Jace, Wielder of Mysteries
Legendary Planeswalker — Jace
If you would draw a card while your library has no cards in it, you win the game instead.
+1: Target player puts the top two cards of their library into their graveyard. Draw a card.
-8: Draw seven cards. Then if your library has no cards in it, you win the game.
|Have (5)||metljoe , sonnet666 , Taki117 , gildan_bladeborn ,|
|Want (7)||Etinifni , SirMordred , Purple_Peach , BSwCDo , sillemans , Kongtwenty12 , BakedJon-Boy|
Printings View all
|Secret Lair (SLD)||Rare|
|War of the Spark (WAR)||Rare|
Combos Browse all
- Elvish Visionary + Jace, Wielder of Mysteries
- Elsha of the Infinite + Jace, Wielder of Mysteries + Sensei's Divining Top
- Jace, Wielder of Mysteries + Stroke of Genius
- Altar of Dementia + Jace, Wielder of Mysteries + Sidisi, Brood Tyrant
|Commander / EDH||Legal|
Jace, Wielder of Mysteries Discussion
15 hours ago
As for wincons, the primary one is milling yourself and then using Jace, Wielder of Mysteries or Thassa's Oracle. I chose these rather than Laboratory Maniac because they are more resilient. You'll notice we don't run that much interaction, so we want to be able to win and not have that win threatened. Of the two, I prefer Thassa's Oracle more since the win condition is an ability so it doesn't matter if it gets destroyed. The trouble with lab man or jace is that if it gets removed and you go to draw that last (nonexistant) card, you lose instead, so Thassa's Oracle provides that resiliency. And then I chose Jace for the same reason because planeswalkers are typically harder to get rid of. Also both oracle and Jace are what I like to call "self-contained wincons" meaning that they come down and you win assuming you meet the conditions without having to do anything else.
There is one other alternative hard wincon in the deck if the self mill strategy isn't viable, and three soft wincons if it gets to that point. Generally, the soft wincons are designed as ways to lock down the game and stall out until you can get one of the hard wincons to actually win the game.
The alternative hard wincon is a Lifegain + Aetherflux Reservoir strategy. Uro gains us a ton of life, so why not capitalize on this with other lifegain spells? Horizon Chimera, Skola Grovedancer, Tatyova, Benthic Druid, The Great Henge, Shadowspear, etc, function as a lifegain package to pad our life total because people will definitely be attacking us. This buys us time to find responses or to outright win. It also helps you pay for Glacial Chasm's cumulative upkeep cost to prevent those attacks outright. Finally, in long and grindy games, we can simply use our massively inflated life total to blow out opponents with the deathstar that is Aetherflux Reservoir, which itself also functions as a lifegain engine. Plus, all of this lifegain is doubled by Alhammarret's Archive, which is just nutty. Piloting the deck, I've managed to gain 110+ life in one turn so it's definitely a viable strategy.
Onto the soft wincons:
The first soft wincon is to take infinite turns with Nexus of Fate. So the way this works is that with the self-mill we're doing, our deck gets pretty thin. Basically, at some point, if we've milled out successfully, Nexus of Fate will be the only card left in our library which means we draw it every turn since it shuffles itself back into the library if it would hit the graveyard as a replacement effect. This has the bonus of preventing us from milling out since then we always have a card to potentially draw whenever we need to at that point. However, not that this isn't a wincon by itself, which is why it's called a soft wincon, but it does mean you have all the time in the world to find a way to get one of the hard wincons out. Basically the play is to cast Nexus of Fate, pass turn to yourself, and then use the upkeep Genesis trigger from Genesis being in your graveyard to get back Thassa's Oracle for the win. Alternatively, you can just take infinite turns and force everyone else to concede if you absolutely can't win.
