Hi everyone, in my group rule is not to play infinite combos and that's why the main wincoin most Jarad decks run is out of option which personally I don't mind that much cause I feel Jarad can be very viable without it too as he is strong commander by himself with good mana/land ramp colors.
He is hard to balance thou, and I'd like to start from the beginning as I'm not yet satisfied with how I've build it so far even thou that might be also because I misplay alot since I've mostly played quite different commander decks so far ( Odric, Saint Geist, Jhoira weatherlight captain..)
I'd like to focus on him being the huge burn damager with his effect and also playing on torment of hailfire cause I feel like this card is very powerful in multiplayer commander, especially if you can produce tons of mana.
Because of that I'm running Urborg, Cabal Coffers, Cabal Stronghold even thou it is not mono-black deck and its viability is slightly lessened.
lets start by naming cards that are a must in deck:
1. Skullclamp - great draw engine
2. Lord of Extinction - main huge fat monster threat this deck can produce
3. Nighthowler - another one of potential fatties, versatile as you can play it to enchant a creature already in play
4. Bonehoard - and final fatty, very versatile card and can be used more times as long as this artifact is not destroyed.
5. Svoghthos, the restless tomb - and final fatty, filling the place of lands for a suprise use. Having 4 fatties I think is more than enough, you don't wanna be stacked with them early in the game and with tons of dredge, tutoring, revival and recovery, we will stumble upon one of them when needed.
6. Sol ring - even thou we are hungry for green and black, there's rarely a situation sol ring's double colorless mana wouldn't have a place in any deck, for now it stays
7. Torment of Hailfire - huge threat once you get to acquire tons of mana, either burns everyone to low life or destroys their field.
8. Cabal coffers - now to get to that mana, I think having cabal coffers + urborg would make it much more easier even thou its optimal to run this land in mono-black decks I suppose ? Would you add Cabal Stronghold too or is it not worthy ?
9. Urborg, tomb of yawgmoth
10. Journey to Eternity - i really love this card, instant reanimation once equiped creature dies, tranforms to land that gives me more mana and makes a permanent revival source
OK, I'll stop here to hear some thoughts and reflect upon them
DECKLIST, as requested, hope you guys will find it easier to help me with the deck now
Im actually working on a list myself. I could post it when I'm done if you want.
Its essentially a creature heavy dredge deck that wants to use Jarad to sac fat dudes like Golgari Grave-Troll and Centaur Vinecrasher
Edit: Also, I'm not personally doing this cause my deck is more for fun casual games, but otherwise you can do some mean stuff with Hatred and Wall of Blood
Im actually working on a list myself. Ill try to post it when I'm done
Its essentially a creature heavy dredge deck that wants to use Jarad to sac fat dudes like Golgari Grave-Troll and Centaur Vinecrasher
Ok, let me know when you're done. About those 2 cards, as you can see from my reasoning, I kinda don't want to include any more fatty-potential cards, maybe just golgari-grave troll since he had that dredge 6 in him, which can be good at times, but mostly you do want to draw a card from my experience.
Centaur is decent if you go the dredge route like I am cause you can play/sac him over and over thanks to him returning to your hand whenever you dredge a land. It might be a bit slow though so do what feels right
Personally, I'm not a fan of cards like Lord of Extinction, Nighthowler, or even Bonehoard, and I don't run them in my Jarad deck. They're big... and that's it. They can be chump blocked by 0/1 goats all day long, they don't actually do anything without Jarad, and gravehate (like Rest in Peace) shuts them down completely.
