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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Janjeet Sentry
Creature — Vedalken Soldier
When Janjeet Sentry enters the battlefield, you get {E}{E} (two energy counters). {T}, pay {E}{E}: You may tap or untap target artifact or creature.
Jeyce on Help me finish my list …
6 years ago
Benthicore and Splinter Twin are infinite hasty tokens. Bounding Krasis as well or with Kiki-Jiki, Mirror Breaker. Breaching Hippocamp, Captain of the Mists, Great Oak Guardian, Midnight Guard, Sparring Mummy, Sunstrike Legionnaire, and Village Bell-Ringer as well. For unhasty there are Janjeet Sentry and Vizier of Tumbling Sands.
GullyFoyle57 on Blue/White Kaladesh Energy
6 years ago
Thanks Deltis! Great suggestions again, I've got a couple of Conviction and Inspired Charge in my jumble of cards at home, so will try that with the Pummeler combo. Pulled a load of Janjeet Sentry in a game yesterday and whilst useful to a point they were never going to win the game. Aerial Responder proved to be an absolute game changer in that instance though, never realised how effective his flying/vigilance/lifelink could be. Thanks for your recommendations, really appreciated.
xyr0s on U/W Flicker
6 years ago
Mana base: You could add a couple of Prairie Stream to have some really good targets to fetch. A single copy of Moorland Haunt could also be useful, of only to make use of your graveyard. Also, you need a bit more land (you have only a little card draw, and want to both play creatures and keep mana up for playing things in your opponents turn). But you'll need 23 or 24 lands, so you are sure to hit land in the early game. At 20 lands, you hit the first 3 turns (mostly), but after that it takes a while before you hit land number 4.
Bounce: I'm not too keen on bouncing your own creatures (when you could blink them). In general, it takes more mana than you'll have available in a typical game of modern. In many cases, you use instant-speed blink to avoid removal spells, and if you Unsummon your own creatures, they're still removed, from your opponents point of view (even if it's a bit less permanent than they would have liked). More Cloudshift, less Saving Grasp.
Consider whether something like Janjeet Sentry really is worth it. 3 mana for a creature with a tap-ability, which also requires some payment. Perhaps Blade Splicer seems boring, because "it's what everybody uses", but ask yourself how often youd like to have a 1/1 and a 3/3 creature for 3 mana (with and additional 3/3 token for every blinking of the 1/1 creature), and how often you'd wish for Janjeet Sentry for the same mana. There might be legitimate scenarios where sentry is better, but in general I think Blade Splicer is the better card. Besides, tap-abilities and blinking are a really poor mix.
Mill: erhm... you've nowhere near enough mill to actually have that as a viable win-con. Especially Merrow Witsniper seems like a miscalculation - you spend 2 cards (say, Saving Grasp and Merrow Witsniper), to mill 1 card. It's going to take some time and effort, before that reaches the level of a Tome Scour. Minister of Inquiries maybe seems like it could be ok, if you have something really good to spend eneergy on (2 energy for 1 mana is ok, right?).
Soul Warden should be in SB. Good card, but not useful in all games.
Flickerwisp deserves mention. It does not have flash. But you can blink it with instants and that's almost as good. The real strength of that card, is that it can target any permanent, including your opponents. It can break up tron for a turn, reset a planeswalker or Aether Vial or... or... so many other things.
Pappyy1369 on W/U Control
6 years ago
Update:
Removing:Janjeet Sentry x2, Aether Theorist x2, Aetherstorm Roc x2 , and Multiform Wonder
Adding:Torrential Gearhulk x2, Gideon, Martial Paragon, Gideon's Resolve x2, and God-Pharaoh's Faithful x2
Pappyy1369 on W/U Control
6 years ago
Update:
Removing:Janjeet Sentry x2, Aether Theorist x2, Untethered Express x2, and Aethersphere Harvester x2.
Adding:Aether Meltdown x4, Anticipate x2, and Supreme Will x2
cklise on How does Janjeet sentry tap …
6 years ago
You are correct, with one rules distinction: you activate the ability of Janjeet Sentry; it isn't cast. Because the ability does not state any timing restrictions, you may activate its ability whenever you have priority and can pay all of the costs (in this case, tapping the creature and paying two energy - also assuming it doesn't have summoning sickness).
Pappyy1369 on How does Janjeet sentry tap …
6 years ago
I was wondering at what speed does Janjeet Sentry tap ability get cast at? I am under the impression that I can cast it whenever, such as opponent declares "moving to combat" and when doing so I can state "before declaring attackers" and then tap janjeet sentry and tap their creature.
Is that correct? If not, how is it supposed to work out?
Please help!!!
BanoMD on
6 years ago
I forgot to mention, this deck also utilizes multiple Vehicles. Janjeet Sentry can be an additional creature to Crew, and that was a big deciding factor for Janjeet over the Deadlock Trap!