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Jaya Ballard Mono Red Control EDH

Commander / EDH Artifact Burn Control Mono-Red

Flux27


Description

Jaya Ballard Control

Work in Progress - To be added, wincons, game plan, artifacts, enchantments, instants, sorceries, lands, planeswalkers, categorize cards. Card considerations that have been tried and cut. (Will add the explanations I have in the comments already that people have asked about here.)

Overview

The Commander

Jaya Ballard, Task Mage

  • The commander herself that the deck is built to utilize. She allows all the cards in your deck to have 4 modes, pyroblast a permanent, Incinerate anything, Inferno the board and players for 6 or just cast the card. Most of the time you will use pyroblast for a rhystic study or something small that keeps opponents card advantage even with yourself. Incinerate is not used too much but is quite useful and even more so when you have a basilisk collar on her. Finally, dealing 6 to everything and everyone is huge. Unfortunately she hits herself with this ability. Using Protection from Red or Indestructible we avoid this, when we cannot, giving her lifelink will give you a huge amount of life.

  • Generally she is not a general that is cast early on, blue mages are always countering her but eventually will need her for the board wipe. Her abilities allow you to have a huge bargaining chip, you can wipe a board, kill pesky permanents or help out people as needed. Now we can't use the ability too much as it does cost you a card each time. Wheels and cards that return to hand help with this. Her strength comes from utility and the ability to help others when it suits you. Use that to your advantage.

Creatures

Anger

  • Easy to discard to looting or your commander to give your creatures haste. Most important part is usually the commander will have haste at a later time which can let you board wipe easily as needed. Fairly self explanatory card as this deck lets it hit the grave easier than most red decks.

Deal Broker

  • Great looter as it draws then discards. Low cost early play or can be used to switch with artifacts in the grave for a low cost. This card comes in and out a bunch but usually ends up back in.

Dire Fleet Daredevil

  • A new card I am trying out, so far has been quite good despite the anti synergy with Torpor Orb. At worst if that is in play you just loot it or use it with Jaya. Its upside is too large to ignore though.

Goblin Welder

  • One of the most powerful creatures in the deck, it offers a ton of utility with both your grave and your opponents. Bringing back swords, card draw, or gravehate, it gets back whatever you need at the time. Try not playing it too early as you usually only get 1-2 uses out of it.

Godo, Bandit Warlord

  • Red Stoneforge Mystic, it grabs what you need when you need it. Batterskull for a body and lifelink, Basilisk Collar for a threatening commander or lifegain, or either sword which are always useful. He also is one of the easier ways to do some burst damage to opponents. Just him and Batterskull is 14 damage alone.

Hoarding Dragon

  • Artifact tutor stapled to a 4/4 flying body at a reasonable cost. The card is good when it dies but with exile becoming more and more common this card is very close to being cut. Just grab things that aren't too powerful with it but can get you more powerful turns. Expedition map is a good example.

Jaya Ballard, Task Mage

  • The commander herself I have already gone through in the commander section.

Karn, Silver Golem

  • One of my favourite recent additions. The card is incredible, it gives you chump blockers, attackers to close out a game and another way to hit opponents artifacts during a board wipe or make equipment useless. Be careful of clones or it being stolen as it is just as powerful against you as when you use it yourself.

Kozilek, Butcher of Truth

  • Another new addition, I have begun trying new ways to close out games. My group is a bit slower and more value oriented so this card would be cut quickly in a faster group as it is a redundant finisher that draws cards. Everyone knows how powerful the OG titans are not much more to say on it.

Kozilek, the Great Distortion

  • A card I will never cut. It protects itself, closes games out, has evasion, draws cards and is one of my top end cards of choice. The double colourless is fairly easy to hit and this card is terrifying to face as you don't know what will resolve any more

Kumano, Master Yamabushi

  • Grave hate, removal, finisher and mana dump. It is another card that could be cut in a much faster meta, but is good most of the time. It has impressed me more than once and stays. It fills your mid game needs and is a great card to draw late in the game while having a size-able body.

Magus of the Moon

  • A much easier to remove Blood Moon, the effect is very potent and is easy for you to remove as well to make allies or unlock your large suite of utility lands. Discard to Jaya often in a more casual environment where your opponents might not even have fun if they are newer to the game. This card can be backbreaking to some decks and worth losing your utility lands. Generally punished more polished mana bases.

Skarrgan Firebird

  • I like keeping one Squee/Phoenix effect in the deck. I started around guildpact so I chose this one for nostalgia reasons as well as its massive body in the air and low cost to return to hand. Another notable one to try is Original Squee, Goblin Nabobfoil icon or Magma Phoenix preference being the utility of the Phoenix.

