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Hello everyone, this is my "budget" build for Jace High Tide. It is a combo control deck built to maximize the utility of High Tide and other mana doublers as well as Jace's abilities to consistently loot and flashback key cards. "Budget" essentially translates to "I don't own a candelabra" as well as a few other expensive pieces, but it still plays pretty well. The mantra of the deck is: all roads lead to infinite mana.

Why Play Jace?

Jace is a highly underrated commander, which is understandable given his competition in the mono blue commander pool. Jace is often overshadowed by Teferi, Arcum Dagson, Azami, Baral and even Kess (despite her grixis identity). So what makes Jace stand out?

Other Mono Blue Options

    Teferi, Temporal Archmage is essentially a stax commander with a very powerful infinite combo of which he himself is a part of. The deck focuses on controlling the game until it can reach this combo. While he is more explosive than many other stax commanders due to being part of the combo himself, he is still a slower commander to play due to the mana intensive nature of the combo.
    Arcum Dagson is not really a mono blue commander so much as he is a mono brown commander that splashes blue. He is a Tinker in the command zone (a card that is otherwise banned in EDH), allowing him to do some pretty funky things. Arcum excels at being a combo control commander that relies heavily on artifact synergy to win the game. Of all the top mono blue commanders, he relies on artifacts the most, so if you love anything brown (or grey), you may like Arcum.
    Azami, Lady of Scrolls is essentially a tribal wizard commander with a very strong combo and control game. At a competitive level she is the closest to tribal you get while still being a typical mono blue commander. If you like wizards, you may like Azami.
    Baral, Chief of Compliance is a very powerful control commander, and is perhaps the closest comparison to Jace. He, like Jace, is only two mana, which is a very alluring train in of itself. Unlike Jace, baral makes instnat and sorcery spells cheaper to cast, and also allows you to loot any time you counter a spell. This makes for a fantastic control shell with the most common win condition being a polymorph combo, wherein you polymorph Baral into an eldrazi titan or Jin-Gitaxias, Core Augur, whichever is more suited to your metagame (eldrazi being more powerful in 1v1 and the praetor sometimes being better in multiplayer). The key difference between Baral and Jace is that Baral wants to play a more hard-lined control deck whereas Jace appreciates spell slinging more like a storm deck.

Pros and Cons

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Deck Construction and Strategy

