Jace's Erasure

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Jace's Erasure

Enchantment

Whenever you draw a card, you may have target player put the top card of his or her library into his or her graveyard.

Andramalech on Andramalech

1 month ago

Balaam__ I apologize because I explained myself poorly. What I meant was not to use Tendrils itself but rather a similar ability within blue color theory- immediately what I think of is Jace's Erasure, so that as you draw, they too lose the ability to respond to your tactics. I do however wish you well in your endeavor. Cheers!

DryadArborGoesInCreaturePile on Pauper Splice Tide

6 months ago

Hello Adversarial, that is incorrect. Winning involves either meticulously milling your opponent via Jace's Erasure or Sphinx's Tutelage with a lock in place, or with infinite mana and a spell to use it on. As shown here with Stream of Thought, Snap, Archaeomancer, and a few copies of High Tide. Door to Nothingness is acceptable as well

TheoryCrafter on jace commander

10 months ago

Have you considered Mystic Sanctuary? It will allow you to retrieve an instant or sorcery from the graveyard. Also, Have you considered adding Didn't Say Please? It's a functional reprint of Thought Collapse.

Here are some other suggestions I have:

-As you evolve this deck, you should really consider leaning further into the card draw the Jace Planeswalkers offer. This is why I recommend replacing Search for Azcanta with Jace's Erasure.

-If/When you can afford it, replace Augur Of Bolas with Thassa's Oracle. While it may be a tad more difficult to get an instant or sorcery from your library, not only it will also allow you access to other card types, but you have an extra alternate win card in the event you lose Jace, Wielder of Mysteries.

-One of Mill's biggest weaknesses is how it can feed the graveyards of opponents with strong graveyard interaction. Which is why I recommend replacing Field of Ruin with Scavenger Grounds and Negate with Grip of Amnesia.

I hope this helps. Thank you for reading me out. Happy Hunting!

NV_1980 on Sneaky Ninjas

2 years ago

The idea of combining ninjas and removal makes sense. However, I fail to see the connection between the ninjas and the deck's milling cards (which seems to be your main source of removal). If you're dedicated to combining ninjas and mill, I'd recommend adding cards that allow you to draw cards based on ninja's damaging players (examples include Bident of Thassa, Coastal Piracy and Reconnaissance Mission) and then using other cards to force mills based on your draws (Jace's Erasure, Psychic Corrosion and Sphinx's Tutelage).

If you're interested, I've built more of a toolbox ninja deck with the same commander: (Stealthy Interchangeables)

Azoth2099 on Saruman, the X man

2 years ago

Xindmin

Crap, I forgot Jace's Erasure, Sphinx's Tutelage & Teferi's Tutelage! Great stuff in this deck.

thegreatgodloki on Draw me, mill you copy

2 years ago

Have you thought about Jace's Erasure or Curse of the Bloody Tome? Maybe over Vessel of Paramnesia and Rousing Read?

If you're looking for a decent draw Fascination maybe?

Folio of Fancies plays well into your draw and mill theme.

K4nkato on Tron Eggs

3 years ago

Okay, gave it a test pilot against my Faerie deck. The most interesting part of playing against it is figuring out which version of Tron this is. Usually when playing Tron I run land destruction and counter crop rotations to stall, leaving my opponent with big creatures they cannot play, but against eggs the targets are very different.

If you can counter Golem Foundry, Jace's Erasure or Makeshift Munitions you can beat this deck on deck-out or damage attrition. The hard part to that is when the eggs player knows they're fighting counterspells and intentionally runs life gain to out-heal the beaters, but then does basically nothing for most of the rest of the game.

I wonder if it's worth running more copies of Frantic Salvage so you can play more than one in a turn. If you can Storm your life total to 150+, then wait around while Gurmag Angler nibbles your toes, then storm off again & get all your combo pieces back, I don't think control could stop you.

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