Oath of Jace

Oath of Jace

Legendary Enchantment

When Oath of Jace enters the battlefield, draw three cards, then discard two cards.

At the beginning of your upkeep, scry X, where X is the number of planeswalkers you control.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Oath of Jace occurrence in decks from the last year

Latest Decks as Commander

Oath of Jace Discussion

i_HoRiZoN_i on Urza, Lord High Anxiolytic Addict

1 month ago

Oath of Jace remains as the last card to be swapped out.. However as of 19th March, I will require 4 more spots for sideboarded cards to be included.

Archaeosis on The prismatic bridge to friendship

2 months ago

Mana base: I see you're running a lot of modal lands, I'd recommend switching these out for basic lands or more named lands (Forest, Plains etc). The modal lands aren't searchable off of your ramp spells like Spoils of Victory or Farseek. I really like having a named land focus in Esika's mana base - shock lands ( Overgrown Tomb , Sacred Foundry etc.) should replace the snow dual lands if your budget allows for them. If not (understandable, shock lands for a 5 colour deck eat your wallet) then I'd play all 5 Triomes, and all 5 named lands that enter untapped if you control 2 or more basic lands ( Prairie Stream , Smoldering Marsh etc.) along with 2-4 of each basic land and some basic land ramp alongside your named land ramp such as Rampant Growth , Cultivate & Kodama's Reach . Land Tax is also a solid option if you run at least a couple of each basic land as it can colour fix you very early on so you can play The Prismatic Bridge asap. I know you're running counter increasers like Vorinclex, but I'd also remove the 2 counter based lands you have as well, without something like Vorinclex or Doubling Season out they're sub-optimal.

I'd take out the mana rocks you have in there, and replace them with more ramp sorceries like Three Visits , Ranger's Path , Skyshroud Claim , and Nature's Lore . Yes, they search specifically for Forests, but with enough named dual lands or Triomes they'll still allow you to search for the colour you need. If you didn't want to add in more ramp sorceries, low cmc legendary creatures that you can tap for mana via Esika's ability are viable (this would require you to have cards that allow you to bounce Esika back to hand ideally so you could cast her enchantment side when needed). Kinnan, Bonder Prodigy is an absolute beast in this deck, even if you whiff on his ability a lot being able to tap any legendary creature for 2 mana of any colour from turn 2 onwards is dummy strong. If you go down this route untap cards like Derevi, Empyrial Tactician , Dramatic Reversal , Samut, Voice of Dissent and Kiora's Follower can help to give you buckets of mana each turn.

Planeswalkers/counter generation: Unless you decide to add flicker/sac & reanimate/ability copyers, I'd cut Deepglow Skate as it's a one-time-only version of Doubling Season for the same mana cost. Pir, Imaginative Rascal is brilliant in this kind of deck as his ability a) increases both starting loyalty and uptick loyalty gain and b) stacks with Vorinclex & Doubling Season. Having Pir & either Doubling Season or Vorinclex out will turn a +1 uptick into +4, a starting loyalty count of 5 becomes 12. Inexorable Tide & Contagion Engine are worth considering too, I can understand not adding Tide as you're free-dropping a good chunk of your Planesalkers/creatures with The Prismatic Bridge rather than casting them, but Contagion Engine is non-targeted creature removal as well 2 instances of proliferate per turn (Pir & proliferate = happy Planeswalker noises). Estrid, the Masked , Oath of Jace & Sphere of Safety would be a good group of cards to add - Estrid allows you to untap any enchanted permanent, her second ability will let you enchant any permanent (not just creatures) and increase your enchantment count for Sphere of Safety, and her ult is one of your only ways of recurring enchantments should they get destroyed (this won't allow you to recur The Prismatic Bridge though). Oath of Jace is great for filtering through your topdeck during your upkeep to choose your Bridge targets. Kaya the Inexorable is incredible in a superfriends deck - with your counter generation you'll have no problem getting her ult off straight away, which will allow you to free cast any legendary card once a turn, so if people kill (or even exile) your Planeswalkers or important legendary cards like Vorinclex/Chain Veil etc. you can always get them back. She also has removal, and recursion for your creatures. Samut, the Tested . Samut, the Tested . Samut, the Tested . For the love of all that is holy, play Samut because dropping her with Doubling Season or Vorinclex out can end games there and then. I have a combo in my Esika deck that will guarantee you first place unless Samut gets countered on the stack. Lithoform Engine , Strionic Resonator & Rings of Brighthearth will help you capitalize on important abilities like Planeswalker ults, The Prismatic Bridge and proliferate. Getting off an emblem and then going Lithoform Engine > Rings of Brighthearth to get 3 of those emblems instead of one is pretty explosive.

