So, here is the EDH deck I've been working on. The main problem I'm running into is that it takes until turn 5 or so to actually get some solid suspend action going.
First thing's first: it needs some more cards! 10 more to be exact. I don't really want to use Fetches outside of my colors (the Flooded Strand will become the Zend R/U fetchland).
I've really only tested against my girlfriend's Jenara deck, which is an absurdly fast deck, so maybe it's not entirely demonstrative of what I should expect from Jhoira.
Edit: Ah! Almost forgot, Dragonstorm is in there along with 3 dragons atm. One or two more might work well. I also probably want Kiki Jiki, Mirror Breaker.
Doing my own edits:
Organized the deck a bit
+1 Crimson Hellkite
+1 Teeka's Dragon
+1 Flameblast Dragon (Dargon!)
+1 Dragon Mage (Dargon!11)
+1 Kiki-Jiki, Mirror Breaker (Ya, definitely)
+1 Ancestral Vision
+1 Wild Ricochet (Forkfork, how did I forget it)
+1 Steam Vents (My mana base is very light. With the changes, I bump to 35 land-mana sources)
+1 Darksteel Colossus (Oh ya, him)
+1 Mana Vault
+1 Mana Crypt
+1 Sensei's Divining top (Ya.)
+1 Riptide Laboratory
+1 Counterspell (Not sure how this one happened also)
+1 Seat of the Synod (for trinket mage)
+1 Great Furnace (ditto)
-1 Cancel
-1 Insurrection (Doesn't seem to fit with the deck)
-1 Timebender
-1 Memory Jar
-1 Shivan Sand-Mage
-1 Mulldrifter
?
+1 Red Elemental Blast
-4 ??
Hmmm I would try something diffrent. First lets start with cuts...
Cuts:
* Minds Desire (You dont need it)
* Clout of the Dominus (You dont need it)
* Decree of Annihilation ( Its too risky and at best itll be a reset button. You want to be in control of the game by turn 3 by forcing answers.)
* Wheel of Fortune and Wheel of Fate (What are those supposed to do?)
* All of the time counter removal... except maybe the bug just for flavor though lol
* I would definately use Venser and Teferi... and take out that Spin into Myth and the Reality Strobe.
* Last but not least I would try to get Jhoira on line and already have something Suspended by turn 3. You basically want to force someone to deal with your answers as soon as you suspend them. Imagine suspend Time Spiral or Time Warp or Stretch and go to town with ramp and suspending a lot of spells. I would build it around these 3 principals.
1. Tempo (Ramp and/or Bounce)
2. Large Hard to deal with Spells
3. Permission or Denial (Lots of Counters or keeps stuff Tapped)
Hmmm I would try something diffrent. First lets start with cuts...
Cuts:
* Decree of Annihilation ( Its too risky and at best itll be a reset button. You want to be in control of the game by turn 3 by forcing answers.)
Decree of Annihilation should NEVER be cut from a Jhoira deck. It's an instant-speed uncounterable Armageddon that cantrips. I rarely suspend Decree to get its normal ability. EOT cycle it to render everyone helpless as your suspended stuff comes in on the next turn.
I wasnt talking about the main ability. Ive seen people force the suspended stuff after cycling decree then the blue deck just took over from the Jhoira players lack of artifact mana and the usual blue players over abundance of mana. Theres worse you can do than blow up lands at instant speed especially when youre not ready for the fallout. Id rather be in a situation where what youre trying to do can not be stopped.
Well the whole point with jihora is you suspend a board wipe of doom the something horrific like blightsteel (which you should have over darksteel)
I would suggest adding the other board wipes like apocalypse. Also eldrazi and bearer of the heavens. My gf has some of those big creatures like akroma, but never uses it cause say Ulamog or koz. That's 4 kings of doom over akroma. Also there's other cards I don't remember that she uses like tyrant of discord or some nonsense that ruin people's day.
There's also bend or break and whims of the fate. Winter orb wouldn't hurt either. The idea is to ruin everyone's board and get insanity out with just two mana.
