Jaya's Greeting deals 3 damage to target creature. Scry 1.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Jaya's Greeting Discussion
4 months ago
- Kin-Tree Invocation + Binding the Old Gods - Boneyard Lurker + Infuse with Vitality - Kiora, Behemoth Beckoner + Moritte of the Frost - Incubation / Incongruity + Quandrix Cultivator - Spellheart Chimera + Prismari Command - Final Payment + Humiliate - Zealous Persecution + Killian, Ink Duelist - Kaya, Bane of the Dead + Closing Statement
- Fleshbag Marauder + Brackish Trudge - Blight-Breath Catoblepas + Sheoldred, Whispering One - Audacious Thief + Unwilling Ingredient - Hagra Constrictor + Tergrid, God of Fright Flip - Blood Beckoning + Go Blank - Murder + Poison the Cup - Lazotep Reaver + Umbral Juke - Herald of the Dreadhorde + Feed the Serpent
4 months ago
I recommend adding some more early game ramp creatures or spells, probably as replacements for the Dragon Egg s and the risky Nikya of the Old Ways . More Dragonlord's Servant are totally fine, but I could also see Voyaging Satyr working to untap Gruul Turf for big mana or Zhur-Taa Druid bridging the gap between acceleration and aggression. On the spell side of things, some good old Rampant Growth effects could make Dragonmaster Outcast a nasty threat. Just looking at the cards you already have, I think more copies of Thunderbreak Regent , Atarka, World Render , and Goreclaw, Terror of Qal Sisma wouldn't hurt. Another option if you don't mind infinite combos is upping the count of Savage Ventmaw and Grand Warlord Radha so you can run Hellkite Charger for endless combat phases.
I'll also list some possible upgrades and sidegrades based on my own experience playing with and against dragons. Dragon Tempest is nearly a direct upgrade for Impact Tremors in dragons and Scourge of Valkas is also decent. Draconic Roar seems like it would be better than Magma Jet and/or Jaya's Greeting most of the time. Spit Flame might be even better if targets tend to have 4 toughness. Flying destruction feels unnecessary here, but I'd prefer something cheaper than Pinion Feast like the flexible Broken Wings regardless. Frontier Siege might be better than Atarka Monument if you need more mana or removal. Crucible of Fire could replace Sight of the Scalelords or Dragon Throne of Tarkir , depending on how much power you need. Sarkhan, Fireblood can be a rummager, accelerant, and bomb in the world you keep him alive. Even with so many legendaries, I still prefer Elvish Piper to Thran Temporal Gateway here. A final card that I'm not sure on is the new Draconic Intervention . Seems like it could be an interesting sweeper follow-up to a Descent of the Dragons that turns all your dorks into immune dragons. That is fairly slow though.
Let me know if you have any questions and good luck with your deck!
1 year ago
Typically any control deck that plays will play a few copies of Teferi, Time Raveler and Elspeth Conquers Death, which I would highly recommend. It could even bring back Ugin, the Spirit Dragon from the graveyard if you discarded it to Chemister's Insight jump-start.
Jaya's Greeting is fun but compared to something like Scorching Dragonfire, the scry1 really isn't worth it when you could have the option to hit a planeswalker and having them be exiled on top of it.
You could try to include some Fabled Passage in your mana base instead of some of the tap lands, I'm sure you'd much rather draw that than a Swiftwater Cliffs if you're waiting for your 8th land to play Ugin, the Spirit Dragon.
I really don't think this deck needs Clear the Mind. You won't mill yourself, and on the off-chance you'll happen to draw it against a mill deck, you might as well run anything else that will be far more useful to you.
Hopefully these suggestions are helpful, cheers!
1 year ago
Howdy, when it comes to making a deck the first thing you need to pick is a theme and/or win condition. If you have no idea what kind of theme you are going for you can just look up other archetypes that people have already created.
From what I can see you are going for a kind of Red/White Knight/Dragon aggressive creature theme using what cards you have on hand. That is perfectly fine but what your main goal should be is to find out what are the most efficient creatures/cards available in those colours and work towards getting them.
Having 4 Inspiring Veteran is a good choice as you try to max out the cards you want to see in your hand.
I suggest getting your hands on some Embercleave as the double strike and trample can give you the extra damage you need to close out a game. Consider swapping out your Shivan Dragon for a couple if you can afford them.
Although not a knight Bonecrusher Giant is a solid red card which can act as removal for small creatures and/or a 2 damage to your opponent as well as coming down as a creature afterwards.
Just check the MTG gatherer website and look for cards you find interesting within a theme and see what else pops up at you.
1 year ago
Sorry I haven't been updating this deck as much anymore, I've been focusing more on an aggressive Black/White deck with creatures that gain +1/+1 counters when gaining life and another black/white token deck for arena. I haven't put either up here yet since I have been working out the wrinkles, but will probably add the lifegain one soon as the winrate is becoming better with recent changes.
Domri's Ambush is really nice and I should add them to this deck. Not sure off the top what I'd replace, potentially the Barge In though. The extra +1/+1 counters are always nice, and since it just deals damage vs having creatures fight it makes sure my creature is healthy for the combat phase.
