Yixlid Jailer

Yixlid Jailer

Creature — Zombie Wizard

Cards in graveyards lose all abilities.

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Set Rarity
Future Sight (FUT) Uncommon
Promo Set (000) Uncommon

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Legality

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

Latest Decks as Commander

Yixlid Jailer Discussion

MechanicalError on Mono-B Zombicars Rising

1 week ago

I like the deck but what are the fetches there for? There’s only black. And why Yixlid Jailer it turns off your own cards, why not Leyline of the Void for only Graveyard hate for your opponent? I don’t know if Blood Artist is the best fit, since you are a more aggressive deck with a combo finish. How does this deck use Cryptbreaker? just for the tap& draw? Because you don’t have much reanimation to reliably discard.

Also, off topic but the link didn’t work, if you are able can you resend it?

Snowmen1 on Undying Retribution

1 month ago

Ok, as an update to this deck, I have played just over 50 matches with this deck between mostly online on cockatrice and in paper with friends. I am at a win-rate of about 27-11 against tried and true meta decks. when accounting for what I would call "jank" or otherwise just unproven, I am at 35-14. I have played against such decks as: Humans, Hardened Scales, Gruul Midrange, Yorion Flicker (pre and post ban), Eldrazi Tron, Green Tron, UW Control, Death Shadow (Mono-Black, Grixis, Jund, and Sultai), Burn, Prowess (Red and Izzet), Devoted Druid Combo, Spirits (UW and bant), Storm (though I need more testing here), Combo Goblins, Dredge (though I need more testing) and Titanshift.

Though I mostly see players that can see the interactions of the deck, it is quite a unique and unorthodox deck, and reasonably good players have made misplays- especially in seeing the interactions with Retribution of the Ancients as well as just seeing the mutate mechanic. I Also made changes to the deck over this testing period, though minor, in order to aid the deck is hard matchups as I identify them. I also have made misplays myself as I learned the ins and outs of the deck (and obviously still continue to do so). I also played most of my games with random people on cockatrice, which I have heard plenty of things about people not being good players on cockatrice, even though I would not say that is necessarily true. For these reasons and more, I would definitely take these results with a grain of salt and accept that there is a margin of error here (For better or for worse), but I think it is still great to learn from the testing that I have done over the past few weeks.

I have some findings to share here about these games:

  • This deck has a huge capacity to grind. Obviously turning your two-for-ones into like four-for-ones is good when the plan works, but just fighting with your opponent over getting the engine assembled while swinging in depletes them while bolstering the deck in most situations. As one of many examples, I managed to beat sultai-reclamation by getting the opponent to draw their deck out. I did this by pressuring their life-total while holding down Uro, Titan of Nature's Wrath, forcing bad cryptic plays by attacking, and just forcing bad lines. Though I did not count this in my win/loss because the opponent left after game one (which was like forty minutes) and I would consider the deck to be "jank" after the recent banning, I can confirm that the deck was close to meta because I saw all but seven of the cards the opponent was playing (which were in hand). point is though that the deck can grind HARD.

  • I find that against really fast decks like Prowess and Burn, you find yourself in a spot where you have to try to stabilize, and even end up getting outgrinded because of the constant pressure and considerations that have to be made on your life total which lead to sub-optimal lines. Though I had a decent amount of wins as well as losses in these matchups, I decided to add Life Goes On to the sideboard, which has really helped to improve the chances of winning here. I chose specifically Life Goes On because gaining eight life is particularly potent and almost always going to be active in this deck. This card also plays well in the deck because you will find a lot that the deck is practically built to leave up one untapped land for Retribution of the Ancients activations or casting Village Rites, which just makes having this card extra flexible, letting you play the lines you want to even if your life total is pressured (at least with the play-style I typically opt for when playing the deck).

  • I almost always side out Eldritch Evolution games two and three. I have pretty much relegated the use of this card to only being used for having the ability to combo more often and give flexibility for the given matchup I see in game one. The only toolbox stuff that I keep this card in for is against decks like storm and dredge really (though there may be other matchups where I need this that I haven't identified yet), where I will not only be able to essentially have additional copies of say Yixlid Jailer, but also be able to get a Lurrus of the Dream-Den to loop Nihil Spellbomb or Scavenging Ooze. The other toolbox card that I have for Eldritch Evolution is Phyrexian Revoker, but more often than not I would not have these two cards in the deck at the same time because this card has really only been used to deal with opposing Scavenging Oozes, even though I would still sideboard this card in as a toolbox card against say an opposing yawgmoth deck if that's something I'll ever see. For the most part though, opt for the play-to-the-board tempo/aggro plan when you can.