As for your turns, typically my girlfriend gets her out turn 2-3 then starts suspending by the next turn. What we keep trying to teach her is never suspend until the end of the turn before her and the same with removing counters... As it ruins peoples plans for preparing when she comes out.
Honestly, looking at your list, I'm assuming you like everyone has other edh decks. Some of those more expensive cards would probably fit better aiding those other decks. There's no real reason fow or crypt is needed in my opinion. They're nice additions but not needed to break the deck. Same with wheel of fortune, why not just windfall?
Another reason to not add those cards is cause honestly... It's not a deck you'll be able to play often with others lol. People will immediately resent how evil that deck can be and just murder you before everything comes out. Again things like fow is a little helpful.. But not against 3-4 others who are hell bent of killing you. The deck is basically a race against a very visible clock for the other players.
The commander herself is janky and you'll always have free mana open to counter normally or hard cast some of the weaker spells. thought vessel and mind stone work just as well for what you really need, getting her out turn 2.
1 Jhoira of the Ghitu
// Lands
1 Oboro, Palace in the Clouds
1 Cascade Bluffs
1 Flooded Strand
1 Maze of Ith
1 Shivan Reef
1 Strip Mine
1 Vivid Crag
1 Vivid Creek
1 Tolaria West
1 Darksteel Citadel
1 Tropical Island
1 Steam Vents
1 Riptide Laboratory
1 Seat of the Synod
1 Great Furnace
11 Mountain
11 Island
// Big Creatures
1 Grozoth
1 Greater Gargadon
1 Inkwell Leviathan
1 Akroma, Angel of Fury
1 Kiki-Jiki, Mirror Breaker
1 Darksteel Colossus
// Big Creatures, Dragons Edition
1 Niv-Mizzet, the Firemind
1 Spellbound Dragon
1 Bogardan Hellkite
1 Flameblast Dragon
1 Dragon Mage
1 Dragonstorm
1 Trinket Mage
1 Deep-Sea Kraken
1 Solemn Simulacrum
1 Rift Elemental
1 Meloku the Clouded Mirror
1 Jhoira's Timebug
1 Aeon Chronicler
1 Counterspell
// Artifact Mana Sources
1 Mana Crypt
1 Mana Vault
1 Sol Ring
1 Journeyer's Kite
1 Izzet Signet
// Removal / Card bounce
1 Shivan Meteor
1 Reality Strobe
1 Spin into Myth
1 Capsize
// Spell Copying/Redirection
1 Fork
1 Mirari
1 Swerve
1 Twincast
1 Wild Ricochet
// Counterspells
1 Broken Ambitions
1 Force of Will
1 Cryptic Command
1 Hinder
1 Muddle the Mixture
1 Rewind
1 Reiterate
1 Fury Charm
1 Clockspinning
1 Paradox Haze
// Card Draw / Filter
1 Mind's Eye
1 Rhystic Study
1 Brainstorm
1 Wheel of Fate
1 Wheel of Fortune
1 Ancestral Vision
1 Sensei's Divining top
// Mass Removal
1 Wildfire
1 Jokulhaups
1 Flame Wave
1 Obliterate
1 Decree of Annihilation
// Other Stuff
1 Lightning Greaves
1 Clout of the Dominus
1 Time Stretch
1 Mind's Desire
Hello friends,
So, here is the EDH deck I've been working on. The main problem I'm running into is that it takes until turn 5 or so to actually get some solid suspend action going.
First thing's first: it needs some more cards! 10 more to be exact. I don't really want to use Fetches outside of my colors (the Flooded Strand will become the Zend R/U fetchland).
I've really only tested against my girlfriend's Jenara deck, which is an absurdly fast deck, so maybe it's not entirely demonstrative of what I should expect from Jhoira.
It feels like it needs more removal, possible even Ghost Fire, Lightning Bolt, and the like.
All ideas welcome!