I prefer fatties that can be aggressive in their own right or that do something in addition to being fat. Also, undercosted fatties because you want mana open to sac them to Jarad. Artisan of Kozilek - Counter-resistant reanimate, 10 power, Annihilator. This is a must-answer card that Jarad loves to sac. Doomgape - 10/10 trample does a lot of damage. Acts as a secondary sac outlet for some cards, and can gain a significant amount of life. Ghalta, Primal Hunger - GG for a 12/12 trample is a bargain and leaves mana open to sac to Jarad. Kokusho, the Evening Star - One of the smallest "fatties" but goes a long way toward the bleeder wincon. Primeval Protector - Often just G for a 10/10 that pumps the rest of your team and leaves mana open for saccing to Jarad. Sheoldred, Whispering One - Brings back other fatties to do it all over again. Terastodon - Removal and a 9/9. Ulvenwald Hydra - Utility land ramp (can grab anything, like Volrath's Stronghold) and gets big to boot. Plus, it has reach.
I, too, do not try to go infinite with Jarad. I use him as a wincon, but often it's just incremental life loss and a controlling board to seal the game.
I also like a backup plan to jarad, which is why I run aristocrats.
I think having some number of creature removal effects is a great idea. Some creatures off the top of my head are Ravenous Chupacabra, Plaguecrafter, Fleshbag Marauder, Bone Shredder, and Shriekmaw. Essentially, you want to look for creatures that have the type of effects that you're looking for so that you maximize the synergy you have in your deck. Cards like Caustic Caterpillar, Reclamation Sage, and Thrashing Brontodon. Bane of Progress can be particularly good since it clears the board of your opponents' ramp effects while also offering a big body to sac to Jarad's ability. Any of these creatures could easily be included as required creatures since they synergize so well with what your deck is wanting to do.
Personally, I'm not a fan of cards like Lord of Extinction, Nighthowler, or even Bonehoard, and I don't run them in my Jarad deck. They're big... and that's it. They can be chump blocked by 0/1 goats all day long, they don't actually do anything without Jarad, and gravehate (like Rest in Peace) shuts them down completely.
I prefer fatties that can be aggressive in their own right or that do something in addition to being fat. Also, undercosted fatties because you want mana open to sac them to Jarad. Artisan of Kozilek - Counter-resistant reanimate, 10 power, Annihilator. This is a must-answer card that Jarad loves to sac. Doomgape - 10/10 trample does a lot of damage. Acts as a secondary sac outlet for some cards, and can gain a significant amount of life. Ghalta, Primal Hunger - GG for a 12/12 trample is a bargain and leaves mana open to sac to Jarad. Kokusho, the Evening Star - One of the smallest "fatties" but goes a long way toward the bleeder wincon. Primeval Protector - Often just G for a 10/10 that pumps the rest of your team and leaves mana open for saccing to Jarad. Sheoldred, Whispering One - Brings back other fatties to do it all over again. Terastodon - Removal and a 9/9. Ulvenwald Hydra - Utility land ramp (can grab anything, like Volrath's Stronghold) and gets big to boot. Plus, it has reach.
I, too, do not try to go infinite with Jarad. I use him as a wincon, but often it's just incremental life loss and a controlling board to seal the game.
I also like a backup plan to jarad, which is why I run aristocrats.
interesting, haven't thought that way about a bit less-potent but safer fatties. With strong dredge theme, I can easily keep those fatties above 20/20 and im my playgroup the only gravehate cards seems to be ocasional bojuka bog, I'm willing to take risk.
Thou some cards I already included in most of my build versions like Kokushko who is great both to heal me and burn enemies. Sheoldred is also one of the strongest creatures to run. Terastodon, very useful and Ulvenwald Hydra seems very nice actually. Had Ghalta in previous versions thou later didn't find much place for it, every other heavy cost creature had some more interestign effect (baleful force, tutors, revival etc)
I think having some number of creature removal effects is a great idea. Some creatures off the top of my head are Ravenous Chupacabra, Plaguecrafter, Fleshbag Marauder, Bone Shredder, and Shriekmaw. Essentially, you want to look for creatures that have the type of effects that you're looking for so that you maximize the synergy you have in your deck. Cards like Caustic Caterpillar, Reclamation Sage, and Thrashing Brontodon. Bane of Progress can be particularly good since it clears the board of your opponents' ramp effects while also offering a big body to sac to Jarad's ability. Any of these creatures could easily be included as required creatures since they synergize so well with what your deck is wanting to do.
