Memory Jar

Memory Jar


, 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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Memory Jar Discussion

king-saproling on He Really is a Genius

1 day ago

You might like these: Bone Miser, Avaricious Dragon, Bag of Holding, Endless Whispers, Pain Magnification, Memory Jar, Anvil of Bogardan, Ruby Leech, Andradite Leech, Steel Golem, Rust Elemental, Xathrid Demon, Vibrating Sphere, Colfenor's Plans

Also heads up Treacherous Blessing will get sacked as soon as you target it with Blim, but maybe you intend for that to happen? 3 cards for 3 is decent value after all.

Heliogabale on First attempt BW

5 days ago

I am only saying this because you mentioned this is your first Commander deck: going down the infinite combo route and playing this many tutors will result in very similar games for you. If consistency is your focus that can be a good thing, but if it is your only deck it can get repetitive fast.

I would lose some single effect cards like Hymn to Tourach or Lapse of Certainty and select cards with recurring effects like Court of Ambition and Liliana's Caress.

Fate Unraveler is a walking Underwold Dreams. Rackling is a living version of The Rack.

In most cases, Memory Jar makes all your opponents draw 7 and discard 7 cards when you trigger it. That can be a win for you with the right setup.. I second Bloodchief Ascension as mentioned above, with or without Mindcrank.

Consider adding either Teferi's Protection or Flawless Maneuver. You may want to Invest some space for spot removal like Vindicate and Anguished Unmaking or Despark. As for mass removal, you may find Winds of Abandon more satisfying than Fumigate if you have a board.

Try Children of Korlis with Necropotence and your Commander or Enduring Renewal.You can add recursion that fits your mechanic with Luminous Broodmoth.

Finally, I think you would like Sangromancer. I do.

Hope you find something useful, welcome to the Commander format!

LitchOubliette on Commander Staples Cube

1 month ago

Changelog (22/11/2020)








Mana Fixing

jaymc1130 on Opposition Agent needs a preemptive …

2 months ago


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

2 months 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]

2 months 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.

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