Gruul Spellbreaker looks to fit the deck theme very well while being strong too. It has Riot and is non human to stack with Grumgully, the Generous and Rhythm of the Wild . Having trample makes sure I'll be able to do player damage even if they use sacrificial defenders. The hexproof then helps make sure I can make my attacks on my turn without the opponent being able to directly target for control spells or debuffs. I'll probably replace this with some of my mentions in the previous comment. Such as taking out one Grumgully, the Generous , a Gruul Guildgate and/or a Mountain , a Jaya's Greeting , and a Domri, Anarch of Bolas
1 year ago
You should add Gauntlets of Light . It goes infinite with Faeburrow Elder as long as it taps for at least 4. At which point you can cast your entire deck using Golos, then win with Jace, Wielder of Mysteries . One idea is to run board wipes like Time Wipe and Realm-Cloaked Giant to clear the board after someone has committed to it. Jaya's Greeting , Murder , and Lava Coil can also help to remove annoying creatures early on. Flame Sweep is also a low cost mini wrath that can buy you time. I'd like to see more card draw, consider Growth Spiral , Opt , and Chemister's Insight . Finally my favorite card in my azorious control deck Teferi, Time Raveler , can help deal with control players and bounce troublesome creatures, artifacts, and enchantments while drawing you a card. The +1 is also good cause it gives your sorceries flash essentially.
1 year ago
Yeah after the last update adding planeswalkers I removed 3 more creatures, and it does feel a little tight in play if I don't get enough momentum quickly or they clear the board. I might remove one of the Gruul Guildgate and/or a Mountain for another creature or 2 for starters. I was then considering dropping one Jaya's Greeting to bring it to 3x, and potentially one of the Domri, Anarch of Bolas for 2x total to replace with creatures. Lastly I was also considering removing a Grumgully, the Generous to bring the total to 3x and open up the deck for other creatures.
I was looking for creatures that can help with mana ramp since End-Raze Forerunners are my most expensive cards and can be a finisher for the game. For that I was browsing standard cards and found a few that might fit in.
Leafkin Druid Is nice since it's a 0/3 and has decent toughness if needed to block, and can tap for a green mana to help ramp up. Bonus if I somehow get 4+ creatures on the field it gives 2 green instead. This doesn't help if I need red mana, but most of the cards in the deck don't require more than 1 red mana anyways.
Paradise Druid allows me to pick either color instead of just green, and has 2 power if I wanted to use for attacking instead. The hexproof part would likely only affect it when I first drop before riot is in play since it would likely be tapped for mana or attacking after.
Incubation Druid seemed like a mix between the previous two mentioned. It allows to tap for any mana (That I can make already) but has no power and less defense when comparing to the previous ones. On the flip side if it has a +1/+1 counter it makes 3 mana when tapped. Since I have a few ways to get counters on creatures when playing them, I could potentially have that trigger somewhat reliably. It also has the ability to adapt for counters, and since I'm trying to lean more towards mana ramp I will likely be able to pay the 3GG cost reliably later in matches if I dropped it early before I could get Rhythm of the Wild or Grumgully, the Generous out.
District Guide Is a 2/2 creature that also lets me fetch a land/gate from deck to my hand. This helps fill up my creature slots, while also helping with mana ramp to later game to make sure I can drop my expensive cards. I've been using this in a few of my mana heavy decks in arena with success, so this might be one I pick since it fills two roles without sacrificing field presence (while the others previously mentioned would have to be tapped to get me mana ramp)
Rosethorn Acolyte Was one I considered. The adventure would let me get red mana if I somehow can't get mountains in my early game, and the creature itself would allow me to tap it for mana ramp. It's a 2/3 though so I feel more like it should be on the field attacking or defending instead, and I feel at 2G it's a bit pricey for what it does. That said because it is a 2/3 I could still use it for attack/defense and only use the mana ramp when I need it, but I feel there are better 3 cost cards.
1 year ago
I'm tempted to make that change with 3x to 4x on Frenzied Arynx as well. Being 4 cost means I'll likely be able to play them consistently, they have riot which fits the deck theme well, have trample naturally, and also have a 4GR ability to buff if I don't have anything to play/out of cards in hand as the game progresses. The question comes down to what I would replace for it at that point. I hate to do it because I love my holographic giant chicken and it has saved me a few games as my late game drop, but I might need to replace the Wrecking Beast for another Frenzied Arynx . I could maybe drop Skarrgan Hellkite instead since I only have 1 in the deck as well, but it does have a helpful ability with riot and flying where the chicken has riot, trample, and no ability.
If I want to look towards replacing a spell, I could maybe drop one of the Jaya's Greeting or even one Rhythm of the Wild . I really want to make sure I draw Rhythm of the Wild and get as many stacks of riot as a I can though. Then for Jaya's Greeting it's my only real burn cards and scry could help throw away duplicates I don't need or excess mana from the top of the library later on.
Maybe I'm just overthinking this though and dropping a land card could do the trick. I just started feeling like I hit a decent land/mana curve+ramp since I'm able to more reliably drop Wrecking Beast and End-Raze Forerunners , so I am concerned about removing more land and going back to the original mana problems. Although I do have 3x of both Domri, Anarch of Bolas and Domri, Chaos Bringer and I can't have more than 1 of each at a time. So maybe I would want to drop one Domri, Anarch of Bolas , but then it becomes less likely I'll draw them at all and won't get the mana ramp from them either.
It's getting tougher and tougher to find cards to pull out of the deck to replace, but I feel that's a good sign we're on the right track and have cut most of the fat each iteration.