O ye, think I'll love Crypt Ghast, and I'll include more of the enchantment / artifact destruction stuff,
I was thinking about running awatar of woe, and forcing enemies to sacrifice via butcher of malakir, savra queen of golgari, grave pact and dictate of erebos
Interesting list. The card I'm most curious about is Instill Energy - why is this in here?
Enchanted creature can attack as though it had haste. 0: Untap enchanted creature. Activate this ability only during your turn and only once each turn.
I shy away from auras because they open you up to 2-for-1s, and this one does little to nothing for your commander, aside from haste for attacking, and Jarad is usually used more for the sac ability than for beefy attacks.
Which creatures do you primarily want to pair it with? Is it for the haste? Or the untap? Is there a reason you run this over, say, Thousand-Year Elixir, which does not suffer from 2-for-1s?
Interesting list. The card I'm most curious about is Instill Energy - why is this in here?
Enchanted creature can attack as though it had haste. 0: Untap enchanted creature. Activate this ability only during your turn and only once each turn.
I shy away from auras because they open you up to 2-for-1s, and this one does little to nothing for your commander, aside from haste for attacking, and Jarad is usually used more for the sac ability than for beefy attacks.
Which creatures do you primarily want to pair it with? Is it for the haste? Or the untap? Is there a reason you run this over, say, Thousand-Year Elixir, which does not suffer from 2-for-1s?
Glad you asked
so the cards that I want tocombo with instill energy are:
1. voyaging satyr - this can make me use cabal coffers up to 3x times in one turn for tons of mana to hopefully cast one mega large torment of hailfire.
2. marwyn, the nurturer + bonehoard or nighthowler - same, tons of mana
3. selvala, heart of the wilds - mana mana mana
4. necrotic ooze - using 2 abilities that are best for the situation
Also Thousand-year elixir is interesting card I honestly haven't stumbled upon, I might even include it, dunno yet.
If you're going with X/Xs, I recommend Sewer Nemesis naming yourself and Reverent who flies over. I found Multani, Yavimaya's Avatar to be another card that this deck wants. My favourite spice tech is Caller of the Hunt, as you Sacrifice the Myriad tokens at end of combat before they're Exiled.Hermit Druid is a great way to load up your 'yard and make sure you hit your land drops.
As for noncreature suggestions, Key to the City is a draw engine. It'll fill your Graveyard to Jarad bigger and make him unblockable so that he can get in for 21 Commander. See the Unwritten is obnoxious, as you usually get two Creatures out of it and fill your yard to make Jarad big. Rishkar's Expertise can potentially draw you tons and then you get a free play out of it. Evolutionary Lea is a great way to fill up your hand in response to Wraths or if you just need to go digging.
I used to play a budget Jarad, you can check my deck out in my Retired decks section of my sig if you want ideas.
Interesting list. The card I'm most curious about is Instill Energy - why is this in here?
Enchanted creature can attack as though it had haste. 0: Untap enchanted creature. Activate this ability only during your turn and only once each turn.
I shy away from auras because they open you up to 2-for-1s, and this one does little to nothing for your commander, aside from haste for attacking, and Jarad is usually used more for the sac ability than for beefy attacks.
Which creatures do you primarily want to pair it with? Is it for the haste? Or the untap? Is there a reason you run this over, say, Thousand-Year Elixir, which does not suffer from 2-for-1s?
Glad you asked
so the cards that I want tocombo with instill energy are:
1. voyaging satyr - this can make me use cabal coffers up to 3x times in one turn for tons of mana to hopefully cast one mega large torment of hailfire.
2. marwyn, the nurturer + bonehoard or nighthowler - same, tons of mana
3. selvala, heart of the wilds - mana mana mana
4. necrotic ooze - using 2 abilities that are best for the situation
Also Thousand-year elixir is interesting card I honestly haven't stumbled upon, I might even include it, dunno yet.
