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Jhoira has been written off ever since paradox engine has been banned, and seemingly almost forgotten by those who used to play her. While she may not be able to storm off as easily as she used to, her potential to do so still remains one of the highest in cEDH.

This list will focus mainly on getting Jhoira down as early as possible, then, using her triggered ability, try to churn through our deck as quickly as possible to find our combo pieces
In the early game we want to get Jhoira out turn 3 or earlier. For this reason we run just about fast mana and 2 drop artifact piece we can. The worst case scenario we should aim for is a land turn one, a second land turn two, into a 2 mana artifact, to a turn 3 Jhoira. Of course any way to get her down earlier is highly benificial to our gameplan.
This is where most of our wins will show up. During this time we want find a combo as quickly as possible, while possibly keeping our opponents down with key stax pieces. While it is possible to combo off as early as turn 2 in this deck, most games will take a fair bit more effort than that, especially when Jhoira isnt the fastest deck at the table. we should be ready and able to pivot into a more staxy role given the need. As well, we will want to hold up interaction as best we can when attempting to combo off due to the lack of resiliency some of our combos will have.
This deck as a plethora of different combos to choose from, many overlapping due to the nature of artifact synergies. Any combo that draws our entire deck can then use any of the winning combos to win the game, or simply cast Thassa's Oracle.
Dramatic Reversal+Isochron Scepter

Otherwise known as "IsoRev" this combo is probably the easiest to accomplish, as its a very common win condition. The idea is to just have a few non-land permanents able to produce 3 or more mana, play Isochron Scepter, imprinting Dramatic Reversal onto it, then using isochron's effect to infinitely untap all nonland permanents.

Basalt Monolith+Rings of Brighthearth

This combo needs 5 mana altogether to get off the ground. First you tap Basalt Monolith, creating 3 colorless mana, then using that mana, activate it's ability to untap itself. While this effect is on the stack you will activate Rings' effect to copy the untap ability, then let the copy resolve, untapping Monolith. Before letting the other untap effect resolve, tap Monolith floating 3 colorless. Then let the untap trigger resolve. Rinse and repeat until you have an abstractly large amount of mana.

Power Artifact+Basalt Monolith or Grim Monolith

This combo works similarly to the last one. Have either Grim Monolith or Basalt Monolith on field, then cast Power artifact, enchanting the Monolith. Now you can untap for less mana than you create with the Monolith, allowing you to tap and untap infinitely for infinite mana.

Krark-Clan Ironworks+Scrap Trawler+Myr Retriever

This combo is quite complicated so I'll leave a link for a more in depth look at it, but for now the idea is to have KCI, Scrap Trawler, Myr Retriever, a 0 or 1 drop artifact on board, and a 0 or 1 drop artifact in hand, with at least one of the two artifacts being either a 0 drop or able to produce mana. First you will announce your intent to play the artifact in your hand, then before putting the artifact onto the stack, when you are only able use mana abilities, you activate KCI 3 times, sacrificing Trawler, Retriever, and your 0 or 1 drop artifact, thereby floating 6 mana. If you're casting a 1 drop, 1 mana will be put into the card you're casting, then all the triggers from Trawler and Retriever will hit the stack, letting you add to your hand any one artifact (in this case Trawler), an artifact with less than 3 cmc (Retriever), and an artifact with less than 2 (your 0 or 1 drop artifact). Lastly, the card that you cast from your hand will hit the battlefield. Now you will use the floating mana to cast Trawler and Retriever from your hand for 5, netting 1 colorless mana. https://www.youtube.com/watch?v=8olqGdtZuvg&t=2s

While infinite mana is nice, because Jhoira doesn't have the ability to win with just infinite mana, we need to find ways to use it.

Sensei's Divining Top+Rings of Brighthearth

Using your infinite mana you can activate Sensei's Divining Top's tap ability then use Rings of Brighthearth's ability to copy it. This will put Top onto the top of your library, then make you draw two cards. You then recast Top and repeat until you've drawn your whole deck.