The next soft wincon is a little complicated, but basically it's a loop involving Peregrine Drake, Deadeye Navigator, and either Words of Wind + Uro or Panharmonicon + Venser, Shaper Savant to force your opponents to bounce all their permanents, including lands. At that point, most of them will choose to concede the game because they have no permanents or land. If not, you can keep looping, but to draw cards instead to get one of the other wincons to win the game outright. Here's how the loops work:
1) Words of Wind + Uro, Titan of Nature's Wrath To start, you make infinite colored mana with the Peregrine Drake/Deadeye Navigator combo, and then cast Uro, or flicker it with deadeye if Uro is already on the field. With Uro's abilities on the stack, you pay 1 mana into Words of Wind to replace your next draw with forcing every player to bounce a permanent. Obviously, you choose to bounce Uro to your hand. With infinite mana, you keep looping this gaining life each time while forcing your opponents to bounce all of their permanents, including lands. At that point, if they dont concede, you can draw cards by not using Words of Wind and having uro sac himself to the command zone. From there, you dig for either Aetherflux Reservoir or Thassa's Oracle or Jace, Wielder of Mysteries to actually win the game.
2) Panharmonicon + Venser, Shaper Savant For this loop, a Panharmonicon is not required, but makes it easier to do because of the double ETB triggers. First, we begin like previous making infinite mana with Peregrine Drake/Deadeye Navigator. This lets us cast Venser, Shaper Savant. And we target an opponent's permanent to bounce to their hand. If you don't have Panharmonicon, you pair venser with Deadeye Navigator, and use deadeye's flicker ability to keep flickering venser ad nauseum until all your opponents permanents (including lands) are bounced to their hand. At that point, if they don't concede, you can use venser to bounce uro to your hand or use infinite mana to cast him and flicker him to draw cards until you find Aetherflux Reservoir or Thassa's Oracle or Jace, Wielder of Mysteries to actually win the game. Panharmonicon just makes the loop more efficient because you can target two of your opponents' things at once.
The one thing to note with these loops is that you should be careful not to overdraw though, because Guardian Project and The Great Henge are all mandatory draw effects that trigger when a creature enters the field.
Finally, the last soft wincon is Finale of Devastation. I call it soft because the deck really isn't designed to go aggro and attack with its creatures. But basically, if you have a lot of creatures and find an opportunity, you can use a really big finale to finish off the last few players at the table maybe after you used Aetherflux Reservoir to take out a few other players. The finale is honestly just there as a creature tutor with access to both your deck and graveyard.
Overall, the deck is really resilient because you really don't care too much about what your opponents are doing, you just want to mill yourself and gain life to either win off of Thassa's Oracle/Jace, Wielder of Mysteries, or by deathstaring everyone via Aetherflux Reservoir.
Hope this helps, and feel free to let me know if you have any thoughts or suggestions! ^_^
19 hours ago
This is exactly what I was hoping to find! I wanted to find a new commander to roll my old Oko, Thief of Crowns and Jace, Wielder of Mysteries Oathbreaker decks into. Since my playgroup stopped playing Oathbreaker pretty much altogether, I was trying to combine those into one viable EDH deck. Love this strategy.
zephyr6066 what are some other less obvious win-con's here besides Jace/Maniac self-mill? I see the abusive power of Uro overall, but what are a few key wins to look out for that may not jump out to those of us with initial impressions of the build?
Thanks for sharing this great deck.
1 day ago
What's up JP? Not that bad of a start, I think I'm tracking all your combos, but why Helm of the Host? I didn't notice a line with it. I'm thinking just to strap it to Tishana? Would Blade of Selves be better? I know its technically slower, but it would be faster as its 3 mana cheaper.
Also would recommend slotting in atleast 3-4 artifact/creature removal spells just to have as options in case of opponents running blood pod variants or stax pieces. Or maybe bounce effects like Unsubstantiate could be better for tempo plays?
2 days ago
Honestly if you want a compact win con in your colors, the most powerful win con to go with would be Tainted Pact/Demonic Consultation and Thassa's Oracle/Jace, Wielder of Mysteries. I think Flash is 100% the wrong way to go because you aren't utilizing it in the way flash hulk decks do. Necropotence would be a fantastic addition. Reliquary tower seems unnecessary, discarding to hand size isn't all that bad honestly.