So, it's a support card that only works with a handful of support creatures to (in most cases) create mana, which then requires another support card to do anything. And you get 2-for-1ed if they kill the creature it enchants.
1. Five card combo - requires Voyaging Satyr, Instill Energy, Cabal Coffers, Urborg (because Coffers by itself is bad in two color decks running less than 1/3 Swamps), and a mana sink like Torment of Hailfire.
2. Four card combo - requires a fragile creature, a pump, Instill energy, and a mana sink.
3. Four card combo - Instill Energy on a small creature, another big creature to make it do anything, and a mana sink to use the mana generated.
4. Necrotic Ooze could be interesting, but it isn't really a deck built around activated abilities. This has the most potential but the least control. It's very hit or miss - you might get Avatar of Woe's ability, or you might get Sakura-Tribe Elder's - which is why adding an aura to support a minimal percentage of your deck may not be a good idea.
In all of these cases, you aren't even using your commander, the one card you are guaranteed access to, which means you are supporting your support cards. They aren't even primary support cards, as none of them really interact with your commander or your deck's theme. I find the odds of assembling one of these combos and having it work to be very, very small.
At the very least, I'd recommend a straight swap: Thousand-Year Elixir instead of Instill Energy, as it can at least be played before the creature and sticks around after the creature dies.
Personally, though, I'd probably abandon this interaction as too cute but not effective.
If you decide to keep these interactions, though, let us know how they work out. And if you are looking for other ideas, here's my list. I haven't updated it since March, but it's pretty fun and can bleed for a lot.
So, this is where I'm at with my Jarad deck. Im also constricted by a $200 budge kimit with my playgroup but that mainly manifests in the manabase and lack of tutors
Drown in Filth is not the kill spell you'll ever want. While cute and in-theme, you want your answers to answer instead of maybe. Putrefy or Hero's Downfall should be in this slot, for example.
Arch of Orazca and Grim Backwoods are two low opportunity cost ways to add more draw to your deck, which I think it needs.
Since your Creatures are ordered without rhyme or reason, I don't know if you have a sufficient curve for Birthing Pod.
Drown in Filth is not the kill spell you'll ever want. While cute and in-theme, you want your answers to answer instead of maybe. Putrefy or Hero's Downfall should be in this slot, for example.
Arch of Orazca and Grim Backwoods are two low opportunity cost ways to add more draw to your deck, which I think it needs.
Since your Creatures are ordered without rhyme or reason, I don't know if you have a sufficient curve for Birthing Pod.
Thx man. Idk why it orders stuff that way. I just linked the the decklist from the mtgs deckbuilder. If u click the actual url link, I think it orders them better.
Idk why it orders stuff that way. I just linked the the decklist from the mtgs deckbuilder. If u click the actual url link, I think it orders them better.
Nah - the MTGS deckbuilder just has crap organization. I used it for one deck and decided I'd rather manually tag out decks.
Yeah, usually when I make a deck, unless it's going to do something weird I put in 15ish pieces of ramp and 15ish pieces of draw. I then modify that based on gameplay.
The current version of the deck has 33 lands and a Sol Ring. You are running *some* elves and other accelerators but I've found Jarad decks to be extremely mana hungry and would recommend 38 lands at the very least, with 39 or even 40 being defensible. What good are the ramp cards if you miss land drops?
He is hard to balance thou, and I'd like to start from the beginning as I'm not yet satisfied with how I've build it so far even thou that might be also because I misplay alot since I've mostly played quite different commander decks so far ( Odric, Saint Geist, Jhoira weatherlight captain..)
I'd like to focus on him being the huge burn damager with his effect and also playing on torment of hailfire cause I feel like this card is very powerful in multiplayer commander, especially if you can produce tons of mana.