  • In matchups where I see discard spells, Unearth has been an absolute powerhouse. In the past, I would sideboard this card out no matter what to avoid being hit by graveyard hate as hard as this deck can be, but I found that you REALLY want this against discard spells and one-for-one removal decks just because it adds so much artificial redundancy. For what it is worth, cycling also helps dig too.

  • I found that I almost always side in Gemrazer. The mix between being able to interact and put on pressure is uncanny. I usually just side this card in as a hedge against graveyard hate, but there are so many random situations where you would want to have this card regardless of if you have a target for it or not (I'll list of a few random situations I found against various decks).

Places that I side in Gemrazer for: Show

In general, I would say that I love the deck and it is very fun when you can choose between playing a quick aggro game and a slow and methodical approach to playing. As I eluded to in the beginning of this post with saying I have played the deck in paper, I now have a completed build (minus the Verdant Catacombs)!

rdean14 on Card creation challenge

4 months ago

Rain of Knowledge

Instant

Draw X cards, where X is 1 plus the number of charge counters on it.

Return a land to your hand: Put two charge counters on Rain of Knowledge. You may choose a new target for it. Any player may play this ability but only if Rain of Knowledge is on the stack.


So, yesterday, I posed this challenge to no reply, so I'll repost it.

Can I get a hatebear not in white, not like Gaddock Teeg or Lavinia, Azorius Renegade, but no white, like

Also not like a Magus of Stasis-type deal or Magus of the Moon, but like Yixlid Jailer, Melira, Sylvok Outcast, Vexing Shusher (kinda?), Stigma Lasher, Eidolon of the Great Revel, Ash Zealot, Tunnel Ignus, Harsh Mentor, and Immolation Shaman.

rdean14 on Card creation challenge

4 months ago

Mzuzi the Unlucky

Legendary Planeswalker - Mzuzi

Spells your opponents cast that target you or permanents or spells you control cost less to cast.

+2: Each opponent creates a 3/3 green Beast creature token. During each opponent's next turn, creatures that player controls attack Mzuzi the Unlucky if able.

+2: Target opponent gains control of Mzuzi the Unlucky.

-9: You get an emblem with "If you have cards in your graveyard, you can't lose the game." and "As long as you have 0 or less life, whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard."

3


The static is based on Accursed Witch  Flip, the first +2 is based on Gideon Jura/goad as a mechanic, and other +2 is based on Harmless Offering as well as Gilded Drake-type effects. The ultimate is a mix of Worship, Phyrexian Unlife, and Lich's Mastery.

I couldn't really think of a green aspect, so I just gave everyone some beasts to attack Mzuzi with.


Can a hatebear not in white, not like Gaddock Teeg or Lavinia, Azorius Renegade, but no white, like

Also not like a Magus of Stasis-type deal or Magus of the Moon, but like Collector Ouphe (I'm aware is't Null Rod), Yixlid Jailer, Melira, Sylvok Outcast, Vexing Shusher (kinda?), Stigma Lasher, Eidolon of the Great Revel, Ash Zealot, Tunnel Ignus, Harsh Mentor, and Immolation Shaman.

JoshFox on Jund Shadow

11 months ago

Took TDS to the a tournament for the first time, SCG Regionals Minneapolis. I finished 4-2 before dropping to meet a prior engagement.

M1 lost to Dredge in 3. Took out discard and brought in everything I could think of with the big piece being Yixlid Jailer . I had a good chance to win game 3 but just couldn't find a threat.

M2 lost to Ad Naus in 3. Took out removal and brought in more discard. I had a good chance to win game 3 but he top decked the combo the turn before I would have won.

M3 bye. Thank you.

M4 beat Burn in 3. I won game 1 with one big swing taking from 20 to 0 with double Death's Shadow . And then I eked out a close game 3. Collective Brutality was of course the all-star.

M5 beat Devoted Druid in 3. I boarded out all discard and in all removal. It was money and I took a hard fought game 2 and 3.

M6 beat UR Kiki Moon in 3. I stomped him game 1 and never figured out what he was even playing. Game 2 he beat me with the combo, and then in game 3 I had the play and understood his plan so was able to navigate to victory. This was the least boarding I did just bringing in Veil of Summer and Plague Engineer .

