Jace, Wielder of Mysteries

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.

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Jace, Wielder of Mysteries Discussion

ninja8244 on Another Muldrotha deck

14 hours ago

I suggest you go the way of combos with muldrotha. She has access to a lot of cheap tutors such as Entomb and Buried Alive . Some combos that are good include:

  1. The first combo uses Altar of Dementia + Kaya's Ghostform + Muldrotha, the Gravetide . How this combo works is you play Kaya's Ghostform on Muldrotha, the Gravetide then sacrifice her to Altar of Dementia targeting an opponent. In order for this combo to truly go infinite is by also having either Pitiless Plunderer or Lotus Petal in play to use for the one black mana on Kaya's Ghostform .
  2. The second combo that I find to be the easiest to pull off is Demonic Consultation + Thassa's Oracle . This one is pretty self explainatory; you play Thassa's Oracle than before it resolves you play Demonic Consultation naming a card that is not in your deck. After you exile your graveyard, everything resolves and you win! This also works with Jace, Wielder of Mysteries in place of Thassa's Oracle
  3. The last combo is Muldrotha, the Gravetide + Llanowar Elves + Timestream Navigator + Prime Speaker Vannifar. This combo is the most complicated so here we go. First things first, you need all four creatures on the battlefield with no summoning sickness, as well as having enough permanents for the city's blessing. Next, you activate Timestream Navigator , taking an extra turn. While you are still on the first turn you float a green with Llanowar Elves then sacrifice the elves to Prime Speaker Vannifar . With Prime Speaker Vannifar you go and find Timestream Navigator and then recast Llanowar Elves with the floating green mana. After this, you should have infinite turns, which you should be able to pull a with.

On the planeswalker front Jace, Wielder of Mysteries is super good as a wincon. Value-wise Ashiok, Dream Render , Tamiyo, Collector of Tales , Teferi, Master of Time , and our favorite elk friend Oko, Thief of Crowns all work really well with Muldrotha. Check out my Muldrotha for more card suggestions here

razelfark on -counter

1 week ago

Hello. Looks like you are just getting into the game with an intro deck and want some suggestions on how to upgrade your deck. I will try to give you some upgrades that will hopefully not be outside your budget.

First suggestion for your deck would be to focus on being either a deck that wants to mill or be an aggressive deck. Since the only card you are running that allows you to mill is Jace, Wielder of Mysteries , we should probably consider focusing on the +1/+1 counter theme you have going.

Considering you are running cards that have a relatively high mana cost on average, I would suggest adding some ramp cards. There are three cards I would highly suggest.

Cultivate - Searches for two lands and puts one into play right away making it so you will be able to play a majority of your cards from then on. Suggest adding 4 copies to the deck.

Llanowar Elves - is a great 1 drop creature that will help boost your ability to cast spells.

Nissa, Who Shakes the World - A strong planeswalker that will make your "Forests" tap for extra mana giving you a large boost in your mana generation and allow you to transform your lands into aggressive creatures that use +1/+1 counters. These lands will now also benefit from your proliferate functions. If you create a copy of it with Spark Double then the mana production passive is increased even more. This rare does cost about $6 as of this post and is the most expensive card I will try to recommend. Would suggest 2 copies at least but would say you would be fine adding more for the deck as it can runaway with games by itself sometimes.

To make room for all the suggested cards I would cut both your Jace planeswalkers, Jace's Ruse , Benthic Biomancer , Merfolk Skydiver , and Primal Empathy

I would also suggest trading the Simic Guildgate out for Rimewood Falls if you get decide to pickup Nissa, Who Shakes the World for the deck as they do count as forests. This means that even if you do that them for blue mana, you will still get one green mana when used for mana. You will also be able to search your deck with Nisa's final skill to add them to the battlefield which can be convenient.

Hope these suggestions help. Feel free to let me know if you have any questions about the suggestions or might be looking for different style of cards to adjust your deck for the mill angle.

Side note - You should mark your deck as casual format instead of standard for the site if you want to make it so your deck list doesn't light up in red as standard is a format for the most recent sets of cards.

TaeKwonDont5000 on Mono Blue Mill Yourself

2 weeks ago

This is cool! Im definitely going to be sure to add thought scour to my deck! You could add Leveler though. If you have a Jace, Wielder of Mysteries out or (If you add it) Laboratory Maniac the Leveler is basically a five mana win spell. Great deck!

Jazzpah on New hubs to be added

1 month ago

There is some really confusing ambiguity in the language of MTG.

MagicMarc: I wasn't trying to make a point about dredge, I was trying to make a point about self-mill. I was trying to say that self-mill is when you put our own cards directly from your library into your graveyard for whatever reason. Dredge (the keyword) is a peculiar case, since it is both a way to mill yourself and it is a reason to mill yourself. But I understand self-mill to be a proper superset of things like dredge, Jace, Wielder of Mysteries , Stitcher's Supplier , etc.

Femme_Fatale: So basically what you call dredge (archetype) is almost what I understood self-mill to be. It seems really weird that dredge should be the proper word for it, though. It doesn't matter, it seems I am wrong. Dunning kruger strikes again.

MagicMarc on New hubs to be added

1 month ago

Dredge is a recursion mechanic that keeps returning dredge cards from the graveyard to hand and playing them over and over again. The milling is a cost of using the mechanic.

