This is my Jenara, Asura of War EDH deck. It is a bant (my fav color combo) good stuff deck trying to capitalize on the best cards of all three of its colors. It is built for a mostly aggro strategy with a few control elements. The deck started when I first got into EDH by buying the Riku of Two Reflections pre-con. I edited the deck to make multiple copies of my creatures in order to abuse ETBs and to copy creature copying spells, like insane kicked Rite of Replication. I began to dislike the red in the deck and Riku was pretty mana intensive, because I constantly wanted to copy all my great spells. Then I saw ISBPathfinder's primer for Jenara. They were fairly similar decks, but I really liked the white cards over the red that was in my deck. I decided to swap Riku for Jenara and all the red for powerful white cards, and haven't looked back since.
The deck is still within a slight budget. I believe most of the cards are under $15. The only real changes I can see towards making if I took away the budget would be original duals (which is a pipe dream), filter lands, more fetch lands, and a equipment package. Besides these, I really like were the deck is at, and the only improvements I can think of making are past my budget.
META NOTE: My playgroup heavily frowns upon playing combos, poison, and mass land destruction. Every deck we build, we try to prevent the possibility of it going infinite, winning with infect damage, or destroying a ton of lands. I know a lot of players who do enjoy these strategies, but I believe that excluding them provides for more interesting games.
Obviously I see a lot of cross over between our lists. Some thoughts though:
Dissipate / Faerie Trickery I generally don't find these worth running over two mana counterspells. If you are running them to hate on opponents cards to stop them from being abused then my answer is probably going to be you should consider more graveyard hate. I think you likely want to consider cycling these for some two or less mana counters like Acrane Denial / Counterspell and or consider a Pact of Negation potentially.
Your curve feels a little high as well. It might be worth taking a look at it and possibly taking out a few of the 6+ mana effects out. I have always been one in favor of synergy over splashy though.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Yeah, my list is definitely influenced by your primer.
I run the Dissipate and Faerie Trickery because of the good amount of recursion (including a Karador, Ghost Chieftain deck) in my meta. I always felt like my regular counters didn't stop them from doing what they wanted. I could definitely see putting Pact of Negation back in my list though. Do you have any suggestions for more grave hate besides what I already have included?
And I agree, it is a high curve. I ran less large creatures before, but after all the removal my opponents' have, I felt I didn't have enough power to push through for a win. So I added some more big guys. I could see cutting the Terastodon and Bane of Progress, but I'm not exactly sure what I'd add in place of them. Maybe some more control creatures like Glen Elendra Archmage and Venser, Shaper Savant? Hmmm, I might try that out.
Also might get Hallowed Burial and cut Terminus for it. The one extra colorless mana never really prevented me from casting Terminus, but on the other hand, I think I've only miracled it once and it didn't really effect what else I was gonna do that turn. Hallowed Burial casted post-combat main phase might be better than a miracled Terminus as well.
The Hallowed Burial vs Terminus discussion is one that I am not overly concerned about. I personally feel that in a deck like this it is quite rare that you are miracling it and wanting to outside of Mystical Tutoring for it or juggling it with top. I personally dont feel that the miracle option is that strong in here but the difference between one mana isn't that significant either. Its not something I would worry about if you don't have copies sitting around I guess is what I am saying. Even if you do I think its sort of a personal call as to which you like more.
I've decided to update my decklist with the new rules of no tucking now in effect. I lost a lot of cards that were solid before the rule was changed (Spell Crumple, Hinder, Oblation, etc.). I've also lowered the curve a little since the last time I edited the decklist. A handful of lands have also been changed, most notably obtaining Flooded Strand and Windswept Heath.
The deck is still within a slight budget. I believe most of the cards are under $15. The only real changes I can see towards making if I took away the budget would be original duals (which is a pipe dream), filter lands, more fetch lands, and a equipment package. Besides these, I really like were the deck is at, and the only improvements I can think of making are past my budget.
META NOTE: My playgroup heavily frowns upon playing combos, poison, and mass land destruction. Every deck we build, we try to prevent the possibility of it going infinite, winning with infect damage, or destroying a ton of lands. I know a lot of players who do enjoy these strategies, but I believe that excluding them provides for more interesting games.
