Commander Corner: Jace, Vryn’s Prodigy

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 [c]Snapcaster Mage[/c] 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.

[d title=”Jace, Vryn’s Prodigy (EDH)”]

Commander

1 Jace, Vryn’s Prodigy

Lands

1 Boseiju, Who Shelters All

1 Coral Atoll

1 Evolving Wilds

1 Flooded Strand

1 Halimar Depths

24 Island

1 Lonely Sandbar

1 Myriad Landscape

1 Nykthos, Shrine to Nyx

1 Polluted Delta

1 Reliquary Tower

1 Remote Isle

1 Temple of the False God

1 Terramorphic Expanse

[/d]

[d]

Creatures

1 Archaeomancer

1 Augur of Bolas

1 Clever Impersonator

1 Clone

1 Consecrated Sphinx

1 Draining Whelk

1 Duplicant

1 Guile

1 Mercurial Pretender

1 Phantasmal Image

1 Sakashima the Impostor

1 Sakashima’s Student

1 Talrand, Sky Summoner

1 Vesuvan Doppelganger

1 Vesuvan Shapeshifter

[/d]

[d]

Instants

1 Blue Sun’s Zenith

1 Brainstorm

1 Coutnerspell

1 Cryptic Command

1 Cyclonic Rift

1 Day’s Undoing

1 Deprive

1 Desertion

1 Dig Through Time

1 Dissipate

1 Dissolve

1 Evacuation

1 Fact or Fiction

1 Gather Specimens

1 Impulse

1 Last Word

1 Mystical Tutor

1 Pongify

1 Pulse of the Grid

1 Rapid Hybridization

1 Rewind

1 Supplant Form

1 Trickbind

[/d]

[d]

Sorceries

1 Acquire

1 Bribery

1 Clone Legion

1 Curse of the Swine

1 Knowledge Exploitation

1 Ponder

1 Preordain

1 Rite of Replication

1 Spelltwine

1 Tempt with Reflections

1 Treasure Cruise

Enchantments

1 Jace’s Sanctum

1 Treachery

[/d]

[d]

Artifacts

1 Darksteel Ingot

1 Eye of Ramos

1 Gilded Lotus

1 Lightning Greaves

1 Runechanter’s Pike

1 Sensei’s Divining Top

1 Sol Ring

1 Sphinx-Bone Wand

1 Thran Dynamo

Planeswalker

1 Tamiyo, the Moon Sage

[/d]

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 [c]Cryptic Command[/c], or just return them all to their hand with [c]Cyclonic Rift[/c].

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