Memory Jar

Memory Jar

Artifact

, Sacrifice Memory Jar: Each player exiles all cards from his or her hand face down and draws seven cards. At the beginning of the next end step, each player discards his or her hand and returns to his or her hand each card he or she exiled this way.

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Trade

Have (2) Azdranax , metalmagic
Want (2) ephemeralAubade , stillenacht288

Printings View all

Set Rarity
Vintage Masters (VMA) Mythic Rare
From the Vault: Relics (V10) Mythic Rare
Urza's Legacy (ULG) Rare

Combos Browse all

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Canadian Highlander Legal
Highlander Legal
Oathbreaker Legal
Leviathan Legal
Unformat Legal
Casual Legal
Limited Legal
Custom Legal
1v1 Commander Legal
Commander / EDH Legal
2019-10-04 Legal
Tiny Leaders Legal

Memory Jar occurrence in decks from the last year

Latest Decks as Commander

Memory Jar Discussion

LitchOubliette on Commander Staples Cube

1 week ago

Changelog (22/11/2020)

White

Blue

Black

Red

Green

Multicolored

Colorless

Mana Fixing

jaymc1130 on Opposition Agent needs a preemptive …

3 weeks ago

hejtmane

Indeed there are. And what do all of these decks have in common? They are running tutors to be able to employ their game plans effectively and reliably.

Which is precisely the element OP Agent disrupts, which further cements the points I've been making in this thread.

Now, I'm not here to convince any one that my opinion on this matter is correct. I'm not here to try to get a card banned. I'm just here to state, publicly on the record before any body else, that it's clear this card is a major issue for a huge multitude of reasons and what should happen with it initially is not what will happen with it initially. Not everyone else has the same experience with MTG that I do, not everyone else is going to have as intuitive a feel for the impact various cards will have on various formats. I've been at this a long time and I've seen a lot of things and I don't often have these kinds of dramatic gut instinct reactions to cards. What I can mention is that I felt a similar way a few times in the past about a handful of cards. When I first saw Memory Jar the first words out of my mouth after just reading the text for the first time ever was "This card will be banned before the next set is released". And it was. When I first looked upon the artifact lands Skullclamp and Arcbound Ravager I immediately said "Standard is now broken. All this nonsense will be banned before the set even rotates." And it was. When I first saw Chrome Mox I said "This card is so strong it's going to double in price in the next two months", so my group traded for several dozens of them and when they doubled in price we made a tidy profit. When I first looked at Jace, TMS I said "This card is going to single handedly break Standard", and it did. When Mental Misstep was first spoiled I said "This card will break Vintage/Legacy and get banned". And it did. When Once Upon a Time was spoiled I said "This card is absolutely busted and will be banned in multiple formats". And it was. I don't have these feelings about every card I see for the first time, and I don't have these feelings about every card that winds up in that type of position where it becomes an issue. But every time I HAVE had this gut reaction to a card the first time I saw it I was dead right and it's because these are cards with glaring, obvious concerns. Sometimes not in and of themselves mind you, but when taken in context of the way format play patterns will be shaped by them and their interactions with other pieces of the format. When I tell you that the second I saw OP Agent I knew what it would lead to you can rest assured it's significant. I won't try to tell any one that a wait and see approach is wrong, because most of the time it's simply not. That's usually the right call.

I'm just stating that I don't need to wait and see, I already know where this ship is sailing and these waters be murky af.

Profet93 on Devil in the Details

1 month ago

adam1floyd3, tell me what you think of each suggestion. +1

Teferi's Puzzle Box - Forced draw

Ancient Tomb - Ramp for T1 commander

Tome of Legends - While not the best, still helpful

Memory Jar - Forced draw

Blast Zone > High Market - Blast zone interacts with enchantments which red has trouble with, tutorable through expedition map. What is the point of high market, to sacrifice your commander if they try to take it?

Sword of the Animist - Ramp with your devils

Light Up the Stage/Ignite the Future - While not needed in this deck particularly, it's nice to have additional card draw. Ignite is nice with your wheels due to flashback.

Curse of Opulence - Ramp and politics

Spells on Deep Forest: Azusa, Lost but Seeking EDH [PRIMER]

1 month ago

Profet93 Thanks for the recommendations!

I used to run Yavimaya Hollow, but ended up cutting it a while back. This is just me as a player, but I can't resist playing aggressively and dumping my mana on my turn (unless I have a guaranteed reactive play like Nature's Claim or Krosan Grip), and it's for that reason Yavimaya Hollow rarely ever performed for me. The same applies for why I play Memory Jar over Mind's Eye, I'm too addicted to explosive turns.

