Jade Mage

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2013 (C13) Uncommon
Duel Decks: Ajani vs. Nicol Bolas (DDH) Uncommon
2012 Core Set (M12) Uncommon

Combos Browse all

Tokens

Jade Mage

Creature — Human Shaman

{2}{G}: Put a 1/1 green Saproling creature token onto the battlefield.

Jade Mage Discussion

Olive_pdx on Caution Slime ahead

2 months ago

crash328 I think your approach is fine, it just all depends on preference. You get benefits from the bodies in the GY and ramp, that's fine. I run Sakura-Tribe Elder and "classic" ramp, and I may add Burnished Hart back in the rotation and that's fine too. I do find the populate mechanic interesting for your deck, though the only issue is drawing into populate cards with no spore counters on the board, seems like maybe you'd get stuck once in a while. I chose to just make mana and have lots of cost reductions to make saprolings through Slimefoot, the Stowaway himself or Jade Mage and of course Seedborn Muse to keep making them each turn!

WhichKing on Grand DorkLord Radha

4 months ago

I think you need more token producers that double as manasinks. Using Radha-ability mana on cards feels like you'll end up overextending fast. Centaur Glade is not bad. Dragon Roost is expensive but may work. Myr Matrix is resilient. Night Soil doubles as GY hate. Ant Queen , Jade Mage , Soul of Zendikar etc.

Randomsome1 on

5 months ago

I think (Don't quote me) that a 2:1 ratio between Tokens producers and token Enhancers is a good starting point.

Here are some suggestions to up the number of stand alone token production that you should consider:

Secure the Wastes - It's and instant!

Tendershoot Dryad - Tokens EVERY upkeep

Martial Coup - Board wipe with upside, sometimes.

Hooded Hydra - Flexible

Arachnogenesis - A personal pet card, no one see's it coming. Kinda stand alone, requires you to be attacked

Imperious Perfect - Low drop with a very nicely costed ability

Wolfbriar Elemental - Pretty underestimated

Verdant Force - very high costed, but another every upkeep effect

Ant Queen - pretty bad creature, but an abusable, cheap mana sink

Trostani Discordant - Homeward path on a stick that pumps and makes tokens

Jade Mage - Meh, but its an early token producer if you need it. Late game it can be abused too.

You are severely lack card draw and there are a few abusable cards for tokens:

Collective Unconscious

Shamanic Revelation

Slate of Ancestry

Skullmulcher

Regal Force

Be careful with how many of these you put in since they rely on your board.

There are safer ramp options, in my opinion, in green:

Farseek - Can take the place of Selesnya Signet

Nature's Lore - Can replace Talisman of Unity

Kodama's Reach - Can Replace Commander's Sphere I say replace, but you can always up your ramp suite by a couple cards instead.

SharpRaptor on Rhys Tokens

7 months ago

Hey :)

Ok I'm gonna start with recommended cuts to look at and then we'll move on to what possible additions could be looked at, and why.

Cut Recommentations

Creatures

Angel of Jubilation - This is a maybe cut. Its a good anthem effect and its anti-sac effect can be very useful. However due to being a token deck, we might want to be sacrificing our tokens to do things. So we'll evavluate this again later.

Ant Queen - Another maybe cut. Its a fine token creator, we might just be able to find something thats more efficient. But with some of the other things we'll be doing this might be worth keeping.

Geist-Honored Monk - The one off effect of creating 2 spirits probably isn't worth the slot here. We can find cheaper creatures that have the power and toughness equal to the number of creatures you control if we like that bit.

Jade Mage - Same argument as the Ant Queen really. Though this one doesn't even have a good body to back it up and three mana to make a 1/1 might not be good enough.

Kazandu Tuskcaller - It takes 6 mana to get this guy to the point where he makes 1 3/3 every turn. I think we can do a lot better than this. Its just soooo slow.

Selesnya Guildmage - This one is another maybe. The 4 mana for a 1/1 is rather underwhelming. But the anthem effect is ok.

Thelonite Hermit - Its a lot of mana to get anything out of this guy. It will cost you 8 to get the tokens which seems like a lot even if it is split over multiple turns.

Tukatongue Thallid - As much as we love this guy, the one off effect probably isn't worth his slot. We could do with a couple of other things at 1 mana.

Worldspine Wurm - I love this guy too, but its a lot of mana and he only makes the tokens on death. Seen as we want the tokens sooner rather than later so we can duplicate them with Rhys etc, we might want something that makes the 5/5s quicker. But we could keep this guy for the big guy turn sideways plan.

Enchantments

Cathars' Crusade - I despise keeping track of the board state that this thing creates. Though the effect is actually really powerful and should be in. I put it in the same boat as Coat of Arms. The "Oh Good God, you're on your own just tell me how much your attacking for" boat.

