Jeleva has become my favorite commander since she was released, and I use her pretty traditionally: To cast the biggest possible spells for free. To keep things fresh, I'm always on the lookout for new and unique effects in instant or sorcery form, such as the recently released Worst Fears. Furthermore, I play almost no creatures, but build a board position with spells that put some on the field for me - from Eternal Dominion to Rise of the Dark Realms.
As Jeleva is extremely threatening when she sits on the field with a big spell exiled, I've found that haste is absolutely crucial with her. One free early spell can win you the game, but you have to get it off. After that I usually actually want her to die anyway so I can recast her for a new loadout. Additional combat steps allow her to cast more and can make for a surprise win when you manage to put a large army on the field.
Apart from that, the deck packs some spell synergy like Mirari or Spelltwine and a fairly standard suite of draw and artifact ramp. I'm not fully happy with the ramp not fitting the instant and sorcery theme, but that's not really doable without green.
Notable exclusions are extra turn spells because they draw too much hate in my playgroup and Bribery because I don't have it yet. Nevertheless, the deck has proven very potent so far, but I'm always looking for improvements. If you have any ideas, I'd be glad to hear them!
1. I think you may have forgotten to include your basic land count, but 21 lands is never gonna cut it. I know its hard to cut spells, but...I would play at least 36 in Jeleva--especially if you want to try and caster her turn 3/4 to start things off right.
2. There gets to be a point in the game where you have a 1/3 and anything you cast off Jeleva just doesn't cut it anymore as far as keeping your deck in the game. Din of the fire herd and cruel ultimatum stop being very impressive after turn 6/7, and they stop being all that impressive when they cost that much to 'get for free' off Jeleva. sometimes you cast jeleva for 10 and you get a ramp spell off someone else and wiff, even with 60 instants and sorceries in your deck.
3. The point of point 2 being that you should find some back up plan to keep yourself fighting. My Jeleva deck which I had been tuning since her release incorporated a number of equipment including some swords and most importantly boots and runechanter's pike. When you play your commander, exile some sweet spells (even just doom blade), and swing with a 21/3 flying hexproof first striker that can remove one non-black blocker--thats teeth like army of the damned can't give you.
At the height of the deck I ran fabricate to find the missing equipment late, and then used grasp of the undercity to find ral zarek. You would then swing with big first striking Jeleva, then untap her with ral for defence, ultimately working your way to his ultimate (which if you can get extra turns that way, seems to be acceptable by most groups because you worked so hard for it).
the other way to go is to play some creatures like master of cruelty or Geth, lord of the vault. I just think that there is an early game where Jeleva can shine, but after that she falls off pretty hard.
soothsaying is one good deck stacker in my opinion.
I am not really sure what you are going for with your deck, nor can I suggest anything. Check my signature below as it should have a link to my own Jeleva deck. Maybe you can get an idea or two.
I would run more topdeck tutors, such as vampiric or personal tutor, however, I understand those arent the easiest on the wallet. Also, while I understand Jeleva doesn't want too many counterspells, Spell Crumple and Hinder are too good not to run.
Some more alternate win conditions sound like good improvements to the deck, I'll give Runechanter's Pike a try. In general I want to stick with the instant and sorcery theme though, so I'll avoid the swords. Does anyone have experience with Hatred? Seems risky, but also a potential sudden surprise win with a commander people don't usually block.
In general, though, I found that the deck can still be very threatening in the lategame - it's true that some spells lose their punch, but on the other hand Plague Wind and Rise of the Dark Realms hit even harder as the game goes on. A couple more finisher spells like this certainly wouldn't hurt though. Insurrection is a possible candidate there, I just didn't include it because it doesn't do anything when you cast it with Jeleva because you've already declared your attackers.
Personal and Vampiric Tutor would be fantastic for the deck if I had them, but maybe Insidious Dreams could fill in a bit. It costs a lot more mana and needs discard, but it can set up a nice payload for Jeleva.