Blighted Woodland has been on my watch list, I might give that a go over Crystal Vein. I'm sure I could find a spot for Myriad Landscape too.

Scute Swarm is absolutely, positively, pants-on-head ridiculous. It works like so: When a land enters the battlefield under your control, put a 1/1 insect creature token onto the battlefield. However, if at that time you control six or more lands, instead create a token copy of Scute Swarm (which has Scute Swarm’s ability, and will be able to create copies of itself). IE - Scute Swarm is on the battlefield, you play your 6th land (it's Fabled Passage), you now have two total Scute Swarms on the field. You crack Fabled Passage and get a Forest, which triggers both of your Scute Swarms, and you now have four total Scute Swarms. You play Ramunap Excavator and proceed to play / crack Fabled passage two more times, meaning your total number of Scute Swarms will go from 4 to 8 to 16 to 32 to 64. Here's the scryfall link, which has a good explanation of the rules text: Scryfall

Ancient Greenwarden looks like a boss, I'm just not sure what to cut for him yet.

Titania, Protector of Argoth was cut long ago before I had all the fetches (and prior to Prismatic Vista and Fabled Passage), so perhaps it's time to give her another shot. Spots are a little tight in this deck though, and currently, I'm looking for more cheap draw.

Suuuuuuuuuper smart call on the Snow-Covered Forests, I should do that immediately.

I haven't ran into the Bane / Concordant issue yet, though I'm sure it'll feel bad when I do. G-wave isn't often something I use as a win con, rather, more of a value piece. With the number of tutors I'm running, Craterhoof Behemoth is my win 90% of the time.

Profet93 on Damage with norin :D

2 months ago
Ok first of all, +1. I like this deck. Relatively low to the ground for Norin, has a general sense of purpose (dealing damage). I have a several comments and suggestions...

Fanatic of Mogis - I've found him to be lackluster, what has your experience been with it, do you usually have enough devotion to make him meaningful?

Pia and Kiran Nalaar - Similar to above, but I see you have another theme of tokens and damage dealing ETB enchantments/cards. I just find the activated ability to expensive and slow. I would always rather play something from my hand.

Deflecting Swat - Such an amazing card, but if only Norin could stay. What has your experience been with it in Norin, I'm very tempted to slot one in.

Sculpting Steel - Same question as above?

What is your meta comprised of, power level?

Darksteel Citadel - What is the purpose of this, stealing an artifact with confusion?

Roiling Vortex - Meta call?

Cloudstone Curio - Experience with this card, ups and downs?

It feels you suffer from red's lack of card draw, to be addressed in suggestions below. You have virtual card advantage through looting, but little card advantage aside from wheels and a little others.

Tome of Legends - Best card for Norin ever printed. Don't sleep on this

Endless Atlas - Almost as good as above

Hedron Archive/Mind Stone - Ramp when you need it, card draw when you don't

Mind's Eye/Memory Jar - Top of the curve for draw but can help you out when you need then late game. Mind's eye is especially fun with wheels and Honor-Worn Shaku, as you use shaku + norin and mind's eye to draw during each opponents draw step.

Blast Zone - Speaking of red's weakness, this can work as enchantment removal.

I think you should cut some of the less impactful non basics and add more basics. This will fuel valakut and will help you with extraplanar lens - which itself is a very risky card.

A cool combo (not a serious suggestion but funny to note) is Ugin, the Ineffable + Top + Experimental Frenzy = Draw your whole deck. Each piece is good on it's own (maybe even frenzy in this deck given your lack of card draw?) and Ugin works as both card draw and enchantment removal.

Heat Shimmer + Dualcaster = Infinite Hasty Dualcasters, each piece is good on it's own. There are 1-2 other cards that work with dualcaster as well but escape me at the moment.

Light Up the Stage - With all your damage dealing, this is easy to cast, works well with top too, allowing you to knowingly be able to cast a card rather than risk it in exile.

Ignite the Future - Similar to above but flashback payoff has won me games.

Curse of Opulence - Ramp and politics. I recently had 2 games in a row in a 3 man pod where me and opponent #2 both cast this on opponent #3 on Turn 1. Very fun

Outpost Siege - Draw when you need it, damage when you don't, primarily used for draw in my experience

Profet93 on Azusa, Lost but Woke

2 months ago

Beebles

Thank you for your detailed response, it is much apprecaited as always. There are only 2 themes, land and power, Eldrazi used to be a theme. The 2x Kozilek's are to refill my hand once I drop all my lands, the ulamog is there for removal. My main goal in this deck is to get azusa out on T3, T2 if I get some ramp. Then use one of the many land tutors to search for either kozilek to refill my hand.

