Jokulhaups

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Premodern Legal
Vintage Legal

Jokulhaups

Sorcery

Destroy all artifacts, creatures, and lands. They can't be regenerated.

Squee_Spirit_Guide on Pre-Y2K Panic Button

3 months ago

Thank you ThatWeirdPerson! And that's a great question! I actually included a playset of Jokulhaups when I first built the deck but I found that most of the time games went long enough I had multiples in my hand when I 'went off'. I kept dropping them in favour of the tutors since the tutors can be Jokulhaups or anything else in the deck I might need at the time. The rest is just buying time to naturally draw enough cards that the odds are good I'll find what I need! Although I should say it defintely does not work every time... or even often...

I have thought about using wish cards to get utility enchantments or Jokulhaups from the sideboard as needed, but keeping it 1999 and earlier means my best bet is Ring of Ma'ruf so that plan never really worked out :)

ThatWeirdPerson on Pre-Y2K Panic Button

3 months ago

Quick Question: How do you consistently play Jokulhaups if you only have one in your entire deck?

Amazing deck btw!

Squee_Spirit_Guide on Pre-Y2K Panic Button

3 months ago

Thanks for the comment and the upvote DreadKhan! Orcish Lumberjack is a great suggestion. I actually had it in the original version. I loved how quickly you could ramp with it and Tinder Wall.

Weirdly, I mostly used it to cast Jokulhaups, but you're absolutely right that it has the ability to help get Lhurgoyf out in a hurry after wiping the board. Needing it to be in play for a turn before I cast Jokulhaups is a little scary because people will know I'm up to something, but I'm definitely going to test it out again and see how it fits in this version. I think the mana base will support it since I don't typically have trouble getting the for Jokulhaups.

Thanks for your thoughts! I appreciate it!

plakjekaas on New Social Contract Breach Discussion

6 months ago

I think you'll see content about those things more, because they create worse memories. When you feel powerless enough to scoop it up, it was your deck not running as well as it could have. Which can be written up to chance, just bad luck. When someone drags on a game with a winconless Jokulhaups, that was someone else's deck doing what you can only assume it's supposed to do, and actively making you feel bad, which is a lot more negative as an interaction in the social game we play. I think that's why the personal, egotistical scoops described in this topic to spite other players, are as bad of a strain on the social contract. Scooping is also removing yourself from the game you showed up to play, I don't think it's going to happen as much. I assume most players will try to survive as long as they can, because you never know what miracle card could turn everything around. I know I will.

BlueStar220 on Too many of the same …

8 months ago

This may strike as an odd question, but does anyone find themselves with too many of the same type of card? I'll give an example: One of my commander decks uses land/creature board wipes. Such as Obliterate, Jokulhaups, Devastation, and Bearer of the Heavens. These cards more or less do the same thing.

Now at first glance, this may not seem like a lot of cards. These land wipes only take up 4 out of 100 cards. However, I have also filled the deck with a fair amount of draw and search cards. (Specifically 14 cards that let me draw, and 5 cards that allow me to search). After playing many games, I found that I would often times have more than one land wipe in my hand. I don't ever find myself playing more than one land wipe per game. So this would many times mean that at least one card in my hand is useless. So the question is, can I justify replacing perhaps one land wipe for something more useful? Or is it more beneficial to keep as many win condition cards as possible?

Last_Laugh on Marchesa - Till Death Don't we Part

10 months ago

Ok, I'll try to leave my reasoning or experience with why I'm suggesting it.

Read the Bones - Single use draw here is underwhelming.

Bearer of the Heavens- At 10 mana this effect is overpriced. Jokulhaups if you really want this effect (granted it misses enchantments and walkers). I stopped running the effect because if I didn't tutor for it asap it felt like I was prolonging the game instead of making the optimal play EVERY game. It got old and felt kinda cheesy tbh.

3x lands - You've got a lower curve than I do and you also run 1 more piece of ramp with a good amount of card draw. Assuming your playgroup aren't nazis and do casual mulligans of course.

Herald of Secret Streams- I know this will sound weird, but you want to be clearing out some creatures in combat. The inevitable crackback after you smack someone for 15+ damage is much more severe otherwise. I've tried this card on 2 separate occasions because it seems like exactly what we'd want. I personally switched to Legion Loyalist and haven't looked back.

Grave Betrayal- Another card that does amazing things in Marchesa so this one is really your call. From personal experience it felt winmore at that point in the game and I'm really not sure I'd personally run it without Dictate of Erebos/Grave Pact.

Terminate/Bedevil - I've found boardwipes like Blasphemous Act, Damnation, and Last One Standing to be more helpful towards winning than spot removal. Enchantment removal is the exception here and Feed the Swarm and Chaos Warp are 100% needed.

Diabolic Tutor - Underwhelming when you have Demonic/Vampiric Tutors. Diabolic Intent on the other hand can be even better than Demonic Tutor here. I feel like this might just be a typo though.

Tales End - Never ran it but it feels like the weakest of your counter suite. Glen Elendra Archmage would better serve you and doubles as a combo piece with Mikaeus and any free sac outlet (infinite mana w/ Ashnod's Altar, infinite damage with Goblin Bombardment, and infinite discard with Sadistic Hypnotist).

Syr Konrad - Good card but at 5 mana there's better options.

Solemn Simulacrum - As a 4 drop he just feels clunky in the deck. I can't count the amount of times it just sat in my hand.

Teferi's Ageless Insight - I've admittedly never tried this card but I foresee it doing nothing and just sitting in your hand when you don't a draw engine to pair with it. Skullclamp might be the better answer here.

There's a few other cards I'm eyeballing as cuts but haven't personally tried. Things like Chainer because I find 4 drops to be a little clunky due costing the same as our commander. His recursion may be well worth it but I'd rather run Phyrexian Reclamation for the life loss. Rootwater Thief is another I'm eyeballing because he has to connect to trigger his ability... but if you see a lot of the same decks and are familiar with their combo pieces he could be an absolute stud.

Stardragon on Blowing Stuff Up

1 year ago

Lanzo493 Atm Jokulhaups is in the maybe since it does hit lands which is sore subject in my playgroup thats why i was iffy on Ajani Vengeant but i see your point on both Phyrexian Rebirth and Kaya's Wrath also why i didn't add Fumigate

Lanzo493 on Blowing Stuff Up

1 year ago

The planeswalkers actually seem like a pretty good idea. With lots of indestructible creatures, it’ll be hard for your opponents to attack in.

Vanquish the Horde is an excellent add in. Kaya's Wrath doesn’t do much in an indestructible deck and is hard to cast for 5 color decks. Phyrexian Rebirth is also lacking since you’ll be board wiping so often there won’t be many creatures.

If you’re not against land destruction, how about Jokulhaups?

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