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Card Choices

  • Blue Sun's Zenith - The most important draw spell in the deck, which also serves as our primary win condition. Stroke of Genius but costing XUUU, it can be reused and is a way to shuffle our library, and when we have infinite mana we can draw ourselves then use it to deck our opponents.
  • Stroke of Genius - BSZ but only costing X2U, which is more flexible with our mana base when we aren't going infinite yet. It can also draw our entire deck to start the BSZ chain or can just draw lots of cards when needed. Note that while it can't be flashed back for value by snapcaster mage, it can be cast with Jace for whatever X we dump into it because Jace doesn't actually give it "flashback," but is rather just a yawgmoth's will for one target.
  • Dig Through Time - This card is amazing. It is banned or restricted in every other format, and for good reason. Jace's looting and our constant spell-slinging combined fills our yard very quickly, and it can even be flashed back by Torrential Gearhulk. Talk about value.
  • Fact or Fiction - A classic blue staple that is even better in commander when people decide to play politics. Give the option to the most unassuming player at the table or to someone who is trying to stop another player from winning and you're golden. Even if you don't get the split that you want, you can always flash back any non-permanents you toss in the bin so it's sort of a win-win for you. Or, you know, just convince someone to split 5-0.
  • Frantic Search - This card is bonkers already, as it is essentially a free double loot, but it can be even better in our deck as it can actually ramp us if we have a mana doubler in play. It's an instant but don't be afraid to play it on your main phase when you are digging or even ramping during your turn. It can also be a great way to hold up a surprise counterspell for someone if you cast it using sol ring and an island, for example.
  • Glimmer of Genius - Not the most impressive spell in our deck since we don't really care about energy, but I'll play it over Foresee for that instant speed any day. It digs deep but it could easily be one of the first to cut in favor of Intuition or Time Spiral something (if you have the budget).
  • Impulse - The best at what it does: cheap, instant speed and digs deep. We play it every day.
  • Compulsive Research - Sorcery speed but boy is it powerful. Doesn't get much better than pay 3 to draw 3. Even if we don't discard a land, we love to flash back stuff so it really isn't an issue.
  • Deep Analysis - The first line of text makes it sound strictly worse than Glimmer of Genius in many ways, but what is really valuable here is the flashback cost. 1U and 3 life to draw 2 is great. Even so, 3U to draw 2 at sorcery speed isn't exactly exciting. What makes it really shine in our deck, though, is that we can loot it away with Jace and just cast it for 1U instead.
  • Windfall - Windfall is always good, even when you have the most cards at the table. Obviously you want to gain card advantage with it but sometimes you just want to draw a new hand, and this does it great. I can't afford Timetwister or Timespiral, but even if I could I would probably still play Windfall in addition to them.
  • Memory Jar - Brown wheel of fortune? Yes please! Sometimes this is even better than wheel, as it strips your opponents hands without putting them in the graveyard to use later, so sometimes you can just win for free even when your opponents had countermagic in hand.
  • Ponder - Does this even need explanation? Banned in modern and one of the most format-defining cards in legacy, this card does it all and for just one blue mana.
  • Preordain - Basically a worse ponder but still good enough to be banned in modern. It's good. We play it.
  • Serum Visions - The not-banned-in-modern version of preordain, we play it mostly for redundancy since we can't play a full set of ponder and preordain, but in some situations when you know the top card of your library you will want to be playing this over preordain anyways. It's still good so we will play it, too.
  • Gitaxian Probe - provides us with perfect information about our most threatening opponent and draws us a card for free. If you ever are in a scenario in which you want to pay U instead of 2 life you have already lost the game anyways.
  • Brainstorm - Entire articles have been written about this card. It is the most defining card in legacy, and the reason why we are playing fetchlands in a mono blue deck (aside from also filling our graveyard). I won't go into too much detail, as you should already know how powerful this card is. We play it. End of story.
  • Enter the Infinite - If we can resolve this, we win the game. There are almost very few situations in which we cant win when we draw our deck on our turn, even if we are tapped out. I'm hesitant to even call this a draw spell as it is more of a win condition, and when we don't have a reasonable way to cast it we often just discard it. Still, it draws cards. A lot of them.
  • Kefnet the Mindful - Draw engine on an indestructible stick, which can even bounce lands to replay in some niche situations when we want to do that. Sometimes it can even block for us. Draws our deck when we go infinite. Not the most competitive card in the world, but I like it.
  • Staff of Domination - Really only superb when we have infinite mana, but can still hang around and draw cards when we are patiently waiting. Sort of like Kefnet except that we can find it with our artifact tutors.
  • Counterspell - The tried and true hard counter for everything.
  • Arcane Denial - Especially good in 1v1, another hard counter that draws you a card. Your opponent doesn't draw the two until the next turn (as do you) so it isn't an issue during counter wars.
  • Cryptic Command - The card that does everything and more. "If you have a cryptic command in hand and can resolve it, you can't lose the game this turn" is a mantra I stand by in modern, as if this is the case and you lost you probably misplayed. This isn't as true in commander, but the sentiment holds. It does so much and more, so we play it.
  • Flusterstorm - The classic anti-storm card that counters a lot more than just storm cards. I've seen many a game go down where one player can win through any and all countermagic, except flusterstorm. The card is powerful and increasingly becomes a necessity the more competitive your metagame becomes.
