This is my take on building a Jori En control list. The whole build is designed to just try and take advantage of Jori En's carddraw to keep resource parity, and eventually, somewhere along the line, I'll win. Possibly.
In fact, the deck has not won yet. It has only caused others to scoop. And by others, I mean entire tables.
The deck is open for improvement, so...please do give suggestions. Please note that I am not going to include infinite combos in this deck.
General Attributes
Quick game likeness - 1/10 - Aside from being eliminated by Kalemne on turn 5 once, this deck has not yet had games that didn't last until turn 20 or so.
Newbie feasibility - 3/10 - Hardcore control is not for new players. You got to know what you need to counter.
Commander dependency - 3/10 - The deck functions very well without Jori. Jori however grants the deck more resilience.
'Scare' Ranking - 2/10 - Between all the other Izzet options, this is not going to be the main attention catcher on a table.
Multiplayer mode - 6/10 - This deck is great in 1v1 and can with ease be ported there - I do think Jori is better there. But she can hold a table of 4 very well.
Expensiveness - 3/10 - Time Spiral is the only expensive card that is NEEDED for the deck to work as it does.
Game Play Attributes
Acceleration - 4/10 - Not particularly fast in the mana department but keeps up with the pack.
Library Searching - 5/10 - Could do with a few more tutors, I recon.
Board Control - 9/10 - It sometimes wishes it was white for the mass boardwipes, but you work with what you have.
Spell Control - 10/10 - The absolute star reason of why you'd want to play Jori to begin with.
Card Advantage - 8/10 - This deck is more about card parity. But it has enough ways to gather slow advantage as well.
Linearity - 4/10 - You're playing a reactionary game, so perhaps your own turns are a bit linear - your opponent's turns certainly won't be.
Combo potential - -/10 - There's no true infinite combo in here, but if you're so inclined it's very easy to fit one in.
How does the deck usually play?
The first few turns, I just get Jori En out, hopefully chaining into another cheap spell to draw a quick card. After that, I play a defensive draw-go style game. Counter what is needed, let the rest through, and dig into a board bouncer. Preferrably follow that up with a Time Spiral effect or a Wheel. This tends to hand me back a sizeable amount of control, from which point I start trying to take over the game further.
It's painfully slow but it also doesn't draw attention. Usually, the #1 on the table will want to go after you, while the other players are happy to defend you a bit as you neutralize Player 1's main threats. Politics is the name of the game here. I'd imagine this deck doesn't do very well in a hyper-aggressive meta, but who knows, some adjustments and it might. (Red boardsweepers are a thing. My meta is hilariously weak vs Time Spiral though.
Usually grabbed Firemind's Foresight pile:
- Mystical Tutor
- Cyclonic Rift
- Any of the 3-mana counterspells.
Rift in hand, people will play conservatively knowing you can pull the trigger at any point. When you do, follow up by casting Mystical Tutor for any of the Time Spiral effects (Time Spiral itself is preferred, but you might want to save that for later and pick another one first.) Great way to get back in the driver's seat.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Huh, Reality Shift is in the deck. Must've erred while typing it up.
Probably should fix that huh? Funny thing; I don't have any Felwar stones or Coldsteel hearts laying around and the LGS doesn't have them either. Should add them to my basket next time I make a big buy.
Private Mod Note
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
How often do you manage to trigger Jori En, Ruin Diver? If the answer is not a lot, I can't see her being bettter than Nin, the Pain Artist as a commander, since she can both draw cards and destroy opponent's creatures in a pinch.
How often do you manage to trigger Jori En, Ruin Diver? If the answer is not a lot, I can't see her being bettter than Nin, the Pain Artist as a commander, since she can both draw cards and destroy opponent's creatures in a pinch.
Very regulary. Usually at least once in the early turn cycles (And I don't need to pay mana and hurt myself or my own creatures for it) and often twice or even more later on.
Heh, that's a good question. The deck seems to mostly win by causing opponents to scoop as they don't see a way past anymore.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
It's on the quite possibly list. Sadly Jori doesn't have evasion of her own, so that's a little bit of an issue at times.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Glad to see you've posted this, I've been stuck on figuring out what to do with my Jori En for a while now.
I assume Cascade Bluffs should be slotted in if there's one lying around?
Yea, along with Volcanic Island. Kinda wish they'd give us proper reprints of the Filters already.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I have, but it's kinda frail and doesn't really do anything. Hard balance to strike.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
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This is my take on building a Jori En control list. The whole build is designed to just try and take advantage of Jori En's carddraw to keep resource parity, and eventually, somewhere along the line, I'll win. Possibly.
In fact, the deck has not won yet. It has only caused others to scoop. And by others, I mean entire tables.
The deck is open for improvement, so...please do give suggestions. Please note that I am not going to include infinite combos in this deck.
General Attributes
Quick game likeness - 1/10 - Aside from being eliminated by Kalemne on turn 5 once, this deck has not yet had games that didn't last until turn 20 or so.
Newbie feasibility - 3/10 - Hardcore control is not for new players. You got to know what you need to counter.
Commander dependency - 3/10 - The deck functions very well without Jori. Jori however grants the deck more resilience.
