untap our Ultron after attacking. I am not a big fan of using Galea for this purpose: it's better not to put all the eggs into one basket. Plus, the Mantle makes a great combo with Surestrike Trident .

Shimmer Dragon is really great for this deck. It flies and almost always has Hexproof. It provides insane amount of cards. And it is much better material for Ultron than Galea IMHO. Most of the time you would need just one Scytheclaw or Kaldra Compleat on it to deal very serious damage.

Fierce Guardianship means that you always might have a counterspell :)

Thassa, God of the Sea is very helpful for two reasons: it can make your creature unblockable (even a tiny Elf with the Scytheclaw becomes a very dangerous threat!) and it provides a free Scry 1 every turn (see above on topdeck manipulation). Still, you have a chance of turning her into creature, since there are several permanents with UU in their casting cost. Having an indestructible creature is always nice!

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