I am currently at 62 cards now and don't know how to trim.. but in playing the deck out against Death Shadow/Jund/Storm/8 Rack/Elves I really like the feel of it.. I also also have play tested side boarding in Elspeth and she works incredibly well with Jace (obviously since both are insane cards)
In my opinion, instant speed scrying/drawing is going to be infinitely better with Jace both in the early game and late game. I think the entire format is going to become a lot faster and being able to leave open mana on turn one for a bolt/path/spell snare will be so much better than sorcery speed (especially since serum visions draws then scry) - also it allows you to to on their end step snapcaster into opt
And then in the late game it works well with Jace from my matches over the past few days because: 10 it allows you to scry bad cards that you have brainstormed to the bottom; 2) Set up a counter war against control matches where you can string together cheap counterspells (i.e. remand/negate/spell snare)
These are just my ideas as of two days in.
Would love to hear your thoughts
Private Mod Note
():
Rollback Post to RevisionRollBack
UU"Brute force can sometimes kick down a locked door, but knowledge is a skeleton key"UU
EDIT: Yeah, reformated in deckstats, thats pretty close to what I have, have people tried Field of Ruin at all though? I'm working around my mana base to try and fit 3 in.
I think I might drop the Gearhulk but if anything id drop a logic knot over remand.. I think with this new style it will be important to have guarantee cheap counters (and remand can also bounce Jace back to our hand wasting their counters and clearing the path for the following turn)
Private Mod Note
():
Rollback Post to RevisionRollBack
UU"Brute force can sometimes kick down a locked door, but knowledge is a skeleton key"UU
For more tempo/midrange-oriented versions who want Jace, it can be useful to play some creatures that can defend Jace. Young Pyromancer(tokens) and Spell Queller can do a good job at that in many matchups. Something like this perhaps:
For more tempo/midrange-oriented versions who want Jace, it can be useful to play some creatures that can defend Jace. Young Pyromancer(tokens) and Spell Queller can do a good job at that in many matchups. Something like this perhaps:
I don't think such a build makes much sense, but if the intention is to defend Jace, I'd rather play Wall of Omens or Thing in the Ice. For the record, I thought about it, and I think Jeskai Tempo is dead after this unban.
Yeah same, there's no place for Jace in a Geist deck, and Jace has higher power level. So... all hail JtMS
Well, in legacy there has been plenty of midrange goodstuff decks playing Jace together with geist. When True name got printed, they switched out geist with True name, but these decks otherwise look pretty much the same as when they played geist.
For more tempo/midrange-oriented versions who want Jace, it can be useful to play some creatures that can defend Jace. Young Pyromancer(tokens) and Spell Queller can do a good job at that in many matchups. Something like this perhaps:
I don't think such a build makes much sense, but if the intention is to defend Jace, I'd rather play Wall of Omens or Thing in the Ice. For the record, I thought about it, and I think Jeskai Tempo is dead after this unban.
In midrange/tempo I think we're more looking for creatures that can play a role both on defense and offense. Queller and pyromancer (and snapcaster) can do that and also provide card advantage or virtual card advantage in many cases. The walls will look stupid in many situations, like against combo and ramp when you're trying to get them to zero.
I think leaving mana open in the first few crucial turns to be able to EOT path, bolt, or counter something is more important, so Opt over Serum Visions. The other choices are mostly for personal taste - less burn based removal in favor of countermagic.
@TheAller quite a bold claim to suggest that Tempo is dead!
I have, as of recent, had poor success with UW Control and will be coming over to the Jeskai way. But what i will need to understand is the game plan for the Big Mana decks like Tron and Scapeshift where I no longer have access to Spreading Seas. Or do we just submit to an unfavourable matchup and try to burn them out?
I disagree on Spell Queller being bad: yes it is definitely bad versus jund, but great against most of the decks I expect to be preying on everyone trying out JtMS and BBE now. Flash threats in general are also a good way to attack Jace ourselves.
In general, the biggest issue I am having with coming up with a list is how to beat a resolved jace. I'm tempted to go Grixis because of Dreadbore, but also feel that Jeskai is overall better because it has a stronger aggro matchup.
Geist getting worse makes no sense. It can combat opposing Jaces, and if played on turn 3, you can use Jace's bounce ability on turn 4 to clear the way for 6 dmg. Then on the opponents next turn they need to either deal with both Geist and Jace or they're probably going to lose. Geist and Jace seem pretty powerful together if you ask me...
what i will need to understand is the game plan for the Big Mana decks like Tron and Scapeshift where I no longer have access to Spreading Seas. Or do we just submit to an unfavourable matchup and try to burn them out?