Because of that I'm running Urborg, Cabal Coffers, Cabal Stronghold even thou it is not mono-black deck and its viability is slightly lessened.
lets start by naming cards that are a must in deck:
1. Skullclamp - great draw engine
2. Lord of Extinction - main huge fat monster threat this deck can produce
3. Nighthowler - another one of potential fatties, versatile as you can play it to enchant a creature already in play
4. Bonehoard - and final fatty, very versatile card and can be used more times as long as this artifact is not destroyed.
5. Svoghthos, the restless tomb - and final fatty, filling the place of lands for a suprise use. Having 4 fatties I think is more than enough, you don't wanna be stacked with them early in the game and with tons of dredge, tutoring, revival and recovery, we will stumble upon one of them when needed.
6. Sol ring - even thou we are hungry for green and black, there's rarely a situation sol ring's double colorless mana wouldn't have a place in any deck, for now it stays
7. Torment of Hailfire - huge threat once you get to acquire tons of mana, either burns everyone to low life or destroys their field.
8. Cabal coffers - now to get to that mana, I think having cabal coffers + urborg would make it much more easier even thou its optimal to run this land in mono-black decks I suppose ? Would you add Cabal Stronghold too or is it not worthy ?
9. Urborg, tomb of yawgmoth
10. Journey to Eternity - i really love this card, instant reanimation once equiped creature dies, tranforms to land that gives me more mana and makes a permanent revival source
OK, I'll stop here to hear some thoughts and reflect upon them
DECKLIST, as requested, hope you guys will find it easier to help me with the deck now
1 Jarad, Golgari Lich Lord
Creature
1 Ulvenwald Hydra
1 Lord of Extinction
1 Tree of Perdition
1 Golgari Grave-Troll
1 Hermit Druid
1 Voyaging Satyr
1 Sakura-Tribe Elder
1 Farhaven Elf
1 Wood Elves
1 Marwyn, the Nurturer
1 Satyr Wayfinder
1 Filth
1 Savra, Queen of the Golgari
1 Crypt Ghast
1 Disciple of Bolas
1 Gray Merchant of Asphodel
1 Selvala, Heart of the Wilds
1 Acidic Slime
1 Reclamation Sage
1 Izoni, Thousand-Eyed
1 Eternal Witness
1 Fauna Shaman
1 World Shaper
1 Necrotic Ooze
1 Sidisi, Undead Vizier
1 Underrealm Lich
1 Sepulchral Primordial
1 Demon of Dark Schemes
1 Kokusho, the Evening Star
1 Butcher of Malakir
1 Mikaeus, the Unhallowed
1 Sheoldred, Whispering One
1 Rune-Scarred Demon
1 Avatar of Woe
1 Doom Whisperer
1 Woodfall Primus
1 Baleful Force
1 Necromancy
1 Instill Energy
1 Grave Pact
1 Animate Dead
1 Phyrexian Arena
1 Journey to Eternity
1 Greater Good
1 Pattern of Rebirth
1 Nighthowler
Land
1 Svogthos, the Restless Tomb
1 Crypt of Agadeem
1 Cabal Coffers
1 Llanowar Wastes
1 Blooming Marsh
1 Command Tower
1 Golgari Rot Farm
1 Tainted Wood
1 Temple of the False God
1 Mosswort Bridge
1 Twilight Mire
1 Woodland Cemetery
1 Cabal Stronghold
1 Overgrown Tomb
9 Swamp
7 Forest
1 Urborg, Tomb of Yawgmoth
1 Ancient Tomb
1 Phyrexian Tower
1 Altar of Dementia
1 Perpetual Timepiece
1 Bonehoard
1 Lightning Greaves
1 Skullclamp
1 Sol Ring
Instant
1 Vampiric Tutor
1 Crop Rotation
1 Mausoleum Secrets
1 Entomb
Sorcery
1 Jarad's Orders
1 Sylvan Scrying
1 Green Sun's Zenith
1 Torment of Hailfire
1 Living Death
1 Scapeshift
1 Demonic Tutor
1 Reanimate
1 Buried Alive
Planeswalker
1 Liliana, Death's Majesty
Its essentially a creature heavy dredge deck that wants to use Jarad to sac fat dudes like Golgari Grave-Troll and Centaur Vinecrasher
Edit: Also, I'm not personally doing this cause my deck is more for fun casual games, but otherwise you can do some mean stuff with Hatred and Wall of Blood
BChainer, Dementia Master(Big Mana/Reanimator)
BRRakdos, The Showstopper (Mass Life Loss/Ramp)
BUThe Scarab God (Zombie Tribal/Control)
BWKarlov of the Ghost Council (Life Gain)
BGJarad, Golgari Lich Lord (Stompy/Dredge)
BRGProssh, Skyraider of Kher (Tokens/Non-infinite Combo)
Maybe, but I'd like to go slow way and not auto-include, I want to see what people think is a must include !