3 Jenara, Asura of War
Creatures - 36
2 Phantasmal Image
2 Qasali Pridemage
2 Sakura-Tribe Elder
2 Scavenging Ooze
2 Snapcaster Mage
3 Eternal Witness
3 Farhaven Elf
3 Fierce Empath
3 Reclamation Sage
3 Trinket Mage
3 Wood Elves
3 Yavimaya Dyrad
4 Angel of Finality
4 Clever Impersonator
4 Ephara, God of the Polis
4 Glen Elendra Archmage
4 Oracle of Mul Daya
4 Phyrexian Metamorph
4 Restoration Angel
4 Solemn Simulacrum
5 Acidic Slime
5 Body Double
5 Ixidron
5 Karametra, God of Harvests
5 Karmic Guide
5 Mulldrifter
5 Prophet of Kruphix
5 Reveillark
6 Consecrated Sphinx
6 Deadeye Navigator
6 Duplicant
6 Prime Speaker Zegana
6 Sun Titan
7 Elesh Norn, Grand Cenobite
7 Sphinx of Uthuun
8 Craterhoof Behemoth
0 Tormod's Crypt
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
3 Oblivion Stone
4 Bident of Thassa
4 Birthing Pod
Enchantments - 1
2 Sylvan Library
Instants - 14
0 Pact of Negation
1 Mystical Tutor
1 Path to Exile
1 Pongify
1 Swords to Plowshares
2 Arcane Denial
2 Counterspell
2 Cyclonic Rift
2 Eladamri's Call
3 Beast Within
3 Chord of Calling
3 Sphinx's Revelation
4 Fact or Fiction
4 Return to Dust
Sorceries - 3
1 Green Sun's Zenith
4 Wrath of God
6 Austere Command
Planeswalkers - 1
1 Venser, the Sojourner
Lands - 37
0 Academy Ruins
0 Adakar Wastes
0 Alchemist's Refuge
0 Breeding Pool
0 Brushland
0 Command Tower
0 Flooded Strand
0 Forbidden Orchard
0 Glacial Fortress
0 Hallowed Fountain
0 Hinterland Harbor
0 Kor Haven
0 Sunpetal Grove
0 Strip Mine
0 Temple Garden
0 Temple of Enlightenment
0 Temple of Mystery
0 Temple of Plenty
0 Windswept Heath
0 Yavimaya Coast
6 Forest
6 Island
5 Plains
3 Jenara, Asura of War
Draw/Topdeck Manipulation - 11
1 Sensei's Divining Top
1 Skullclamp
2 Sylvan Library
3 Sphinx's Revelation
4 Bident of Thassa
4 Ephara, God of the Polis
4 Fact or Fiction
5 Mulldrifter
6 Consecrated Sphinx
6 Prime Speaker Zegana
7 Sphinx of Uthuun
Spot Removal - 10
0 Strip Mine
1 Path to Exile
1 Pongify
1 Swords to Plowshares
2 Qasali Pridemage
3 Beast Within
3 Reclamation Sage
4 Return to Dust
5 Acidic Slime
6 Duplicant
Ramp - 8
1 Sol Ring
2 Sakura-Tribe Elder
3 Farhaven Elf
3 Wood Elves
3 Yavimaya Dryad
4 Oracle of Mul Daya
4 Solemn Simulacrum
5 Karametra, God of Harvests
1 Green Sun's Zenith
1 Mystical Tutor
2 Eladamri's Call
3 Chord of Calling
3 Fierce Empath
3 Trinket Mage
4 Birthing Pod
Recursion - 7
0 Academy Ruins
2 Snapcaster Mage
3 Eternal Witness
5 Body Double
5 Karmic Guide
5 Reveillark
6 Sun Titan
Mass Removal - 4
2 Cyclonic Rift
3 Oblivion Stone
4 Wrath of God
6 Austere Command
Counterspells - 4
0 Pact of Negation
2 Arcane Denial
2 Counterspell
4 Glen Elendra Archmage
Blink Effects - 3
4 Restoration Angel
5 Venser, the Sojourner
6 Deadeye Navigator
Clone Effects - 3
2 Phantasmal Image
4 Clever Impersonator
4 Phyrexian Metamorph
0 Tormod's Crypt
2 Scavenging Ooze
4 Angel of Finality
Misc. Good-Stuff - 6
0 Alchemist's Refuge
0 Kor Haven
5 Ixidron
5 Prophet of Kruphix
7 Elesh Norn, Grand Cenobite
8 Craterhoof Behemoth
Other Lands - 33
0 Adakar Wastes
0 Breeding Pool
0 Brushland
0 Command Tower
0 Flooded Strand
0 Forbidden Orchard
0 Glacial Fortress
0 Hallowed Fountain
0 Hinterland Harbor
0 Sunpetal Grove
0 Temple Garden
0 Temple of Enlightenment
0 Temple of Mystery
0 Temple of Plenty
0 Windswept Heath
0 Yavimaya Coast
6 Forest
6 Island
5 Plains
GWUJenara, Asura of War (Bant Good-Stuff)GWU
UBRNekusar, the Mindrazer (Wheel and Deal)UBR