Creatures: Captain Sisay would work quite well here as she can search any legendary card in your deck which is invaluable in Esika and isn't as pricey/colour dependant as Sisay, Weatherlight Captain (I'm not saying cut her, but 2 Sisays are better than one). Kodama of the East Tree will let you chuck out Planeswalkers like nobody's business, The Prismatic Bridge now doubles its usefulness per turn. Varragoth, Bloodsky Sire is a great tutor in Esika as he's cheap, he can swing without tapping due to Esika giving him Vigilance, search something using his boast ability and put it on top of your library (something something Prismatic Bridge shenanigans) and then tap for mana in your 2nd main phase.

I hope what I've said helps, I love building Superfriends and all the whacky stuff you can do with it

RinceRaven on Brago

3 months ago

Made some changes to the draft. It needs a couple more cuts and maybe even more changes but I thought I'd leave it here for now.

In: Cast Out, Oblivion Ring, Journey to Nowhere, Reshape, Oath of Jace, Whir of Invention, Teferi, Mage of Zhalfir, Meteorite, and some counterspells.

Out:

Augury Owl, Aether Tunnel, Aqueous Form, Vapor Snag, Whirler Rogue, Prison Realm, Hedron Archive, Archaeomancer, Drannith Magistrate, Kor Cartographer, Mnemonic Wall, Unwind, Momentary Blink, Ghostly Prison, Disdainful Stroke,

note: some of these are good cards and maybe should be put back in. I tried to focus on the combo and decided to cut some more basic synergy pieces that might deserve their places back.

Epidilius on Esper Superfriends

9 months ago

The issue with the oaths are that they are almost all win more cards. They don't do a whole lot without me having a planeswalker presence, and since a planeswalker presence is how I win they don't do much when I have it.

My list runs multiple Oath of Kayas for aggro and burn. Playing one can represent 6+ life easily. The legendary rider isn't that big of a deal, I will play a second one to kill creatures.

Oath of Liliana is a 3 mana "kill your opponent's worst creature". Murderous Rider is a better effect at 3 mana, and Fatal Push is even better (if conditional). The zombies are nice (assuming I do get the one per turn), if a little win more.

Oath of Jace is a 3 mana draw 3 with conditional upside. Yes, the condition is usually on, but if I do this on curve I spend T3 doing nothing, and since I have no shuffle effects it can easily read "draw 3 skip 2 draw steps". If I wait until later in the game when I already have control of the board, well, I'm already winning and this won't really help me win faster.

Oath of Teferi is a 5 mana play that makes my walkers better. It's just that when this card is good I am already winning. If I play this when I have 3+ walkers on the field, well, it is at least turn 6, I have 3 planeswalkers, and the fact it is turn 6 with 3 walkers means I have board control and I'm already winning. Being able to produce more tokens or draw more cards is great, but this is as close to win more as you can get.

Almost every game I've won has been to a concession. I get control of the board, cast an Elspeth, Sun's Champion, and my opponent concedes. So playing these cards doesn't even mean I win faster.

I play a few of them in EDH, but here I don't think they are good enough (minus Kaya's).

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