There are a couple of ways to do this. First and foremost you have Field of Ruin which will help.
You aslo play a decent amount of countermagic. Post board you can have 3-4 Cryptic, 2-3 Logic Knot, 1-2 Negate, 1-2 Counterflux, and 1-2 Disdainful Stroke, and possibly also a Dispel - all of these are excellent against Scapeshift and Breach based big mana decks.
Against R/G Tron, B/G Tron, you can use all the same counters except Negate and Dispel, but you gain 1-2 Ceremonious Rejection. All of these will help to prevent most of their haymakers (Karn, Ugin, Wurmcoil, Ulamog)
If you're really worries about those Tron matches, you can also play a couple of Surgical Extraction and possibly a Crucible of Worlds to help the matchup.
Eldrazi Tron is more aggro and plays much differently than the big mana tron decks. You'll rely heavily on Path, Supreme Verdict, and Cryptic Command to stay alive. Post board you do get Ceremonious Rejection and things like Settle the Wreckage, Detention Sphere, and Runed Halo can help, but not a great match.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
4x lightning bolt
4x path to exile
4x opt
1x electrolyze
3x lightning helix
1x Sphinx's Revelation
1x Secure the Wastes
3x Cryptic command
2x Remand
2x Negate
2x Logic knot
1x Spell snare
2x search for azcanta
SORCERY
2x supreme verdict
THE MAN HIMSELF
2x Jace, the mind sculptor
CREATURES
3x Snapcaster Mage
1x Torrential Gearhulk
LANDS
3x Celestial Colonnade
3x Island
1x Plains
4x Flooded Strand
2x Glacial Fortress
2x Hallowed Fountain
1x Sacred Foundry
4x Scalding Tarn
1x Spirebluff Canal
2x Steam Vents
1x Sulfur Falls
I am currently at 62 cards now and don't know how to trim.. but in playing the deck out against Death Shadow/Jund/Storm/8 Rack/Elves I really like the feel of it.. I also also have play tested side boarding in Elspeth and she works incredibly well with Jace (obviously since both are insane cards)
And for sideboarding I am currently running:
3x Dispel
2x Runed Halo
2x Celestial Purge
1x Elspeth, Sun's Champion
1x Terminus
1x Wear
2x Ceremonious Rejection
2x Relic of Progenitus
In my opinion, instant speed scrying/drawing is going to be infinitely better with Jace both in the early game and late game. I think the entire format is going to become a lot faster and being able to leave open mana on turn one for a bolt/path/spell snare will be so much better than sorcery speed (especially since serum visions draws then scry) - also it allows you to to on their end step snapcaster into opt
And then in the late game it works well with Jace from my matches over the past few days because: 10 it allows you to scry bad cards that you have brainstormed to the bottom; 2) Set up a counter war against control matches where you can string together cheap counterspells (i.e. remand/negate/spell snare)
These are just my ideas as of two days in.
Would love to hear your thoughts
EDIT: Yeah, reformated in deckstats, thats pretty close to what I have, have people tried Field of Ruin at all though? I'm working around my mana base to try and fit 3 in.
Spirits
I think I might drop the Gearhulk but if anything id drop a logic knot over remand.. I think with this new style it will be important to have guarantee cheap counters (and remand can also bounce Jace back to our hand wasting their counters and clearing the path for the following turn)
Spirits
UWR Control
BR Hollow One
David Ochoa: "Mono-bacon!..."
