Jace, the Perfected Mind

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Vanguard Legal
Vintage Legal

Jace, the Perfected Mind

Legendary Planeswalker — Jace

Compleated ( can be paid with or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters.)

+1: Until your next turn, up to one target creature gets -3/-0.

-2: Target player mills three cards. Then if a graveyard has twenty or more cards in it, you draw three cards. Otherwise, you draw a card.

-X: Target player mills three times X cards. (To mill a card, put the top card of your library into your graveyard.)

Mortlocke on Why is atraxa witch-maw?

2 months ago

The answer to your question on why Atraxa is Witch-Maw was discussed as a small paragraph in an article by the Wizards Creative Team back in 2016. I'll paste the story here to save you a click:

"Atraxa marks the final victory in the Phyrexian conquest of Mirrodin. Once a Mirran angel who opposed Phyrexia's corruption, she was captured while single-handedly protecting a Mirran retreat. The praetor Elesh Norn honored the angel's tenacity with the blessed gift of Phyrexian compleation, inviting other praetors to contribute. Urabrask declined, but Jin-Gitaxias, Sheoldred, and Vorinclex all agreed to join Elesh Norn's efforts, and Atraxa was born—an awe-inspiring testament to Phyrexia's singular purpose." Source.

I guess you could say that from Urabrask abstaining from having a hand in Atraxa's creation was a bit of foreshadowing of his eventual betrayal of the Phyrexian cause. As for all of the Praetors betraying Elesh Norn during the March of the Machines event that's just simply bad writing. Instead of giving us players/vorthos a genuinely interesting story and epic battle where Phyrexia is tested and beaten they were simply Deus Ex Machina'd to shut the whole story down to make way for the next set coming out in like 3 hours. Examples include:

  • Glistening Oil was conveniently modified to suddenly be less effective
  • Elesh Norn suddenly started to have herculean lapses in judgement by freely letting her opponents go after defeating them
  • Jin-Gitaxias deciding to make Glistening Oil far weaker by establishing Elesh Norn as the single point of failure, making it all to convenient to End Phyrexia
  • Atraxa being easily defeated by having a building fall on her while subjugating New Capenna (seriously no one asked for New Capenna and Atraxa was literally the most popular thing to have ever happened to it)
  • To further cement the lack of stakes and consequences all previously defeated and compleated planeswalkers (Vraska, Betrayal's Sting, Jace, the Perfected Mind etc.) were all converted back to their original forms off screen and were perfectly fine after going through immense trauma

The list goes on and on with all of the serious short comings of March of the Machines' story. The point is Phyrexia wasn't defeated by the collective efforts of the multiverse. They were beaten by rushed hack job writing that simply tore down one of Magic's most historic and greatest villains to jobbers who needed to be used to help flavor the product of the moment. This left a visible stain on Commander's most popular Commander. I'll have to spend some time dragging up the stories for March of the Machines if you actually care to read up on the sources. Let me know and i'll spend the time digging up that tripe. Atraxa is near and dear to my heart and I'm still mad they did baby girl so wrong.

wallisface on U/B Mill

3 months ago

Mill decks only ever want to be running Hedron Crab and Ruin Crab as creatures. Any other options are just not helpful or conductive towards winning. Specifically:

  • both Consuming Aberration and Mirko Vosk, Mind Drinker cost such a high amount of mana that the game should already be over (mill decks should be aiming to win by turn 4). and both barely does any amount of actual milling for their egregious costs.

  • Duskmantle Guildmage is only useful as a combo card with Mindcrank. On its own it's basically useless. If you are doing the Mindcrank combo then there's no real reason to run any other mill cards.

  • Fog Bank does nothing and gives your opponent more time to overwhelm you or assemble their combo.

Other cards that i'd suggest are bad choices:

I would suggest looking at cards like Fractured Sanity, Maddening Cacophony, and Tasha's Hideous Laughter *list*. Archive Trap is also a mill-must-have, but may be less-useful if your playgroup isn't using fetchlands. Jace, the Perfected Mind is also serviceable as a planeswalker.

Your deck also really needs some interaction - mill decks are typically too slow to out-race aggro and combo, so you need options to make sure you slow those decks down enough to win the race. Options normally include Drown in the Loch, Fatal Push, and Surgical Extraction

wallisface on Jace, the Fox Cutie Mill

8 months ago

Some thoughts:

If you’re looking for an example competitive mill deck, this one here is a good baseline to build from.

wallisface on U/G Mill

11 months ago

Some thoughts:

jacobpmesser on Self Mill Goyf

1 year ago

4 Stitcher's Supplier 4 Hedron Crab 3 Satyr Wayfinder 4 Urborg Lhurgoyf 4 Cruel Somnophage 4 Souls of the Lost 2 Nighthowler 3 Grist, the Hunger Tide 2 Wonder 4 Unearth 3 Brazen Borrower 1 Sidisi, Brood Tyrant 1 Glasspool Mimic  Flip 1 Kazandu Mammoth  Flip

1 Svogthos, the Restless Tomb

That's a good base. Take what works and replace what you don't like.