Self mill decks don't use dredge or even use recursion at all in their decks. Self-mill is an alt-win condition using stuff like Jace, Wielder of Mysteries to win by emptying your library.

MagicMarc on Love Affair of Ramirez and Jeska

1 month ago

Hello, I like the deck and have a couple of comments. I agree that your maybeboard contains some dubious cards except for Narset, Parter of Veils . Here static ability is the only reason you need her. And you should need her. Because she makes all of your wheel effects one-sided. Having one-sided Wheels can win games. I would drop nearly any other card in your deck for Narset considering how many wheels you have.Now about the others:

Nivix Guildmage : This card does not bring much to the deck. It's first ability only interacts with your pirate commander really but is a draw two while you are attacking with the blue pirate. You already have a lot of rummage and wheels going on. It's copy ability matters more for single target or usefully repeatable spells. Almost all of your spells do something big and copying them doesn't do anything better than what those cards already do. Mostly only Abrade and your rummage cards can take advantage of this card. I don't feel that's a good enough reason to include it. But it may be better than some of your other stuff currently in the deck.
Jace, Wielder of Mysteries : This is a win more card that relies on you emptying your library to win. You already have many routes to winning that don't need an empty library to win. The +1 ability is good with your commander and some of your creatures but does that make it good enough to include? Maybe not.
Laboratory Maniac : This is not the right deck for this card. It needs to be built around to be a consistant win condition. When not built around, I would skip it in favor of cards that don't distort your theme. Don't get me wrong, its a good card just might not be a good fit.
Teferi's Ageless Insight : I think this goes in line with the Jace and maniac. If you want to go this route, add all 3 to the deck. Otherwise, to trigger it you are already getting extra draws from another source so don't really need it. And you have to be doing something with another card to trigger it at all so by itself it adds nothing to your game state. Though if you do go with the Jace/Maniac route I would include this for the raw draw and discard power whenever you wheel.

There is a card in the current decklist I was curious about. What does Treasure Nabber bring to this deck? I don't see a sac outlet so I am assuming you just use it primarily to steal big/impactful stuff to use it for a turn? Is that a meta call? It seems a weak add when compared to the rest of the deck. I think this card is awesome and with sac outlets and ways to make mana dorks artifacts can be insane in a game. But I don't feel it merits a slot in this deck. You may have a great reason I overlooked to keep it in the deck and I am interested in understanding the inclusion.

iplayBANJO on Prototype Control

1 month ago

If you're playing a very heavy control theme in commander your win condition is going to probably be a game lock. There are a few different kinds of those. Hard locks will literally stop your opponents from being able to play the game at all. You accomplish this by setting up a situation where they can't cast spells, they can't untap, or they can't generate mana. Soft locks are where you severely diminish an opponents ability to play the game. This is often done by forcing your opponents to discard all of their cards.

The hard locks I would suggest with this are the Karn lock and the Knowledge Pool lock. The Karn lock is very specifically Karn, the Great Creator + Mycosynth Lattice . Your opponents can't activate any abilities of permanents on the battlefield. This means that opponents can't tap anything for mana. The cards are also useful to you individually because Karn, the Great Creator stops opponents from using mana rocks and Mycosynth Lattice helps you cast opponent's spells by allowing you to spend your mana as though it were any color.

The Knowledge Pool lock has only one required card. Knowledge Pool exiles every spell that any player casts from their hand. Players can then cast a spell from the previously exiled cards. This means that a player must cast two spells for anything to resolve. Rule of Law prevents casting any spell after the first spell. Effectively this means to no one can play spells from their hands. But you can cast cards from other players hands if you have Sen Triplets out. This is also true for Arcane Laboratory , Eidolon of Rhetoric , Archon of Emeria , Drannith Magistrate , Teferi, Time Raveler and Ethersworn Canonist to an extent. All of those cards, are also things you use to limit the amount of actions other players can take as a part of your control strategy.

The soft locks all involve preventing players from drawing cards. Narset, Parter of Veils , Hullbreacher , Alms Collector , and Notion Thief . All of these prevent opponents from drawing cards to some extent, which benefits your control plan. The lock is formed when you have one of those pieces out and you cast a spell like Windfall , which makes everyone discard their hand and draw new cards. But they can't, so only you draw new cards. Cards like Windfall are also very strong as they allow you to refill your hand. Similar cards are Echo of Eons , Day's Undoing , Jace's Archivist , Time Reversal , Commit / Memory (Probably pick two or three, not all of them).

You could also use the Laboratory Maniac combos as a win condition, since you are in the right colors for it. It's probably the most common win condition in high powered competitive decks. The way it works is you draw through your entire deck while Laboratory Maniac or Jace, Wielder of Mysteries are on the board then you attempt to draw a card and you win. Similarly, you can draw through your entire deck and then play Thassa's Oracle . The ways you "draw" through your deck are either Tainted Pact , Demonic Consultation , or Doomsday . Because they are common competitive win conditions, some of those pieces are expensive.

Allow me to advise you on getting to these win conditions though. You can tutor for these pieces with Vampiric Tutor , Enlightened Tutor , Demonic Tutor , or similar cards; but you probably would rather draw into them because that also gets you your control cards. Two cards that are surprisingly good for this are Ad Nauseam and Peer into the Abyss . You have to keep the mana cost of spells very low for Ad Nauseam, but it's worth it especially because it was reprinted recently and is only a few dollars I think.

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