Welcome back,

Its that time of the year again! Spoiler season is upon us, and it’s been a good one so far. With several promising cards, and some busted ones like Day’s Undoing, we are looking at what has the potential to be the best core set ever. It’s always great to go out on a bang. Going into this set, I’ve really been looking forward to one card in particular. A certain planeswalker that aligns himself with blue mana.

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Of cource, I’m talking about Jace, Vryn’s Prodigy. At first glance, I honestly didn’t know what to think of this guy. He definitely isn’t what I was expecting, but he isn’t bad either. He will make for a useful general, and a hard one to get rid of to boot. For a two mana general, he isn’t bad. His ability to loot for free is nice, and he is super easy to flip. He will most likely always flip the turn you untap with him. His plus ability isn’t stellar, but it can keep you from taking a few points of damage, and keep him around. His minus ability is awesome. Having a Snapcaster Mage on a stick is wonderful and is definitely the best part of him. His ultimate is quite funny, and can make for an interesting path to victory, if you choose to take it. All in all, we can definitely work with him. Lets take a look at what we can cook up with the prodigy of Vryn.

Jace, Vryn's Prodigy (EDH)

Commander (1)
Jace, Vryn’s Prodigy
Lands (37)
Boseiju, Who Shelters All
Coral Atoll
Evolving Wilds
Flooded Strand
Halimar Depths
24 Island
Lonely Sandbar
Myriad Landscape
Nykthos, Shrine to Nyx
Polluted Delta
Reliquary Tower
Remote Isle
Temple of the False God
Terramorphic Expanse
Creatures (15)
Archaeomancer
Augur of Bolas
Clever Impersonator
Clone
Consecrated Sphinx
Draining Whelk
Duplicant
Guile
Mercurial Pretender
Phantasmal Image
Sakashima the Impostor
Sakashima’s Student
Talrand, Sky Summoner
Vesuvan Doppelganger
Vesuvan Shapeshifter
Instants (23)
Blue Sun’s Zenith
Brainstorm
Coutnerspell
Cryptic Command
Cyclonic Rift
Day’s Undoing
Deprive
Desertion
Dig Through Time
Dissipate
Dissolve
Evacuation
Fact or Fiction
Gather Specimens
Impulse
Last Word
Mystical Tutor
Pongify
Pulse of the Grid
Rapid Hybridization
Rewind
Supplant Form
Trickbind
Sorceries (11)
Acquire
Bribery
Clone Legion
Curse of the Swine
Knowledge Exploitation
Ponder
Preordain
Rite of Replication
Spelltwine
Tempt with Reflections
Treasure Cruise

Enchantments (2)
Jace’s Sanctum
Treachery
Artifacts (9)
Darksteel Ingot
Eye of Ramos
Gilded Lotus
Lightning Greaves
Runechanter’s Pike
Sensei’s Divining Top
Sol Ring
Sphinx-Bone Wand
Thran Dynamo

Planeswalker (1)
Tamiyo, the Moon Sage

Seems pretty simple. Its a control deck that wins using clone spells to kill your opponent. Almost all of our creatures are clone spells, which can make things interesting. The deck tends to take some interesting lines that may seem a little unorthodox to our opponent. Sometimes you have to let their big monster resolve, only just to get one of our own. Its unique, powerful, and most importantly, fun.

This deck is a control deck first and foremost. There is plenty of card draw, counterspells, and ways to keep creatures off the board, to allow us to get to the late game. When our opponent is starting to slam down their hay makers, we can start copying them. Or whatever else we want to. With a board full of the same creatures, the games will tend to go into a stalemate for a while. We do have a way to alleviate that with some ways to push our creatures through. We can tap down our opponents team with Cryptic Command, or just return them all to their hand with Cyclonic Rift.

If you can’t contain the board for whatever reason, we do have a reset button with Evacuate. We also have some threats of our own if our clones aren’t getting the job done. Consecrated Sphinx will usually win us the game in a few turns with all of the cards we will be drawing. Talrand, Sky Summoner can create a bunch of evasive tokens, which will keep the pressure on our opponents while we cast our other spells. Guile will just turn our counterspells into Spelljack, which will turn the game around quickly in our favor.

Jace isn’t so much of a win condition for us as he is a great tool for us by helping us get more value out of our spells and keeping us alive. He can also help us push through our creatures by putting combat in our favor instead of having the board locked up. You will never really use his ultimate unless you really need a way to win. Its going to be difficult churning through an opponents deck five cards at a time. It does trigger off of every spell we cast, but it still will take a lot of work to win by milling them out.

This deck does have an issue with hyper aggressive decks. We usually don’t do much on the first few turns, so if somebody get to putting pressure on us in the first couple of turns, we may just get pushed out of the game. We can stall the game out so that we can get going, but it may not be enough some times. As long as we can get to the late game, we should be favored to win.

Thank you for checking out this week’s Commander Corner. If you have any comments or suggestions, let me know in the comments below. See you soon, my friends.

-Steven Gulsby

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