UBRMarchesa, the Black Rose (Grixis Recursion)UBR
BGWKarador, Ghost Chieftain (Abzan Recursion)BGW
GWKarametra, God of Harvests (Ramp Good-Stuff)GW
WWWKemba, Kha Regent (Equipment Voltron) WWW
BBB Sidisi, Undead Vizier (Mono-Black Control)BBB
RRRDaretti, Scrap Savant (Artifact Control)RRR
GGGEzuri, Renegade Leader (Elf Tribal)GGG
WUBRGScion of the Ur-Dragon (Dragon Tribal)WUBRG
Dissipate / Faerie Trickery I generally don't find these worth running over two mana counterspells. If you are running them to hate on opponents cards to stop them from being abused then my answer is probably going to be you should consider more graveyard hate. I think you likely want to consider cycling these for some two or less mana counters like Acrane Denial / Counterspell and or consider a Pact of Negation potentially.
Your curve feels a little high as well. It might be worth taking a look at it and possibly taking out a few of the 6+ mana effects out. I have always been one in favor of synergy over splashy though.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
I run the Dissipate and Faerie Trickery because of the good amount of recursion (including a Karador, Ghost Chieftain deck) in my meta. I always felt like my regular counters didn't stop them from doing what they wanted. I could definitely see putting Pact of Negation back in my list though. Do you have any suggestions for more grave hate besides what I already have included?
And I agree, it is a high curve. I ran less large creatures before, but after all the removal my opponents' have, I felt I didn't have enough power to push through for a win. So I added some more big guys. I could see cutting the Terastodon and Bane of Progress, but I'm not exactly sure what I'd add in place of them. Maybe some more control creatures like Glen Elendra Archmage and Venser, Shaper Savant? Hmmm, I might try that out.
Also might get Hallowed Burial and cut Terminus for it. The one extra colorless mana never really prevented me from casting Terminus, but on the other hand, I think I've only miracled it once and it didn't really effect what else I was gonna do that turn. Hallowed Burial casted post-combat main phase might be better than a miracled Terminus as well.
GWUJenara, Asura of War (Bant Good-Stuff)GWU
UBRNekusar, the Mindrazer (Wheel and Deal)UBR
UBRMarchesa, the Black Rose (Grixis Recursion)UBR
BGWKarador, Ghost Chieftain (Abzan Recursion)BGW
GWKarametra, God of Harvests (Ramp Good-Stuff)GW
WWWKemba, Kha Regent (Equipment Voltron) WWW
BBB Sidisi, Undead Vizier (Mono-Black Control)BBB
RRRDaretti, Scrap Savant (Artifact Control)RRR
GGGEzuri, Renegade Leader (Elf Tribal)GGG
WUBRGScion of the Ur-Dragon (Dragon Tribal)WUBRG
You might look at Harmonic Sliver or the new Reclamation Sage if you want to cycle Terastodon off. You should try to snag a Chord of Calling out of M15 too since its likely to be cheap again.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
GWUJenara, Asura of War (Bant Good-Stuff)GWU
UBRNekusar, the Mindrazer (Wheel and Deal)UBR
UBRMarchesa, the Black Rose (Grixis Recursion)UBR
BGWKarador, Ghost Chieftain (Abzan Recursion)BGW
GWKarametra, God of Harvests (Ramp Good-Stuff)GW
WWWKemba, Kha Regent (Equipment Voltron) WWW
BBB Sidisi, Undead Vizier (Mono-Black Control)BBB
RRRDaretti, Scrap Savant (Artifact Control)RRR
GGGEzuri, Renegade Leader (Elf Tribal)GGG
WUBRGScion of the Ur-Dragon (Dragon Tribal)WUBRG