Growing Ranks - I'm never exactly a fan of cards which only trigger in your upkeep like this as they can feel so slow when you play them on your turn, then 3 other peoples turns go by, then you get your first activation. Especially when it only copies one guy.

Leyline of Vitality - While all the effects on this card are fine. I think we could just do better than this. The toughness buff is unlikely to save our creatures from a wrath effect, and the life effect we can find for cheaper. The chance of triggering the Leyline start in play is so low in EDH its probably worth discounting.

Sigil of the Empty Throne - We'll keep an eye on this one. Good card if we have enough Enchantments to reliably trigger it. But bad if we don't. So we'll check out count afterwards.

Verdant Embrace - I think this is expensive, but the effect could be great to stick on something and let it go. This one is more of a maybe.

Sorceries

Devout Invocation - I've always wanted to love this card. But if you have enough creatures to make this a viable card, then you should have enough creatures to be winning anyway without spending 7 mana and a card to make your board into overkill.

Storm Herd - Very expensive card. In fact is the 2nd most expensive card in the deck behind Worldspine Wurm. The effect is cool, but we need to see if its worth the mana.

Artifacts

Moonsilver Spear - another card I've always wanted to like, but rather slow. If it put the Angel into play attacking then It would be a different story, but it doesn't. This one might be ok to keep, but i'd put it on the short list of things to cut.

Sarpadian Empires, Vol. VII - Erm, i don't think i need to explain really why 6 mana for a 1/1 and a further 3 for another 1/1 each turn is bad.

General Ideas For Improvement

More Interaction

First thing i can say on this one is that the deck has no ways really of stopping your opponent from doing anything they want to you while you are trying to execute your game plan. Something that is going to happen is that you are going to get all your creatures destroyed. Its the nature of commander. You're also going to get comboed out with some creatures or you're going to have an artifact or creature that completely shuts down what you're trying to do. So you need some more things that will interact with that.

More Card Draw

You have a lot of good threats and synergies. But you're going to run out of gas in hand if you don't have something to refill after you've put everything into play. Especially if we get got by a wrath we couldn't stop. So we want a few things that will keep us ticking over when we have a board state. And a few things that might help us get back into it if we get blown out.

Ramp

We have a few ramp spells in here, but not a lot. We could do with some more if we wwant to be able to reliably get up to 6 mana to start Rhys'ing as soon as possible.

New Cards

Obviously, there has been some new cards printed since this was updated last so we can get them too :)

Card Recommendations

Interaction

Path to Exile Swords to Plowshares - Sometimes you just need that creature gone. An apposing Platinum Angel or Elesh Norn, Grand Cenobite can ruin our day so we will want it gone.

Sundering Growth - In the same way that some creatures ruin us. Some enchantments and artifacts do to. This is the best way to get rid of them for our deck. But some other Naturalize type effects are not a bad idea. Possibly in the form of creatures like Reclamation Sage or instants like Krosan Grip or Beast Within . Aura Mutation Is a specific enchantment removal that makes us guys which might be worth considering

Rootborn Defenses - The Anti Wrath cards. This one is our best option for our deck, and is the cheapest money wise. Dauntless Escort is good too. Then Heroic Intervention is more expensive moneywise and so is Selfless Spirit .

Card Draw

Mentor of the Meek - With the amount of small tokens we will be making, this guy is great.

Huatli, Radiant Champion - Her ultimate does not say 'Non-token'

Camaraderie - This one requires a board presence but can be well worth it

Shamanic Revelation - This one requires a board presence too. But a lot of green card draw does.

Harmonize - Straight up draw 3. Never bad.

Ramp

The standard suit of the rampent growth effects will probably do you fine here. Rampant Growth Nature's Lore Farseek Kodama's Reach . Harvest Season might be good for you?

New Cards

The New fun things!

Anointed Procession - Another Parallel Lives, but in white

Divine Visitation - Just read it.... its a bit good

Growing Rites of Itlimoc  Flip - A cantrip that turns into another Gaea's Cradle

Cryptolith Rite - Lets all of our guys tap for mana

March of the Multitudes - Instant speed make a lot of guys. Very good with our Gaea's Cradle effects.

Second Harvest - Instand speed 4 mana Rhys activation for double everything.

Shalai, Voice of Plenty - Gives your other things Hexproof and can be used to pump the team with any spare mana you have.

Oviya Pashiri, Sage Lifecrafter - Like another Rhys. Except she makes big things. Do note that for some reason WOTC made her make fixed size guys so they are equal to the number of creatures you have WHEN YOU MAKE IT. I played this wrong for a few rounds in the prerelease.