Ok, let me know when you're done. About those 2 cards, as you can see from my reasoning, I kinda don't want to include any more fatty-potential cards, maybe just golgari-grave troll since he had that dredge 6 in him, which can be good at times, but mostly you do want to draw a card from my experience.
BChainer, Dementia Master(Big Mana/Reanimator)
BRRakdos, The Showstopper (Mass Life Loss/Ramp)
BUThe Scarab God (Zombie Tribal/Control)
BWKarlov of the Ghost Council (Life Gain)
BGJarad, Golgari Lich Lord (Stompy/Dredge)
BRGProssh, Skyraider of Kher (Tokens/Non-infinite Combo)
I prefer fatties that can be aggressive in their own right or that do something in addition to being fat. Also, undercosted fatties because you want mana open to sac them to Jarad.
Artisan of Kozilek - Counter-resistant reanimate, 10 power, Annihilator. This is a must-answer card that Jarad loves to sac.
Doomgape - 10/10 trample does a lot of damage. Acts as a secondary sac outlet for some cards, and can gain a significant amount of life.
Ghalta, Primal Hunger - GG for a 12/12 trample is a bargain and leaves mana open to sac to Jarad.
Kokusho, the Evening Star - One of the smallest "fatties" but goes a long way toward the bleeder wincon.
Primeval Protector - Often just G for a 10/10 that pumps the rest of your team and leaves mana open for saccing to Jarad.
Sheoldred, Whispering One - Brings back other fatties to do it all over again.
Terastodon - Removal and a 9/9.
Ulvenwald Hydra - Utility land ramp (can grab anything, like Volrath's Stronghold) and gets big to boot. Plus, it has reach.
I, too, do not try to go infinite with Jarad. I use him as a wincon, but often it's just incremental life loss and a controlling board to seal the game.
I also like a backup plan to jarad, which is why I run aristocrats.
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I think having some number of creature removal effects is a great idea. Some creatures off the top of my head are Ravenous Chupacabra, Plaguecrafter, Fleshbag Marauder, Bone Shredder, and Shriekmaw. Essentially, you want to look for creatures that have the type of effects that you're looking for so that you maximize the synergy you have in your deck. Cards like Caustic Caterpillar, Reclamation Sage, and Thrashing Brontodon. Bane of Progress can be particularly good since it clears the board of your opponents' ramp effects while also offering a big body to sac to Jarad's ability. Any of these creatures could easily be included as required creatures since they synergize so well with what your deck is wanting to do.
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
interesting, haven't thought that way about a bit less-potent but safer fatties. With strong dredge theme, I can easily keep those fatties above 20/20 and im my playgroup the only gravehate cards seems to be ocasional bojuka bog, I'm willing to take risk.