And yeah, I did forget the basic lands, sorry about that The deck has 35 lands in total though, which has been a good number so far.
Runechanters pike and hatred both probably win me 2/3s of the games I win with the deck, Highly recommended. Hatred is a big risk true, especially since its the errata, but when you win you win, and you can often use it once with an equip pike to swing for lethal into two different people for the win if you get two combats.
I've hatred'ed for only five and killed three people in one turn because I siezed the day from the grave with a 27/3 at the right moment.
Jeleva has become my favorite commander since she was released, and I use her pretty traditionally: To cast the biggest possible spells for free. To keep things fresh, I'm always on the lookout for new and unique effects in instant or sorcery form, such as the recently released Worst Fears. Furthermore, I play almost no creatures, but build a board position with spells that put some on the field for me - from Eternal Dominion to Rise of the Dark Realms.
As Jeleva is extremely threatening when she sits on the field with a big spell exiled, I've found that haste is absolutely crucial with her. One free early spell can win you the game, but you have to get it off. After that I usually actually want her to die anyway so I can recast her for a new loadout. Additional combat steps allow her to cast more and can make for a surprise win when you manage to put a large army on the field.
Apart from that, the deck packs some spell synergy like Mirari or Spelltwine and a fairly standard suite of draw and artifact ramp. I'm not fully happy with the ramp not fitting the instant and sorcery theme, but that's not really doable without green.
Notable exclusions are extra turn spells because they draw too much hate in my playgroup and Bribery because I don't have it yet. Nevertheless, the deck has proven very potent so far, but I'm always looking for improvements. If you have any ideas, I'd be glad to hear them!
1 Jeleva, Nephalia's Scourge
Spells To Bring The Pain
1 Decree of Pain
1 Blood Tribute
1 Plague Wind
1 Eternal Dominion
1 Phthisis
1 Rite of Replication
1 Blatant Thievery
1 Din of the Fireherd
1 Telemin Performance
1 Rise of the Dark Realms
1 Acquire
1 Cruel Ultimatum
1 Knowledge Exploitation
1 Army of the Damned
1 Stolen Identity
1 Curse of the Cabal
1 Worst Fears
1 Blasphemous Act
1 Praetor's Grasp
1 Nicol Bolas, Planeswalker
Small Control Spells
1 Rakdos Charm
1 Crosis's Charm
1 Void
1 Grasp the Reins
1 Terminate
The More Spells, The Merrier
1 Spelltwine
1 Strionic Resonator
1 Mystic Retrieval
1 Mirari
1 Chandra, the Firebrand
1 Increasing Vengeance
1 Sins of the Past
1 Reiterate
1 Epic Experiment
1 Spellweaver Volute
1 Fervor
1 Swiftfoot Boots
1 Hammer of Purphoros
1 Lightning Greaves
1 Ring of Valkas
Double Your Attack Steps, Double Your Fun
1 Savage Beating
1 Seize the Day
1 Aggravated Assault
Vampire's Coffers
1 Darksteel Ingot
1 Burnished Hart
1 Gilded Lotus
1 Wayfarer's Bauble
1 Chromatic Lantern
1 Gem of Becoming
1 Everflowing Chalice
1 Sol Ring
1 Armillary Sphere
1 Solemn Simulacrum
Top Card Manipulation
1 Brainstorm
1 Long-Term Plans
1 Mystical Tutor
1 Lim-Dûl's Vault
1 Dream Cache
Draw
1 Fact or Fiction
1 Tidings
1 Promise of Power
1 Steam Augury
1 Opportunity
1 Recurring Insight
1 Rakdos Carnarium
1 Hall of the Bandit Lord
1 Dimir Guildgate
1 Sulfur Vent
1 Crumbling Necropolis
1 Reliquary Tower
1 Dimir Aqueduct
1 Riptide Laboratory
1 Darkwater Catacombs
1 Tainted Isle
1 Tainted Peak
1 Rakdos Guildgate
1 Temple of the False God
1 Evolving Wilds
1 Shinka, the Bloodsoaked Keep
1 Izzet Boilerworks
1 Minamo, School at Water's Edge
1 Bojuka Bog
1 Terramorphic Expanse
1 Shizo, Death's Storehouse
1 Drowned Catacomb
5 Swamp
5 Island
4 Mountain
1. I think you may have forgotten to include your basic land count, but 21 lands is never gonna cut it. I know its hard to cut spells, but...I would play at least 36 in Jeleva--especially if you want to try and caster her turn 3/4 to start things off right.