'Scare' Ranking - 2/10 - Between all the other Izzet options, this is not going to be the main attention catcher on a table.
Multiplayer mode - 6/10 - This deck is great in 1v1 and can with ease be ported there - I do think Jori is better there. But she can hold a table of 4 very well.
Expensiveness - 3/10 - Time Spiral is the only expensive card that is NEEDED for the deck to work as it does.
Game Play Attributes
Acceleration - 4/10 - Not particularly fast in the mana department but keeps up with the pack.
Library Searching - 5/10 - Could do with a few more tutors, I recon.
Board Control - 9/10 - It sometimes wishes it was white for the mass boardwipes, but you work with what you have.
Spell Control - 10/10 - The absolute star reason of why you'd want to play Jori to begin with.
Card Advantage - 8/10 - This deck is more about card parity. But it has enough ways to gather slow advantage as well.
Linearity - 4/10 - You're playing a reactionary game, so perhaps your own turns are a bit linear - your opponent's turns certainly won't be.
Combo potential - -/10 - There's no true infinite combo in here, but if you're so inclined it's very easy to fit one in.
1 Archaeomancer
1 Mnemonic Wall
1 Izzet Chronarch
1 Nucklavee
1 Talrand, Sky Summoner
1 Young Pyromancer
1 Goblin Electromancer
1 Augur of Bolas
1 Laboratory Maniac
1 Hypersonic Dragon
1 Guttersnipe
1 Grinning Ignus
1 Fact or Fiction
1 Chaos Warp
1 Blue Sun's Zenith
1 Evacuation
1 Frantic Search
1 Rapid Hybridization
1 Dream Fracture
1 Counterflux
1 Dismiss
1 Arcane Denial
1 Capsize
1 Dissipate
1 Pongify
1 Spelljack
1 Rewind
1 Electrolyze
1 Cyclonic Rift
1 Dig Through Time
1 Void Shatter
1 Lightning Bolt
1 Mystical Tutor
1 Firemind's Foresight
1 Snap
1 Brainstorm
1 Counterspell
1 Ghostly Flicker
1 Reality Shift
1 Windfall
1 Volcanic Vision
1 Faithless Looting
1 Treasure Cruise
1 Mystic Retrieval
1 Spelltwine
1 Time Reversal
1 Time Spiral
1 Rite of Replication
1 Chain Reaction
1 Winds of Change
1 Devastation Tide
1 Day's Undoing
1 Wheel of Fortune
1 Reforge the Soul
1 Vedalken Orrery
1 Fire Diamond
1 Sky Diamond
1 Paradise Mantle
1 Izzet Keyrune
1 Izzet Signet
1 Sol Ring
1 Wayfarer's Bauble
1 Leyline of Anticipation
1 Cast Through Time
1 Sulfur Falls
1 Shivan Reef
1 Temple of Epiphany
1 Wandering Fumarole
1 Swiftwater Cliffs
1 Izzet Boilerworks
1 Izzet Guildgate
1 Springjack Pasture
1 Reliquary Tower
1 Desolate Lighthouse
12 Island
12 Mountain
How does the deck usually play?
The first few turns, I just get Jori En out, hopefully chaining into another cheap spell to draw a quick card. After that, I play a defensive draw-go style game. Counter what is needed, let the rest through, and dig into a board bouncer. Preferrably follow that up with a Time Spiral effect or a Wheel. This tends to hand me back a sizeable amount of control, from which point I start trying to take over the game further.
It's painfully slow but it also doesn't draw attention. Usually, the #1 on the table will want to go after you, while the other players are happy to defend you a bit as you neutralize Player 1's main threats. Politics is the name of the game here. I'd imagine this deck doesn't do very well in a hyper-aggressive meta, but who knows, some adjustments and it might. (Red boardsweepers are a thing. My meta is hilariously weak vs Time Spiral though.
Usually grabbed Firemind's Foresight pile:
- Mystical Tutor
- Cyclonic Rift
- Any of the 3-mana counterspells.
Rift in hand, people will play conservatively knowing you can pull the trigger at any point. When you do, follow up by casting Mystical Tutor for any of the Time Spiral effects (Time Spiral itself is preferred, but you might want to save that for later and pick another one first.) Great way to get back in the driver's seat.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
reality shift is pretty good
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Probably should fix that huh? Funny thing; I don't have any Felwar stones or Coldsteel hearts laying around and the LGS doesn't have them either. Should add them to my basket next time I make a big buy.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Very regulary. Usually at least once in the early turn cycles (And I don't need to pay mana and hurt myself or my own creatures for it) and often twice or even more later on.
Heh, that's a good question. The deck seems to mostly win by causing opponents to scoop as they don't see a way past anymore.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I assume Cascade Bluffs should be slotted in if there's one lying around?
| Omnath | Zada | Alesha | Scion |
| Mazirek | Animar |
Modern
UR Storm RU
UBRG Dredge GRBU
Standard
UR Thermo-Thing RU
Yea, along with Volcanic Island. Kinda wish they'd give us proper reprints of the Filters already.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Have you considered Spellheart Chimera?
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.