Exp. I've been playing iterations of this for years now and eight one drops are important. You need to start filling your gy ASAP. These are the two best. If you don't want to go into blue, there are cards like Gnawing Vermin but for me, m2 isn't enough. The -1/-1 is helpful so there is some leeway based on META. If I dabble in other colors, Shriekhorn is my go-to.

Satyr's spot can be removed but I play a low land count due to the two modal lands (Glasspool/Mammoth). Mire Triton is another favorite because Deathtouch and gainlfie. It's also a META call. I don't like others like Skull Prophet. If I were playing The Mycotyrant I'd consider it because it 'mills over time' (MOT) but once your opp sees what youre on theyd kill it before you get a chance to use it.

So, in this list I'm 12 goyfs. Eight can self-mill (SM) and the other is useful (Souls) in getting Wonder out of your hand. You can also sac Stitcher to it if you're a T1 Stitcher T2 Souls. Every card in this deck is a permanent besides Unearth so if you fetched at all, you could have a T2 6/6-8/8 Souls of the Lost and that aint to shabby.

I have always played at least 1-2 Nighthowler. It makes those Stitchers, Crabs, and Satyrs a threat and more often than not, takes two spells to kill it (when it's bestowed).

I view this deck as a sort of aggro deck and keeping with 99% creature theme, Grist and Brazen Borrower are my interaction. You can bring in whatever you want (obviously) but it's also provides fliers for Nighthowler, Grist has a built in win-con and protects itself. I always play a Boseiju, Who Endures and if I play more, -1 Unearth for Life from the Loam and if I'm really frisky, I'll add a few more legends, play more of the Channel Lands and another Life/Loam. I've got a oops all Channel lands were all the other lands are Modal and I play Amulet of Vigor with Shriekhorn and use Emry, Lurker of the Loch as a self-mill recur piece. It's fun.

Sidisi is a MOT that can help you go wide. Every time you mill, you get a zombie. I use this in near every build when I'm in color. I've tested Blossoming Tortoise but save that for a Mosswort Bridge version I play and if I can't get that going I want to be able to cast the top end. Shigeki, Jukai Visionary, Molderhulk, Aether Vial + Dryad Arbor help get me there. But just playing the new Squirming Emergence is so much easier than playing all those other cards.

You can find a way to bring in draw, life, other interaction, etc.. it's on you. There are times were I play Jace, the Perfected Mind or Visions of Beyond for draw. Spellstutter Sprite and a few spots for other faeries like Likeness Looter (flying faerie goyfs!).

But that's the base. Do what you want.. because you can literally do anything. I've got a junk list focused on recur with Unearth, Renegade Rallier, Necropanther, Athreos, God of Passage... a jund/grixis list that uses Ob Nixilis, the Adversary and Orcish Bowmasters (sac goyf to etb Ob Nix, Token Ob forces opp to draw 7 for -7 life. Bowmasters deals another 6 plus you get a 6/6 orc token (+2 more for paper Ob +1 if they can't discard). That's a 15 point swing, not including attacks. Another Grixis list that plays Kroxa, Flamewake Phoenix, Seasoned Pyromancer and Ox.

My favorite - game 1, I'm a mill deck that sideboard converts into self-mill game 2. It still deals with the gy but game 1 youre spell heavy and game 2 youre creature heavy.

Anyway, have fun.

wallisface on Modern Mill

1 year ago

Some thoughts that you can take or leave:

  • Fraying Sanity is a card that can only really be justified as a 1-of at-best. Drawing a second copy will almost always lose you the game as you’ll never get time to play it, and mill games can easily be lost by one useless draw.

  • Running 4x Jace, the Perfected Mind seems excessive. 2-3 feels like the most a deck can justify before its high mana cost impedes deck functionality.

  • I get what you’re aiming for with Scheming Symmetry, but it’s far more gimmick-than-useful. The fact this card puts you down 1 card in-hand means its almost always hurting you more than helping you - it might help with one strong turn, but the card disadvantage will ruin your ability to close-out games. Imo just run the full playset of Field of Ruin and aim for more ”individually strong” cards.

  • imo your mainboard feels lacking in quantity of both interaction (Fatal Push, Surgical Extraction) and mill-spells (Tasha's Hideous Laughter). I think Fraying Sanity, Scheming Symmetry, and Trapmaker's Snare are all taking up a lot of space in your deck, and taking away your ability to compete.

jdogz32 on Mill deck

1 year ago

Firstly I'd take out Jace's Phantasm as your deck aims to mill not kill. I'd also add Ruin Crab over Hedron Crab if your only going to add one of the Crabs. Although most mill decks add both and play some form of lands similar to Evolving Wilds Some other good adds you should look at are Archive Trap although this one is not budget Fractured Sanity Jace, the Perfected Mind Tasha's Hideous Laughter Drown in the Loch I'd also recommend taking out a few if not all copies of consuming aberation you'll be lucky to get one down let alone multiple copies. Hope this helps

wallisface on Grinding like a pepper mill

1 year ago

Cool, for a pure mill $50 list I'd be doing something like this (all prices from Card Kingdom):

Comes to $49.95 total.

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