Thou some cards I already included in most of my build versions like Kokushko who is great both to heal me and burn enemies. Sheoldred is also one of the strongest creatures to run. Terastodon, very useful and Ulvenwald Hydra seems very nice actually. Had Ghalta in previous versions thou later didn't find much place for it, every other heavy cost creature had some more interestign effect (baleful force, tutors, revival etc)
O ye, think I'll love Crypt Ghast, and I'll include more of the enchantment / artifact destruction stuff,
I was thinking about running awatar of woe, and forcing enemies to sacrifice via butcher of malakir, savra queen of golgari, grave pact and dictate of erebos
finally managed to post the deck, now people can help me much faster and easier
I shy away from auras because they open you up to 2-for-1s, and this one does little to nothing for your commander, aside from haste for attacking, and Jarad is usually used more for the sac ability than for beefy attacks.
Which creatures do you primarily want to pair it with? Is it for the haste? Or the untap? Is there a reason you run this over, say, Thousand-Year Elixir, which does not suffer from 2-for-1s?
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Glad you asked
so the cards that I want tocombo with instill energy are:
1. voyaging satyr - this can make me use cabal coffers up to 3x times in one turn for tons of mana to hopefully cast one mega large torment of hailfire.
2. marwyn, the nurturer + bonehoard or nighthowler - same, tons of mana
3. selvala, heart of the wilds - mana mana mana
4. necrotic ooze - using 2 abilities that are best for the situation
Also Thousand-year elixir is interesting card I honestly haven't stumbled upon, I might even include it, dunno yet.
If you're going with X/Xs, I recommend Sewer Nemesis naming yourself and Reverent who flies over. I found Multani, Yavimaya's Avatar to be another card that this deck wants. My favourite spice tech is Caller of the Hunt, as you Sacrifice the Myriad tokens at end of combat before they're Exiled.Hermit Druid is a great way to load up your 'yard and make sure you hit your land drops.
As for noncreature suggestions, Key to the City is a draw engine. It'll fill your Graveyard to Jarad bigger and make him unblockable so that he can get in for 21 Commander. See the Unwritten is obnoxious, as you usually get two Creatures out of it and fill your yard to make Jarad big. Rishkar's Expertise can potentially draw you tons and then you get a free play out of it. Evolutionary Lea is a great way to fill up your hand in response to Wraths or if you just need to go digging.
I used to play a budget Jarad, you can check my deck out in my Retired decks section of my sig if you want ideas.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
1. Five card combo - requires Voyaging Satyr, Instill Energy, Cabal Coffers, Urborg (because Coffers by itself is bad in two color decks running less than 1/3 Swamps), and a mana sink like Torment of Hailfire.
2. Four card combo - requires a fragile creature, a pump, Instill energy, and a mana sink.
3. Four card combo - Instill Energy on a small creature, another big creature to make it do anything, and a mana sink to use the mana generated.
4. Necrotic Ooze could be interesting, but it isn't really a deck built around activated abilities. This has the most potential but the least control. It's very hit or miss - you might get Avatar of Woe's ability, or you might get Sakura-Tribe Elder's - which is why adding an aura to support a minimal percentage of your deck may not be a good idea.
In all of these cases, you aren't even using your commander, the one card you are guaranteed access to, which means you are supporting your support cards. They aren't even primary support cards, as none of them really interact with your commander or your deck's theme. I find the odds of assembling one of these combos and having it work to be very, very small.
At the very least, I'd recommend a straight swap: Thousand-Year Elixir instead of Instill Energy, as it can at least be played before the creature and sticks around after the creature dies.
Personally, though, I'd probably abandon this interaction as too cute but not effective.
If you decide to keep these interactions, though, let us know how they work out. And if you are looking for other ideas, here's my list. I haven't updated it since March, but it's pretty fun and can bleed for a lot.