2. There gets to be a point in the game where you have a 1/3 and anything you cast off Jeleva just doesn't cut it anymore as far as keeping your deck in the game. Din of the fire herd and cruel ultimatum stop being very impressive after turn 6/7, and they stop being all that impressive when they cost that much to 'get for free' off Jeleva. sometimes you cast jeleva for 10 and you get a ramp spell off someone else and wiff, even with 60 instants and sorceries in your deck.
3. The point of point 2 being that you should find some back up plan to keep yourself fighting. My Jeleva deck which I had been tuning since her release incorporated a number of equipment including some swords and most importantly boots and runechanter's pike. When you play your commander, exile some sweet spells (even just doom blade), and swing with a 21/3 flying hexproof first striker that can remove one non-black blocker--thats teeth like army of the damned can't give you.
At the height of the deck I ran fabricate to find the missing equipment late, and then used grasp of the undercity to find ral zarek. You would then swing with big first striking Jeleva, then untap her with ral for defence, ultimately working your way to his ultimate (which if you can get extra turns that way, seems to be acceptable by most groups because you worked so hard for it).
the other way to go is to play some creatures like master of cruelty or Geth, lord of the vault. I just think that there is an early game where Jeleva can shine, but after that she falls off pretty hard.
I am not really sure what you are going for with your deck, nor can I suggest anything. Check my signature below as it should have a link to my own Jeleva deck. Maybe you can get an idea or two.
BURWGSliver Hivelord's alt wincon deck at Maze's EndBURWG
GWBSidar Kondo and Ikra Shidiq likes big butts
RUMizzix of the Izmagnus Super ThiefRU
BURWGGeneral Tazri, The Megazord AllyBURWG
BURJeleva Mill and Kill BUR
BRGrenzo's get out from under that deck!BR
WUG Roon's Enchanted Evening (enchantment deck) WUG
BUG The Undersea World of Tasigur CousteauBUG
BWGAnafenza, Counter QueenBWG
Some more alternate win conditions sound like good improvements to the deck, I'll give Runechanter's Pike a try. In general I want to stick with the instant and sorcery theme though, so I'll avoid the swords. Does anyone have experience with Hatred? Seems risky, but also a potential sudden surprise win with a commander people don't usually block.
In general, though, I found that the deck can still be very threatening in the lategame - it's true that some spells lose their punch, but on the other hand Plague Wind and Rise of the Dark Realms hit even harder as the game goes on. A couple more finisher spells like this certainly wouldn't hurt though. Insurrection is a possible candidate there, I just didn't include it because it doesn't do anything when you cast it with Jeleva because you've already declared your attackers.
Personal and Vampiric Tutor would be fantastic for the deck if I had them, but maybe Insidious Dreams could fill in a bit. It costs a lot more mana and needs discard, but it can set up a nice payload for Jeleva.
And yeah, I did forget the basic lands, sorry about that The deck has 35 lands in total though, which has been a good number so far.
I've hatred'ed for only five and killed three people in one turn because I siezed the day from the grave with a 27/3 at the right moment.
I would also recommend some seemingly lame looting spells for additional lubricating card draw. I run faithless looting and frantic search and a couple of others to feed pike, yawgmoth's will, spelltwine (big fan), and sins of the past.