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.

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Legality

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

Jace, the Mind Sculptor occurrence in decks from the last year

Latest Decks as Commander

Jace, the Mind Sculptor Discussion

abasu on Naban's School of Witchcraft and Value

2 weeks ago

Frostfrenzy thank you so much for the advice. I've ordered the cards you recommended and will make the changes. I actually just added a Chaos Wand, Isochron Scepter, Jace, the Mind Sculptor, Leyline of Anticipation, Mystic Sanctuary, and Chaos Wand

I'll add the ramp you recommend. What would you take out to make room for all these cards?

PhotogenicParasympathetic on Should Infinite Combos Need to …

1 month ago

This reminds me of a game I played in a modern tournament. I'm a fairly causal player, almost never play modern, but I was bored too I borrowed a deck and gave it a go. Ran into someone playing an infinite turns deck, and they went off and ult'ed a Jace, the Mind Sculptor on me, then proceeded to pick up their cards. I said, "Where are you going? I didn't concede." and won the game because by picking up their cards, they had effectively conceded after making the assumption that I was going to concede when I had not.

The point is, your opponent is never obliged to concede the game. If you assume they are going to and pick up your cards, that's your loss. If your opponent in this case had understood the combo immediately, they still would have been within their rights to play the game to its conclusion. If your deck can't win fast enough, that's a you problem, not a them problem.

Spirits on Mizzix, the Storm EDH

1 month ago

I have finally completed about a 30 hour review, and published the deck updates.

I've also re-structured and update the primer with additional information.

Any feedback is appreciated.

Jace, the Mind Sculptor is likely going to be a Faithless Looting shortly

TheVectornaut on Blue/White Life and Defenders

2 months ago

I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.

First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.

The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel  Flip, Drana's Emissary, and Cruel Celebrant.

Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.

In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric  Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision  Flip. Good luck with your build and let me know if you have any questions!

LeaPlath on Jeskai Phoenix - Current Decklist

2 months ago

OK so this deck has some major issues. Also if you are posting a deck for help please stop putting cards on seperate lines. If we are helping which dont need to know which version of a card it is and it makes looking at the deck so much worse.

I would cut the white. You don't have any of the high impact whits cards and 2c would improve your mana base no end. For 3 colour in modern you need fetches and shocks as otherwise your mana base comes online too slow and doesnt allow for removal on curve versus say aggro.

Cut the walkers. Scions is very low impact. Ral is 5 mana and doesnt win the game. Modern is a turn 4 format in terms of when you want to be ahead and turn 5 Ral then they leave it alone for multiple turns isnt gonna happen.

You need to be playing 4 Lightning Bolt. Manamorphose. Thought Scour. Pheonix. Dreadhorde if you are playing dreadhorde, Opt, Serum Visions, Merchant. Personally I would then run 2 Lava Dart and some Izzet charms. Gut Shot and Lava Axe sometimes see play as 1-2 ofs. Surgical Extraction is one of the best cards you can play in the deck as a free spell, information, disruption and hate. So get some of those. Finale of Promise as a 1-2 of reads "return all pheonixes from your gy and cast a spell"

Ideally you wanna play 14 bodies max with 4 of them being Merchant, 4 Pheonix. From there I would consider Thing in the Ice  Flip and Magmatic Channeler as a board wipe and a beatstick/CA card. Stormwing might be OK but its UU which taxes the mana base a little bit more.

I would also consider playing 2 engine cards. Pyromancer's Ascension rewards playing 4 of and managing your spells well. Aria of Flame rewards you for casting a shed load of damage spells.

For sideboard, Abrade is removal and artifact hate. Mystical Dispute is solid anti-Uro cards. Stopping that first Uro really helps prevent snowballs. If you had a stronger 2c mana base Blood Moon could really help. Dragon's Claw versus burn and aggro and scapeshift is a solid plan as you can get out of death range. Flusterstorm versus combo is quite nice and has added utility with your flurry of spells. Chandra, Torch of Defiance comes in and grinds the game out when your opponent goes to drop GY hate versus you, as can Jace, the Mind Sculptor. Surgical Extraction is once again great and if you run 2-3 copies main deck run the extra copies here. Card is great.

lucksterluke16 on Locust God Polymorph

2 months ago

On the same topic of Brainstorm and Dream Cache, there's always Jace, the Mind Sculptor as well...

ThisIsMyAccount on Ferngully

2 months ago

In my experience, playing modern fairies is mostly about playing the control game and protecting your biggest threat of Bitterblossom.

I believe going down -4 Brazen Borrower, -2 Scion of Oona, -1 Inquisition of Kozilek, and -1 Vendilion Clique for more counter magic would be best.

I would suggest putting a couple Snapcaster Mage in the main. Spell Snare is great with snapcaster so I would recommend that as well. Fatal Push, Jace, the Mind Sculptor, and Liliana, the Last Hope are also things to consider.

For the sideboard, I would 100% recommend Nihil Spellbomb and Collective Brutality. Collective Brutality is really important because sometimes you will really want the life gain because of Bitterblossom.

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