I have and it starts getting clunky.. I think it's definitely possible to run 3 though, I just don't know what you would want to cut
3x Celestial Colonnade
4x Flooded Strand
2x Hallowed Fountain
2x Island
1x Mountain
1x Plains
1x Sacred Foundry
4x Scalding Tarn
2x Steam Vents
2x Sulfur Falls
1x Field of Ruin
Planeswalker (2)
2x Jace, the Mind Sculptor
2x Cryptic Command
2x Electrolyze
4x Lightning Bolt
4x Path to Exile
3x Lightning Helix
2x Logic Knot
1x Mana Leak
1x Spell Snare
Sorcery (4)
4x Serum Visions
Creature (12)
4x Snapcaster Mage
3x Spell Queller
3x Young Pyromancer
2x Geist of Saint Traft
2x Dispel
1x Negate
2x Molten Rain
1x Ceremonious Rejection
1x Engineered Explosives
1x Izzet Staticaster
1x Settle the Wreckage
2x Rest in Peace
2x Stony Silence
1x Wear // Tear
1x Geist of Saint Traft
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
4x Celestial Colonnade
4x Flooded Strand
2x Hallowed Fountain
3x Island
1x Mountain
1x Plains
1x Sacred Foundry
4x Scalding Tarn
2x Steam Vents
2x Sulfur Falls
Enchantment (2)
2x Search for Azcanta
Planeswalker (2)
2x Jace, the Mind Sculptor
3x Cryptic Command
2x Electrolyze
4x Lightning Bolt
3x Lightning Helix
3x Logic Knot
1x Negate
4x Path to Exile
1x Secure the Wastes
1x Spell Snare
Sorcery (6)
4x Serum Visions
2x Supreme Verdict
Creature (4)
4x Snapcaster Mage
1x Celestial Purge
1x Detention Sphere
1x Disdainful Stroke
3x Dispel
1x Engineered Explosives
1x Izzet Staticaster
1x Jace, the Mind Sculptor
1x Negate
2x Relic of Progenitus
2x Vendilion Clique
1x Wear / Tear
UWR Control
BR Hollow One
Do you think we'd still play spell queller?
Twitter: twitter.com/axmanonline
Stream: twitch.tv/axman
Current Decks
Modern: Affinity
Standard: BW Control
Legacy: Death and Taxes :symw::symr:
Vintage: NA
Well, in legacy there has been plenty of midrange goodstuff decks playing Jace together with geist. When True name got printed, they switched out geist with True name, but these decks otherwise look pretty much the same as when they played geist.
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
In midrange/tempo I think we're more looking for creatures that can play a role both on defense and offense. Queller and pyromancer (and snapcaster) can do that and also provide card advantage or virtual card advantage in many cases. The walls will look stupid in many situations, like against combo and ramp when you're trying to get them to zero.
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
I've come to a very similar main deck
3x Celestial Colonnade
3x Field of Ruin
4x Flooded Strand
2x Hallowed Fountain
3x Island
1x Mountain
1x Plains
1x Sacred Foundry
4x Scalding Tarn
2x Steam Vents
1x Detention Sphere
1x Search for Azcanta
Planeswalker (3)
3x Jace, the Mind Sculptor
Sorcery (2)
2x Supreme Verdict
Instant (25)
3x Cryptic Command
3x Lightning Bolt
3x Lightning Helix
3x Logic Knot
1x Negate
4x Opt
3x Path to Exile
2x Remand
1x Secure the Wastes
2x Spell Snare
4x Snapcaster Mage
I think leaving mana open in the first few crucial turns to be able to EOT path, bolt, or counter something is more important, so Opt over Serum Visions. The other choices are mostly for personal taste - less burn based removal in favor of countermagic.
I have, as of recent, had poor success with UW Control and will be coming over to the Jeskai way. But what i will need to understand is the game plan for the Big Mana decks like Tron and Scapeshift where I no longer have access to Spreading Seas. Or do we just submit to an unfavourable matchup and try to burn them out?
MTGO is updated today, so the grind begins. :]
Spirits
In general, the biggest issue I am having with coming up with a list is how to beat a resolved jace. I'm tempted to go Grixis because of Dreadbore, but also feel that Jeskai is overall better because it has a stronger aggro matchup.
There are a couple of ways to do this. First and foremost you have Field of Ruin which will help.
You aslo play a decent amount of countermagic. Post board you can have 3-4 Cryptic, 2-3 Logic Knot, 1-2 Negate, 1-2 Counterflux, and 1-2 Disdainful Stroke, and possibly also a Dispel - all of these are excellent against Scapeshift and Breach based big mana decks.
Against R/G Tron, B/G Tron, you can use all the same counters except Negate and Dispel, but you gain 1-2 Ceremonious Rejection. All of these will help to prevent most of their haymakers (Karn, Ugin, Wurmcoil, Ulamog)
If you're really worries about those Tron matches, you can also play a couple of Surgical Extraction and possibly a Crucible of Worlds to help the matchup.
Eldrazi Tron is more aggro and plays much differently than the big mana tron decks. You'll rely heavily on Path, Supreme Verdict, and Cryptic Command to stay alive. Post board you do get Ceremonious Rejection and things like Settle the Wreckage, Detention Sphere, and Runed Halo can help, but not a great match.