Edit: Ah! Almost forgot, Dragonstorm is in there along with 3 dragons atm. One or two more might work well. I also probably want Kiki Jiki, Mirror Breaker.
Doing my own edits:
Organized the deck a bit
+1 Crimson Hellkite
+1 Teeka's Dragon
+1 Flameblast Dragon (Dargon!)
+1 Dragon Mage (Dargon!11)
+1 Kiki-Jiki, Mirror Breaker (Ya, definitely)
+1 Ancestral Vision
+1 Wild Ricochet (Forkfork, how did I forget it)
+1 Steam Vents (My mana base is very light. With the changes, I bump to 35 land-mana sources)
+1 Darksteel Colossus (Oh ya, him)
+1 Mana Vault
+1 Mana Crypt
+1 Sensei's Divining top (Ya.)
+1 Riptide Laboratory
+1 Counterspell (Not sure how this one happened also)
+1 Seat of the Synod (for trinket mage)
+1 Great Furnace (ditto)
-1 Cancel
-1 Insurrection (Doesn't seem to fit with the deck)
-1 Timebender
-1 Memory Jar
-1 Shivan Sand-Mage
-1 Mulldrifter
?
+1 Red Elemental Blast
-4 ??
Cuts:
* Minds Desire (You dont need it)
* Clout of the Dominus (You dont need it)
* Decree of Annihilation ( Its too risky and at best itll be a reset button. You want to be in control of the game by turn 3 by forcing answers.)
* Wheel of Fortune and Wheel of Fate (What are those supposed to do?)
* All of the time counter removal... except maybe the bug just for flavor though lol
* I would definately use Venser and Teferi... and take out that Spin into Myth and the Reality Strobe.
* Last but not least I would try to get Jhoira on line and already have something Suspended by turn 3. You basically want to force someone to deal with your answers as soon as you suspend them. Imagine suspend Time Spiral or Time Warp or Stretch and go to town with ramp and suspending a lot of spells. I would build it around these 3 principals.
1. Tempo (Ramp and/or Bounce)
2. Large Hard to deal with Spells
3. Permission or Denial (Lots of Counters or keeps stuff Tapped)
Decree of Annihilation should NEVER be cut from a Jhoira deck. It's an instant-speed uncounterable Armageddon that cantrips. I rarely suspend Decree to get its normal ability. EOT cycle it to render everyone helpless as your suspended stuff comes in on the next turn.
I would suggest adding the other board wipes like apocalypse. Also eldrazi and bearer of the heavens. My gf has some of those big creatures like akroma, but never uses it cause say Ulamog or koz. That's 4 kings of doom over akroma. Also there's other cards I don't remember that she uses like tyrant of discord or some nonsense that ruin people's day.
There's also bend or break and whims of the fate. Winter orb wouldn't hurt either. The idea is to ruin everyone's board and get insanity out with just two mana.
As for your turns, typically my girlfriend gets her out turn 2-3 then starts suspending by the next turn. What we keep trying to teach her is never suspend until the end of the turn before her and the same with removing counters... As it ruins peoples plans for preparing when she comes out.
Honestly, looking at your list, I'm assuming you like everyone has other edh decks. Some of those more expensive cards would probably fit better aiding those other decks. There's no real reason fow or crypt is needed in my opinion. They're nice additions but not needed to break the deck. Same with wheel of fortune, why not just windfall?
Another reason to not add those cards is cause honestly... It's not a deck you'll be able to play often with others lol. People will immediately resent how evil that deck can be and just murder you before everything comes out. Again things like fow is a little helpful.. But not against 3-4 others who are hell bent of killing you. The deck is basically a race against a very visible clock for the other players.
The commander herself is janky and you'll always have free mana open to counter normally or hard cast some of the weaker spells. thought vessel and mind stone work just as well for what you really need, getting her out turn 2.
Rise of the Eldrazi only come out in 2010...
The user hasn't even been active in 2 years, etc.
Neheb
Marath
Yidris
Sharuum
Yidris