Sensei's Divining Top+Mystic Forge

For this combo just have Sensei's Divining Top and Mystic Forge on board. Use Top's tap ability to draw a card, and put it back on top of your library. Next just recast Top from the library using Forge's effect, then rinse and repeat until you've drawn your whole deck.

Walking Ballista

That's it, just cast Walking Ballista for an ungodly amount of mana, then use his ability to remove enough counters from himself to kill off your opponents.

Urza, Lord High Artificer

Just like Walking Ballista, Urza, Lord High Artificer wins by itself with infinite mana. Just continuously use it's ability to exile the top card of your deck until empty.

Not all our combos need infinite mana to win us the game.

Codex Shredder+IsoRev

This combo is pretty simple, using the untap ability of dramatic reversal means we can tap and untap enough times to Codex Shredder mill our opponents out.

Sensei's Divining Top+IsoRev

Use Sensei's Divining Top tap ability, then before letting it resolve, activate Isochron Scepter's ability to untap it. Repeat this process until you have as many draw triggers as cards in your deck+1 (because of top), then draw your whole deck.

Words of Wind+Jhoira, Weatherlight Captain+any 2 or artifacts that can produce at least 2 mana or Infinite mana+ any 2 artifacts

Have both Words of Wind and Jhoira, Weatherlight Captain on board. Now cast an artifact to trigger Jhoira's effect. Next, pay one and use Words' effect to have everyone bounce a permanent, to which you will bounce an artifact that can continue the combo. The artifact you cast will resolve, and then you cast the artifact you bounced. Continue doing this until all of your opponent's boards are wiped. Note: While this combo doesn't technically win you the game, it can also be used to create infinite mana if the two artifacts can create more than 2 mana between themselves.

KCI Loop+Pyrite Spellbomb+0 drop artifact that can produce red mana

Remember the Krark-Clan Ironworks combo from earlier? Well we can also weaponize that loop with this combo. Have all the above cards on the field except have either pyrite spellbomb or your 0 drop artifact in your hand. Announce your intention to cast the card in hand, and sacrifice all the cards on board. If you have the mana producing artifact on board, produce the red mana before sacrificing it. Now all the cards will go onto the stack, you'll add all 3 of the cards sacrificed to hand, and the other card will etb. Now you will cast Trawler and Retriever again, then announce your intention to cast the other card. Repeat this loop until you have infinite red mana. Once you have enough red mana, have all the cards on the board except the mana producing artifact, then activate pyrite spellbomb's effect to deal 2 damage to someone. Now announce your intention to cast the card from your hand, then, in response, sacrifice Trawler and Retriever. This will add Spellbomb as well as Trawler and Retriever to your hand, and the artifact will enter. Now, cast all the cards you added to hand, and sacrifice the artifact. Next, sacrifice pyrite spellbomb to it's own effect to deal 2 damage, and add back the artifact with Trawler's effect. Repeat this until all your opponents are kill.

Aetherflux Reservoir

This card, while not a direct combo, is how we profit off of Jhoira so easily allowing us to storm. Even when we're not able to combo off after

This deck can often go off very easily with Jhoira on board, as it is made to storm with her around. Her ability to turn everything into cantrips means you will often be able to churn through large parts of your deck until you find the pieces to a combo.
Due to Jhoira being a 4 cmc commander, she will often take a turn longer to hit the board than cheaper staple cEDH commanders like Tymna. This means while she can occasionally still combo the first turn she's put onto the board, this is very unlikely as most of the mana available on that turn was likely put into her, and the common sight of her not entering in until turn 3, while many opposing commanders will enter turn 2 far more frequently can be a hard factor to overcome/ * Having Jhoira removed from the board will badly impact the deck's ability to storm off, even dispite being built to avoid this fact, so keeping her safe is often a must.

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Casual

90% Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

37 - 0 Rares

22 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 1.64
Tokens Bird 2/2 U, Treasure
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