1 week ago
How is this site not structured the same way? Although the hubs are not separated in any way (colors, archetypes, etc.), these "themes" are there.
There are 5 cards that realistically do something when you cycle a card. All of them have the text "when you cycle or discard a card". Thus, just use the discard hub.
Bounce theme has nothing to do with bounce - Yuriko, Niv-Mizzet and Golos are the top bounce commanders. The cards are generic enters-the-battlefield cards. So, a more correct hub would be "Enters the Battlefield", but that is so generic it means next to nothing. Perhaps "Flicker" or "Blink" would be most appropriate, but certainly not "Bounce".
Card Draw is equally generic. If your deck has a few cantrip cards, is it a Card Draw deck? Or if your deck features 4 Overwhelming Intellect, is it a Card Draw deck? If an EDH deck of yours uses card draw, it is likely either a group hug deck or a group slug deck. Maybe with Thassa's Oracle and Jace, Wielder of Mysteries, a new deck hub could be made to reflect decking yourself as a win condition.
Other sites may have generic, nonsensical categories. However, hubs tend to be more evocative of the archetypes they represent. Eg. Cruel Control is a control deck featuring Cruel Ultimatum.
TLDR: You have to be able to clearly define a new hub and how it differs from existing ones.
1 week ago
OP_Sigma appreciate the comment - I've updated the list since your post. Some major changes today.
Dafufu - Major Updates made today.
Justification: - Rapid Hybridization: With more and more Fish Hulk decks showing up Rapid Hybridization earns a spot for instant speed removal on Thassa's Oracle along with the ability to have that pocket spot removal available.
Jeweled Amulet: Many Urza list have run this since day 1, dropped Trinket Mage for it. Trinket Mage always felt too clunky and was really only in the deck to get Top which was only 1 of 3 piece combo. Grabbing Top with Trinket mage always felt like a step backwards.
Thassa's Oracle, dropped Jace as Thassa's Oracle is just better and offers utility if you do draw the card. Jace was always a dead draw. Now you you do draw Thassa's Oracle you can potentially use it if you're in a dire situation.
Walking Ballista, dropped Fact or Fiction. Out of 50+ Urza matches I've played Fact or Fiction maybe twice. The CMC is too much and very rarely are you in a position unless it's mid-late game to expend the mana on this spell. Every time I have an opening hand with Fact or Fiction I sigh. Walking Ballista has been added an a backup win con but most importantly something another form of spot removal.
Aether Spellbomb, dropped Timetwister as this list doesn't run the Codex Shredder loop. Timetwister had it's fun, half the time you're giving advantage to your opponents. Aether Spellbomb offers potential spot removal, bouncing Urza & bouncing Thassa's Oracle (if played early on). Aether Spellbomb offers utility as well.
1 week ago
Sup Nazaxed, glad ya like Nivvie!~
It's funny ya actually ask about those two specific cards as I have just recently added them in about two days ago. I see potential in Mana Vault when bursting out a lot more artifacts or having that Cyclonic Rift mana open on T3-5. I am still half and half on Mox Opal as I am still testing it out, it was dead in one of my hands in one game but the other games I surprisingly had 3 artifacts on the board usually.
In regards to Torpor Orb, I have been thinking a lot of adding it in. It only shuts down two of my cards and highly worth it so it will probably come in when I see a card that I don't like rn. The only issue I have with this current build is the lack of library reshuffle, at max I would have to do 120 to the table and my only way is Winds of Change. I been thinking of adding back in Mission Briefing and Snapcaster Mage as additional ways to recast Winds of Change. The other alternative thoughts that a friend recommend to me is adding in Thassa's Oracle and Jace, Wielder of Mysteries. So not too sure what to do.
2 weeks ago
If you’re constantly playing games where you draw out your deck, Laboratory Maniac and Jace, Wielder of Mysteries would be good additions. After Theros Beyond Death, Thassa's Oracle can also act similar to Lab man, and can be used earlier to win if you’ve got enough blue devotion on the field.