The sprinkle of going wide I recently tried to add as it fueled cradle but you are right, going wide doesn't work well. Its very hit or miss, 60% miss. I think by taking out going wide, and perhaps maybe Ulamog (I still need 2x Kozilek's for card draw, badly). Yes, I don't run a lot of interaction myself, I use the excuse of being green and hoping my opponents will kill each other. Not the best strategy, but a fun one.

Zendikar Resurgent - It's been helpful, but I can cut it. Its one of those cards I pay 7 mana for and unless I use it the same turn, they blow it up or else things get out of hand too quickly.

Shamanic Revelation - Super hit or miss. When it works, it works, when it doesn't, it draws me one card. I should note its super fun with rude awakening, but yeah, it's my primary cut for sure.

MAYBE Regal Force - Only ever good with Avenger, Baloths and Titania as it does not synergize with field of the dead of even rude awakening sadly. I want your thoughts on this as it is one of my targets for tooth and nail. Tooth and nail usually goes Greenwarden + Ulvenwald --> Cradle/Deserted temple, bringing back T&N. Then next turn cast T&N to bring Avenger + Regal. Outside of that, it draws me maybe 1-3 cards otherwise. Idk if it's worth it or what to replace it with.

MAYBE Ulamog, the Ceaseless Hunger - I like him because I use him with Sanctum to find either Kozilek. But its 10 mana to exile 2 cards and eat a path to exile. Costs a lot?

Mind's Eye - I'm unsure about cutting this. With all of the wheels and card draw in my meta, this has saved me from many tight spots. If I were to cut it, I might replace it with a Memory Jar, or perhaps just add in memory jar in place of one of the above cards.

Boundless Realms - WAY too good to ignore. Landfall triggers with baloths, field of the dead triggers, thinning the deck and ramping. This card has been an allstar and even with my relatively low basic count, it still puts in work.

Lightning Greaves - So simple.....idk why I haven't thought of it? Let me give that some serious consideration. I'm pretty sure you're right. Plus its nice to have an additional haste outlet, whether its to swing with only 1 creature after G-waving my entire deck onto the field and they remove akromas, or to give whatever land came onto the battlefield haste from rude awakening.

Crashing Drawbridge - I would add concordant crossroads before I add this. I don't need too much haste, it's not so much aggro as is value.

Green Sun's Zenith - EVERYONE recommends this card to me, I feel like I should add it just for that reason. Finding only green creatures is what bothers me, but I can definitely see it's potential. I'm going to seriously consider this as I think you are right, similar to lightning greaves.

Dryad Arbor - The potential T1 ramp with GSZ does not outweight the fragility of the land as a creature and it's lack of haste. I've often found decks that use GSZ to get Arbor T1 often just boardwiped quickly in my experience, it has happened time and time again in my meta.

Finale of Devastation - The concept of more creature tutors is intriguing for sure. It also acts as a late game haste outlet/finisher which is nice to have. I like the flexibility of it. Again, needs serious consideration. Thank you for bringing this (and others) to my attention.

Ancient Greenwarden - With life from the loam, CoW, Ramunap, I wasn't sure if I needed more redundancy. However, I think you're right. It's second ability is nice with baloths, field, avenger so I'm excited to see how that works. I'm most probably adding this.

Nissa, Vastwood Seer - Already in the deck, a pet card of mine. Not that impactful, but lowkey and helpful enough to give you value without being a target :)

For the distinction of going tall vs wide, I agree, taller is better. I've considered Return of the Wildspeaker, still not sure. Let me think about it. Prowling serpopod is nice, but I try not to put in too many slots just to deal with one of the many colors which I may or may not deal with. I have boseju and cavern for anti blue, I feel it is usually enough. Azusa fills the spot of wayward, hence me not running exploration/burgeoning despite my relatively high land count. I already put most of my lands on the field, so I don't need more land drops, I just need more card draw, desperately. Kogla is cool, nice synergy with Azusa too. Seems like more of a beater that doesn't have synergy with the deck unlike Multani/Ulvenwald, so it doesn't seem right at the moment. Then again, I should add more interaction in the deck so I will see...

Your comments have been very thought provoking, I need time to process it.

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