Solemn Simulacrum

  • Ramp, Draw, is an artifact, and chump blocks. This is everything this deck wants and red needs. Everyone knows the power of the sad robot but he does extra work in this deck as every mode on him are what we want.

Steel Hellkite

  • A very powerful finisher or midrange card with evasion that is another artifact to recur. This card always feels weak until you realize it always gets removed because people are so afraid of what it can do, not what it has done. I do not often connect with it but whenever I do it gets rid of things red struggles with. The card is only as powerful as your opponents give it credit. I don't know how much I like this card, it is a love/hate card for me.

Stuffy Doll

  • A slow card that leads to interesting board states and rattle snakes one opponent while giving you political power to get damage on someone who had bunkered up in a pillowfort. It can easily kill one opponent and rarely is a bad draw as it offers so much protection.

Brown Town

Akroma's Memorial

  • One of the higher cost cards that protects your board from your own board wipes, as well as Jaya from herself. It remains in because I have a soft place for it, but can be too slow sometimes. Other times it's game breaking for you to have. Much stronger if you go more creature heavy.

Basilisk Collar

  • The cheapest equipment in the deck, it gives you a ton of life when paired with Jaya and her final mode. It also turns her into a removal stick.

Batterskull

  • A resilient blocker, attacker and lifegain tool all rolled into one. A slow card but it will keep you in the game until you fully stabilize or will protect your walkers. Treat it as a creature more than an equipment because that's where it really shines. In a pinch though, it will gain you a ton of life as a very slow basilisk collar replacement.

Caged Sun

  • Our first mana doubler, feel free to just run them out as they can be recurred and there are multiple copies. It ramps you very far in this basic heavy deck and sets you up to play your large haymakers.

Coercive Portal

  • This card revolves around how you play with it, if you set yourself up for minimal loss it can draw you a ton of cards. Sometimes it cuts off early aggression as in a 4 player game you need only one person to agree with you to draw a card but still threatens to wipe. It prevents others from over extending too fast with the constant threat. Realistically it just draws but sometimes everyone needs a board wipe but one person, its a fun multiplayer tool overall.

Commander's Sphere

  • Cheap ramp that can draw you a card instantly with no cost. It is quite powerful as you sometimes need that one extra card to discard to Jaya after your hand has been emptied.

Crucible of Worlds

  • We run every fetch available as well as sac lands for value. It lets you hit every land drop and recur Valakut and other utility lands with ease. One of the strongest cards in the deck.

Expedition Map

  • Simple land tutor on a cheap artifact, everything this deck wants. The deck is full of utility lands that are always worth getting. It also gives a shuffle if you have Scroll Rack or Top.

Gauntlet of Might

  • Our second mana doubler, this one effects opponents too so be careful. Notably this one doesn't care about basics like Gauntlet of Power.

Journeyer's Kite

  • This switches with Thaumatic Compass   often, but I find you do not need the Maze of Ith effect as much as land drops past your 7th land. It continually fuels the Commander and Valakut while also letting you hit each land drop that is very important to this deck.

Lightning Greaves

  • Protection and haste on a cheap artifact, self explanatory card. I prefer the low equip cost over hexproof from Swiftfoot Boots as this deck doesn't target it's own creatures very often.

Memory Jar

  • A temporary wheel that can be activated at any time. Being attached to an artifact makes it even more useful but having full mana when you crack it is what makes the card so strong. In niche situations you can use it to interrupt a combo players turn.

Mind Stone

  • A fast mana rock that replaces itself eventually. Simple and easy.

Mind's Eye

  • The slowest card draw engine the deck has, I like and hate it at the same time. It can draw a ton of cards but the speed and mana cost to do so is huge. Up to you to use it or not but I find the investment is usually worth it.

Rings of Brighthearth

  • Apart from the commander the deck is full of activated abilities, planeswalkers, artifacts and lands. Very versatile card and another one of the strongest cards in the deck.

Scroll Rack

  • It is only good if you have enough shuffle effects to draw new hands. If the deck doesn't have enough of them this can be an easy cut.

If you like the deck feel free to upvote or not, I'm not your parents.

+1

Inspired by Weebo's List and Primer and made my own version

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Date added 1 year
Last updated 3 hours
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.92
Tokens 0/0 Germ, Daretti, 1/1 Elemental, 0/1 Kobold
Folders Uncategorized, edh, EDH, Stuff to constider, Deck Ideas, Other's EDH Decks
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