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 (2)||, gildan_bladeborn|
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|
|Commander: Rule 0||Legal|
Jace, Wielder of Mysteries Discussion
4 days ago
You may be able to increase your reliability by playing Jace, Wielder of Mysteries instead of Jace Beleren. You would have to survive to turn 5 instead of 4, but it would make it to where your opponents have to remove both your creature, and your planeswalker, instead of just the creature. Just a suggestion. I love this deck's goofy energy.
4 weeks ago
Hey, well done for a first deck on such a low budget. I haven't seen this Commander before.
When you're just starting out building decks in Commander it can be helpful to have some basic deck structure guildlines to follow.
- 36-38 lands (Exotic Orchard, Path of Ancestry)
- 20-25 creatures (Soulherder, Brago, King Eternal)
- 10 ramp sources (Arcane Signet, Knight of the White Orchid)
- 10 draw sources (Brainstorm, Palace Jailer)
- 10 removal/board wipes/counterspells (Swords to Plowshares, Cleansing Nova, Counterspell)
This is just a basic structure to get things started. It doesn't cover everything and your final deck may have different numbers for each part of the structure such as you might have more creatures. Some cards can cover more than one area such as Palace Jailer who is creature removal and can be repeatable draw which is really helpful.
Ramp is something all Commander decks need since you don't want to only rely on lands/land drops to make mana. You have Sol Ring which is really good, but that's where the ramp ends here. Only Sol is not enough ramp.
I always explain to new Commander deck builders that you need to be able to sacrifice (cut) some of the fun cards to add ramp to your deck. Since doing this will help gameplay so that you can more easily cast your Commander and the other big fun cards you want to play. In the case here my advice is consider cutting at least 9 cards to add more budget ramp?
- Arcane Signet
- Knight of the White Orchid
- Solemn Simulacrum
- Fellwar Stone
- Azorius Signet
- Orzhov Signet
- Mind Stone
- Commander's Sphere
Some cards to consider cutting to add more ramp are creatures who don't do enough for their mana cost: Gods' Hall Guardian, Living Tempest, Dread Rider, Shepherd of Heroes, Kor Celebrant, Ronom Unicorn, Brinebarrow Intruder
Like ramp all decks also need draw that comes from single draw effects and more importantly repeatable draw sources. Currently your deck has three good single draw effects Baleful Strix, Champion of Wits, Cloudblazer and one repeatable draw source Jace, Wielder of Mysteries. There's a reanimation theme here that can get you more draw from these creatures which is good, but consider more draw?
- Palace Jailer
- Sea Gate Oracle
- Thorn of the Black Rose
- Arguel's Blood Fast Flip
- Notion Rain
Jailer and Rose can be repeatable draw sources with the Monarch Emblem. When you have the monarch then you draw a card at your end step. Only one player in the game at one time can be the monarch and it can change players. As long as you are monarch you get the repeatable draw at your end step which is a big advantage.
For an opponent to become the monarch they have to do combat damage with a creature to you or play a card/effect that makes them the monarch. When this happens you loose the monarch and that opponent becomes the monarch. You can get back the monarch though by doing combat damage with a creature to the opponent who is the monarch or playing a card/effect that makes you the monarch.
The area of your deck that you have a lot of is removal. I count 23 single effects of removal here. You can afford to cut some removal to improve other areas of your deck: Withercrown, Befuddle, Iron Verdict, Smite the Monstrous.
If you're interested I offer more advice in another comment. Including explaining how blink from single effects or repeatable such as Soulherder and Brago, King Eternal can be powerful here. Would you like me to continue with more advice?
Good luck with your deck.
1 month ago
Last_Laugh I'll admit that I maintain a Muldrotha decklist here and in paper, for quite some time, but despite that have probably only played it like 10 times... which is a shame but it sometimes feels a bit powerful for the pod I might sit down with that night, and other times I don't want to hold the game up since the deck is still somewhat new to me and there's a lot going on.
That being said, the recent-ish cards that I think have been doing well are Gravebreaker Lamia, Seal of Removal, Curator's Ward, Jace, Wielder of Mysteries, and Siren Stormtamer (those last two may be over two years old and you may know already)
1 month ago
Given your quantity of instant and sorcery spells, Overwhelming Denial could just be another copy of Counterspell for you. Arcane Denial and Wizard's Retort would also be valid options in the counter slot. Curiosity combos really well with Niv-Mizzet, Parun, if you run a card such as Thassa's Oracle, Laboratory Maniac, or Jace, Wielder of Mysteries this combo will just win you the game. I know it isn't a win via copy shenanigans on the stack, but it is consistent and powerful. Good luck, have fun!
1 month ago
I've got an Urza deck of my own, and I prefer having something like Thassa's Oracle or Jace, Wielder of Mysteries in order to win on the spot once you exile your entire library with infinite mana. Monoblue has no lack of card draw spells so this is more nitpicky than anything, but Jace or the Oracle can win with just themselves once you've emptied your library instead of having to cast Lab Man then cast a draw spell. I also enjoy Karn, the Great Creator to slow your opponents' ramp down or lock them out of the game with Mycosynth Lattice, kill their 0-drop rocks by animating them into 0/0s, or return a vital artifact combo piece from exile if needed. And since you're running Rings of Brighthearth already, you might like the Basalt Monolith + Rings of Brighthearth combo to generate infinite colorless mana, then you can use that colorless to generate infinite blue by tapping the Monolith for U instead of CCC if you need to cast stuff from your hand.
I also couldn't help but notice that you aren't running anything particularly cruel like Tsabo's Web (which doesn't care if it's tapped or untapped), Static Orb or Winter Orb which you can tap for mana on the end step before your turn to be unaffected by them, or Back to Basics. And you seem to be lacking some removal spells for on-board problems - some good ones to possibly consider are Pongify, Rapid Hybridization, Ravenform, Reality Shift, and Imprisoned in the Moon.
1 month ago
This deck is still a work in progress. I want to focus more on Myrs, since they don't get much support. Cards like Jace, Wielder of Mysteries synergize with all the artifact card draw and can win you the game. So it's also a bit of artifact storm without any actual storm cards, which was not my original intent.
Any suggestions would be great!
1 month ago
Curious, any reason you aren't going Flashhulk if you're running banned stuff? Flashhulk is a 2 mana combo, but I'm guessing it eats up a lot of space in the deck, while Oracle Consultation eats up very little?
Either way, cool deck, and very crazy to try to play a normal cEDH deck against.
2 months ago
I don’t think Jace, Wielder of Mysteries is worth it at all. His abilities are “meh” for this deck, you’re never likely to mill yourself out, and his mana cost is pretty high.
Similarly, Torrent Elemental is a bad card here for its mana cost alone. At 22 lands, you’re unlikely to have the mana to cast it until you’ve drawn a total of 14 cards. The game will/should be over by then. Plan to play more aggressively and ditch this, imo.
Your creature count (and early game mill potential) feels a little low to reliably cast the Skaab Ruinator on turn 3. That should be your primary goal here, imo