Overall the deck felt great. You feel like a filthy casual swinging for 20 with double Shadow or TBR, and you look like a pro with all of the card draw, tutoring, and clutch decisions.

SideBae on Ob Nixilis, unshackled

1 year ago

Hello! So a lot of my suggestions will depend on budget/card access; since I don't know what yours is, I'll just leave all of the suggestions I think of. Feel free to ignore me.

The first thing I think of when I think of a 'demon' deck is Shadowborn Apostle . With a critical mass of these lil' buggers, you can just tutor out whichever demon is good for any given situation. Pair them with Thrumming Stone for instant fun. To take that strategy a little farther, you might consider running Shirei, Shizo's Caretaker as your general. I know he's not a demon, but his synergy with the Shadowborn Apostle s makes him an honorary demon, as far as I am concerned.

Ramp is a premium in EDH. I notice you have a few rocks already in your deck; however, I think there're better ones you can run. In general, two-mana mana-rocks are going to be a lot better than three-mana mana-rocks, if only because once you're at three mana you typically want to be doing more than just ramping. I like your Jet Medallion ; consider Thought Vessel , Mind Stone , Charcoal Diamond , Coldsteel Heart , Prismatic Lens , Mana Vault , Mox Diamond and Mana Crypt . With as many artifacts as you have, Mox Opal is usually going to be online, too.

Land-wise, I must confess confusion as to why you're running Command Tower . If I am not missing something, it's a Swamp that dies to Wasteland , Back to Basics , Blood Moon , Magus of the Moon , Ruination , Dust Bowl and friends. I think you should replace it with a basic Swamp . Temple of the False God is a land I have mixed feelings about, as it isn't exactly the sort of land you want to see in your opening seven; that being said, it can be powerful late-game. Consider Ancient Tomb , as (since it was reprinted recently) it is at a relatively low price, and it can cast two-mana mana-rocks on turn one. Additionally, in mono-black, Cabal Coffers and Cabal Stronghold are very powerful mana sources. Pairing them with Deserted Temple works pretty well, too. Consider Lake of the Dead , Shizo, Death's Storehouse and Phyrexian Tower as good utility-lands. Also, you could probably use two to four more lands in your list. Twenty-eight is pretty much were I tend to bottom out on land-count, at that's when I'm running all the zero-mana mana-rocks.

Card-draw, card-selection and tutoring are all also very important in EDH. Demonic Tutor and Vampiric Tutor are the gold-standard for tutors, though their prices tend to make them rather inaccessible. Scheming Symmetry is a good tutor if your general is out; similarly, Maralen of the Mornsong seems... worth trying. Presumably, someone is going to take thirteen and kill her, but she's probably pretty good anyway. Diabolic Tutor , which I see you run, is a good option; Dark Petition , Mastermind's Acquisition and Beseech the Queen also come to mind. In the vein of card-draw, consider Night's Whisper , Ambition's Cost , Read the Bones , Phyrexian Arena , Twilight Prophet , Staff of Nin , Ancient Craving , Sign in Blood , Necropotence , Harvester of Souls , Null Profusion , Succumb to Temptation and friends. Graveborn Muse is good even as just a second Phyrexian Arena if you only have one zombie out. If you pair Waste Not with Words of Waste , you can also generate card-advantage. Almost as good as card-draw is preventing your opponents from drawing cards -- unfortunately, in mono-black this is pretty much just Chains of Mephistopheles , which costs about as much as a used kidney these days. Usually I'd suggest Narset, Parter of Veils or Spirit of the Labyrinth .

In terms of removal, you typically don't want to settle for one-for-ones. In EDH, you're generally facing three opponents, which means you're facing three times the number of creatures/threats that you would be facing in a one-v-one. So trading a card for just one creature is often times just not enough. I don't think Ob Nixilis's Cruelty or Unholy Hunger are very good, for that reason. You may have more luck with Ashes to Ashes , Toxic Deluge , Damnation and the like... perhaps even Hex , though keep in mind you'd need six targets on the field to even cast it. Decree of Pain , Overwhelming Forces , Mutilate and Rain of Daggers are also worth considering. Black also has access to some fun pox-style cards. Innocent Blood , Barter in Blood , Liliana's Triumph or Smallpox can all be powerful in the early-game, if you're ramping with artifacts and don't have any important creatures out yet. Similarly, I should mention Pox itself -- this is easily one of the most brutal cards to resolve in EDH, right behind Ravages of War , Armageddon and Cataclysm . I haven't had much luck with it, but depending on your meta Pox may be a powerhouse.