Shanna, Sisay's Legacy - Hexproof lass with P/T equal to the number of creatures you control for 2 mana.

Throne of the God-Pharaoh - A good way to kill everyone at once without attacking.

Song of Freyalise - Lets our guys tap for mana for a few turns before then buffing them for a turn.

Sandwurm Convergence - Good protection and starts making 5/5 Wurms.

Other Recommendations

Thousand-Year Elixir - This is great for us as it effectively gives Rhys haste and can let you activate him twice in a turn.

Illusionist's Bracers - Doubles all of Rhys's Activations

Triumph of the Hordes - Kill everyone without them expecting it?

goldlion on Muldrotha, Squirrel Surge

8 months ago

Fun! It feels like surveil is more of an all-in strategy for it to be great, except for Underrealm Lich or Doom Whisperer , while dredge is generally fantastic in this strategy. I'd agree that Dimir Informant and Barrier of Bones may not produce enough value as the way you use that 1 creature cast from the graveyard that turn, while dredge provides the value without taking up the creature cast. It's too bad there wasn't an artifact creature with a surveil etb trigger!

Like skoobysnackz says, Stinkweed Imp does seem like a great option as a replacement. More value than Dimir Informant as it also discourages attacks. I don't know if Golgari Thug has enough synergy in here though, I think he's better in something like Gitrog where you have easy card draw and are less likely to play creatures from the graveyard.

Jade Mage could be better than Slimefoot...? She doesn't have the die trigger for the saprolings, but she is 1 cheaper to play (and replay), and 1 cheaper for creating saprolings, so more useable as a sink when you don't have the huge mana turns. Or, if mana isn't a problem in general and you want the mass saproling army, maybe Nemata, Grove Guardian . It seems like you don't have enough sac outlets to really make the Slimefoot trigger valuable and Nemata, while more expensive to cast, gives cheaper saprolings and a way to make that wide army tall. Just some thoughts - if Slimefoot has been performing, then by all means!

I love the interactivity of this deck, Muldrotha seems so fun as a tool box!

DeviousPenguin666 on Freed From The Real Hydra Combo

9 months ago

Nice deck, +1! What do you think about cutting the Jade Mages and one of the Polukranos, World Eaters for a playset of Banefire for an instant kill?

Anagkai on Looking for suggestions on my ...

10 months ago

I recently created the following deck: Mushroom Flood

It's for casual purposes and plays quite nicely in this context. Still I'm looking for ideas to improve. [The deck does not contain Doubling Season, Parallel Lives or Primal Vigor for budget reasons.]

Some problems I noticed were: 1) It is a bit like a house of cards. E.g. if I play a Gigantosaurus turn 3, Fungal Sprouting on turn 4 and Mycolothturn 5, I can easily get a lot of tokens fast. The problem, though is, that if anything gets taken out of the chain of action, it can get pretty bad pretty quickly. 2) Mana flood can easily happen, especially when having Caged Sun and/or Harvest Season but not Triumph of Ferocity.

There's a few cards that I will maybe take out: Shapers' Sanctuary, Jade Mage, Gravity Well and one Harvest Season. I definitely want to add a second Leyline of Vitality and a third Beastmaster Ascension. Also I'm thinking about replacing one Mycoloth with a Gigantosaurus. I also thought about adding Throne of the God-Pharaoh.

I would be really interested in what other people have to say to these thoughts but I'm also open to other suggestions. Please keep in mind, though, that this deck is for casual and that I don't wanna add really expensive stuff.

ZendikariWol on Jund Em Out Reee

11 months ago

Biggest ones I have to suggest: Jade Mage and Reassembling Skeleton. They're monsters. 2 mana for 1 sacrifice? Yes, PLEASE! Ant Queen is also good, similar, and a bigger body.

However if that is not enough- which I'll assume it's not- Artifact Mutation is freaking delicious. Bitterblossom is a staple. Creakwood Liege also pumps the majority of your deck. Daretti, Ingenious Iconoclast is also decent removal and his ult is insane. Descent of the Dragons could be an alternate wincon. Dragonlair Spider looks like garbage but can get out of hand in a hurry. Druid's Call is honestly insane, it's a great deterrent for blockers. Elemental Mastery is the best. Feral Incarnation, because it has convoke, is not so bad either. Necrogenesis is classic. Ogre Slumlord is a baller and a great rattlesnake. Plague of Vermin is a really nice way to put some damage in on your opponents, especially if the political atmosphere is good. Rampaging Baloths is craaazy. Sprouting Thrinax has served me well. Sylvan Offering can make some friends AND some tokens. Verdant Embrace and Verdant Force are good. Wolfcaller's Howl is good I think?

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Jade Mage occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Golgari: 0.11%