2023 Average Peasant Cube|and Discussion
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1 Jarad, Golgari Lich Lord
Creature
1 Splinterfright
1 Birds of Paradise
1 Multani, Yavimaya's Avatar
1 Golgari Grave-Troll
1 Boreal Druid
1 Fyndhorn Elves
1 Elves of Deep Shadow
1 Deathrite Shaman
1 Ulvenwald Tracker
1 Managorger Hydra
1 Sakura-Tribe Elder
1 Scute Mob
1 Centaur Vinecrasher
1 Elvish Mystic
1 Wood Elves
1 Stinkweed Imp
1 Arbor Elf
1 Llanowar Elves
1 Golgari Thug
1 Satyr Wayfinder
1 Disciple of Bolas
1 Ramunap Excavator
1 Bane of Progress
1 Reclamation Sage
1 Beast Whisperer
1 Fauna Shaman
1 Meren of Clan Nel Toth
1 World Shaper
1 Midnight Reaper
1 Glowspore Shaman
1 Brawn
1 Shriekmaw
1 Corpse Augur
1 Underrealm Lich
1 Vengeful Pharaoh
1 The Gitrog Monster
1 Woodfall Primus
1 Phytotitan
1 Deathreap Ritual
1 Crawling Sensation
1 Sylvan Library
1 Animate Dead
1 Journey to Eternity
1 The Mending of Dominaria
1 Greater Good
1 Nyx Weaver
Land
1 Svogthos, the Restless Tomb
1 Temple of Malady
1 Llanowar Wastes
1 Hissing Quagmire
1 Exotic Orchard
1 Blighted Woodland
1 Bojuka Bog
1 Command Tower
1 Evolving Wilds
1 Jungle Hollow
1 Tainted Wood
1 Vivid Grove
1 Vivid Marsh
1 Foul Orchard
10 Swamp
10 Forest
1 Golgari Guildgate
1 Dakmor Salvage
1 Rogue's Passage
1 Terramorphic Expanse
1 Birthing Pod
1 Sol Ring
1 Ancient Stone Idol
Instant
1 Skeletal Scrying
1 Grisly Salvage
1 Beast Within
Sorcery
1 Drown in Filth
1 Gather the Pack
1 Splendid Reclamation
1 Driven // Despair
1 Worm Harvest
1 Mulch
1 Victimize
1 Living Death
1 Life from the Loam
Better breakdown here: https://www.mtgsalvation.com/decks/8497-200-jarad
Thoughts and constructive criticisms are more than welcome.
BChainer, Dementia Master(Big Mana/Reanimator)
BRRakdos, The Showstopper (Mass Life Loss/Ramp)
BUThe Scarab God (Zombie Tribal/Control)
BWKarlov of the Ghost Council (Life Gain)
BGJarad, Golgari Lich Lord (Stompy/Dredge)
BRGProssh, Skyraider of Kher (Tokens/Non-infinite Combo)
Arch of Orazca and Grim Backwoods are two low opportunity cost ways to add more draw to your deck, which I think it needs.
Since your Creatures are ordered without rhyme or reason, I don't know if you have a sufficient curve for Birthing Pod.
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
BChainer, Dementia Master(Big Mana/Reanimator)
BRRakdos, The Showstopper (Mass Life Loss/Ramp)
BUThe Scarab God (Zombie Tribal/Control)
BWKarlov of the Ghost Council (Life Gain)
BGJarad, Golgari Lich Lord (Stompy/Dredge)
BRGProssh, Skyraider of Kher (Tokens/Non-infinite Combo)
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
BChainer, Dementia Master(Big Mana/Reanimator)
BRRakdos, The Showstopper (Mass Life Loss/Ramp)
BUThe Scarab God (Zombie Tribal/Control)
BWKarlov of the Ghost Council (Life Gain)
BGJarad, Golgari Lich Lord (Stompy/Dredge)
BRGProssh, Skyraider of Kher (Tokens/Non-infinite Combo)
Mid-Tier: Marchesa Aggro Rose Asmadi Get Dire Tymna Ikra Woke Women Tiana Aura Angel Ruric Thar SMASH Smasher Kraum Mana Positivity Zur Slides
Filthy Casual: WUBRG Jodah WUBRG WUBRG Fatties WUBRG Gahiji Vigilant Vengeance Ezuri Mysterious Morphs
GLHF
What about mikaeus + Woodfall primus + altar?