In the Stax/Pox vein, you might consider Night of Souls' Betrayal . Doing away with some of your X/1s would make this a powerhouse, and it is an insta-kill against elf- or goblin-decks. In the right meta, Yixlid Jailer is good; though bear in mind it's a straight nonbo with Night of Souls' Betrayal .

I see you're running Leyline of the Void . Consider pairing it with Helm of Obedience . If you activate Helm of Obedience targeting an opponent while Leyline of the Void is out, the mill from the helm will be replaced with exiling the card. Thus, Helm of Obedience just makes the opponent keep trying to put the top card of their deck into their graveyard and keep exiling it instead. This results in exiling your opponent's library, and leaving Helm of Obedience tapped on the field. This combo only takes out one opponent at a time, is sure to draw a lot of hate, and requires several tutors to make it consistent, but I figured you might be interested in it. If you're good at politics (I'm not), it can be a pretty powerful A-Bomb.

In mono-black, you should consider a reanimator package. Buried Alive or Entomb combined with Animate Dead , Reanimate , Necromancy , Victimize , Dance of the Dead or even Exhume can get a fatty on the table real fast. Entomb -ing Lord of the Void turn one and Reanimate -ing him turn two (or even turn one, if you run Dark Ritual or Lotus Petal ) seems pretty good to me. Whip of Erebos is also a form of permanent-based reanimation, which has the added bonus of gaining you life.

If you're having trouble killing opponents, consider Helm of the Host . This'll add a new threat to the board every turn, provided you can keep one on the table. Bloodchief Ascension also puts down one hell of a clock. Doom Whisperer , Herald of Anguish , Carnifex Demon and Desecration Demon are all additional demons to consider.

Finally, in terms of what to cut: Start by looking for inefficient cards or over-redundant/unnecessary/underwhelming effects. Keep an eye on those cards when you play, and if you're often seeing them, wishing you could just discard them and draw another card, that's a card you should cut. It might be a baller effect, but if the cost is too high or the effect to narrow, it isn't worth running.

Good luck, man!

Snowmen1 on Mono Green Stompy Modern

1 year ago

I feel that stompy is pretty viable in modern. Before it was a deck that played big creatures and hoped to see no removal spells, but now I feel like it is able to interract with your opponent more and has countermeasures to deal with removal. I think this makes stompy A viable and B a lot of fun to play. I have a list made in paper now and play it at times more than my other decks. Some things I have to say about the deck:

1) you want 4 Hexdrinker like Scavenging Ooze or Treetop Village , if you stick it after the dust settles they can secure/close out games. At worse it is a cool 2/1, but if you think about it, having it increases the amount of power in your deck. It means you have another card like Steel Leaf Champion on the top of your curve if you treat it like a 4 drop. Very good card.

2) I actually am running a list that is green and splashes black. While doing this takes away from the advantages of being mono green and only needing basic forests, splashing black allows you to side Assassin's Trophy , Thoughtseize , and Yixlid Jailer . This not only gives you more creatures in the 75 to attack with, but it leaves you with an easy catch all to deal with that one threat you need to get out of the way, and multiple cards to sideboard against tron: Collector Ouphe , Assassin's Trophy , Thoughtseize , and Damping Sphere . Having black allows you to be more versetile in interraction, and it helps that you have the horizon land: Nurturing Peatland to help with your splash.

3) Id take out Groundbreaker and Dryad Militant in favor of Scavenging Ooze and some evolve creatures. While groundbreaker allows for some reach, scavenging ooze can pump your avatar and close out games on its own in a later-game board state. It can also stabalize you against graveyard decks and aggressive decks. additionally, like Hexdrinker , scooze can represent more power than int manacost would normally allow, making your deck more potent. Evolve creatures are also really good because they grow beyond what their manacost would usually allow, they have built in upsides such as trample or protection, and they pump your avatar.

Anyways, thats all I have to say right now about your list. I will have my own list posted pretty soon since I now play the deck I guess. Hope this helped you.

clayperce on Serious Hogaak (Retired)

1 year ago

UnderworldFiend,
Yeah, those certainly seem like reasonable choices. The deck is very weak though to Creature-based hate cards (e.g., Harsh Mentor , Goblin Cratermaker , and Yixlid Jailer ) and Creature-based Combo (e.g., anything with Devoted Druid ), so I definitely like some sort of removal there.

Thanks!

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