  • Dispel - Counters counterspells, haymakers and win conditions alike, all for the cost of one blue mana. Similar to flusterstorm, the card becomes much more powerful at higher power level tables.
  • Spell Pierce - Same argument for dispel and flusterstorm: the more mana-tight your opponents are, the larger the impact this has. In competitive tables the early turns are vital, and as everyone starts trying to force through early setups this becomes almost a negate. Sometimes, even if the spell resolves through it, making your opponent tap out to resolve it is still strong.
  • Negate - Hard counter for noncreature spells, which are often the most important spells anyways.
  • SwanSong - Incredibly important as another cheap counter. Essentially a 1-mana negate in many scenarios, the bird doesn't really matter so we play it.
  • Stifle - This sounds ruthless, and it is. It seems like it would be a dead card too often than not, but boy is it important to protect against Strip Mines, Deathrite Shamans, Arcums, Protean Hulks, and a handful of other threats that destroy us. Disallow might be the more versatile spell, but we can't afford to play 3 mana countermagic at competitive tables to begin with, and stifle lets us protect ourselves against turn 1 strip mines or other problematic early threats.
  • Mental Misstep - Remember how I said we are ruthless? Yeah, we really are THAT ruthless that we play this card. In 1v1 you can use this much more liberally to counter a sol ring or whatnot but even in multiplayer it is often a crucial counterspell in counter wars. It counters stifle, dispel, swansong, spell pierce, and even mental misstep (misstep countering misstep, the classic), not to mention sometimes even the spell that we are trying to fight over in the first place.
  • Snapcaster Mage - Yeah, this can sometimes be a counterspell when we have one in the grave already, and has the flexibility to do anything else, too. Pretty sweet.
  • Torrential Gearhulk - Same as snapcaster.
  • Sol Ring - The best of the best of mana rocks.
  • Mana Crypt - Arguably better than Sol Ring since it lets us cast Jace on turn 1, but the random bolts do add up if the game goes on long enough and someone is on the damage path to victory. Still on the same tier as Sol Ring, though. 10/10.
  • Mana Vault - Ramps harder than Sol Ring but needs something to untap it consistently, like Tezzeret or Aphetto Alchemist. The boost is worth the 1 life per turn when we aren't using it, though, as 1 damage per turn adds up much more slowly than 3.
  • Basalt Monolith - Solid mana rock that becomes even better with Tezzeret in play and goes infinite with Rings of Brighthearth.
  • Grim Monolith - Same as Basalt but can only go infinite with power artifact (which I don't play due to budget concerns). Still fantastic.
  • Helm of Awakening - The symmetrical effect sometimes hurts us but it helps us enough that it is worth playing. Also works great if playing the Top+Future Sight combo, making it draw your deck for free.
  • Baral, Chief of Compliance - Non-symmetrical helm of awakening that can even loot for us if we counter something. Super solid for our spell-slinging strategy.
  • Sapphire Medallion - Yet another cost-reducer that hits all of our non-brown spells. Very nice for our mono blue deck.
  • Sky Diamond - A pretty bad mana rock, all things considered, but a necessary evil when not playing moxen because we need a blue-producing mana rock for the Dramatic-Scepter combo. Replace with Mox Diamond/Opal or Chrome Mox if you can.
  • Tezzeret the Seeker - Can untap our mana rocks for a hefty amount of ramp.
  • Caged Sun - Blue mana doubler. We play all islands so it works wonders.
  • Extraplanar Lens - Same as Caged Sun but symmetrical if we don't play Snow Covered lands. If you have enough of them, play them to be greedy.
  • High Tide - The namesake of the deck, this card creates absurd value turns and win turns when we go for it. Can also be flashed back with Jace or Snapcaster (or even Gearhulk, though it's rather expensive at that point) and copied by Twincast and Echo Mage for absurd turns.
We win though Blue Sun's Zenith most of the time, and can use it, Stroke of Genius, Kefnet the Mindful, Staff of Domination, or Enter the Infinite to draw our deck to do so. The infinite mana combos are outlined in the combo section, and that is how we fuel these draw engines. We can also win by slow-rolling through damage or Jace emblem mill, which can work in less competitive environments but is a weak strategy at competitive tables.
  • Aphetto Alchemist - Untaps Jace, our mana rocks, and Echo Mage. Very strong card in our deck.
  • Echo Mage - Copies high tide and draw spells multiple times, but takes a lot of mana investment to make work. Still testing it, but is probably cuttable in favor of more powerful individual spells.
  • Twincast - Blue Reverberate is great at copying high tide and other spells.
  • Snapcaster Mage - The best blue 2-drop ever printed, can counter spells, draw cards, or even high tide, depending on what is in our yard and what the situation calls for.

Options and Upgrades

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Suggestions

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-1 Deadeye Navigator -1 Sky Diamond -1 Echo Mage +1 Gilded Lotusfoil +1 Paradox Engine +1 Mox Opal

Mox Opal turned out to have plenty of artifacts in the deck to be a reliable mana source, and simply proved better than Sky Diamond, which was a bad card anyways. Trinket Mage can also find it, which makes it even more useful. Echo Mage usually did nothing, it was cute but not efficient. Similarly, Deadeye Navigator is just too slow. The infamous combo with Palinchron was the slowest, least reliable combo in the deck so I cut it in favor of Paradox Engine, which offered different lines and more combo potential for Isochron Scepter. As a result. Gilded Lotusfoil was also added because of its effectiveness with Paradox Engine and to up the artifact count for Mox Opal.

I am now looking into Opt as another cantrip and Unwind as counterspell that can refund itself and even ramp me (it is better than Rewind because it costs one less and still hits all the relevant targets).

Comments

Date added 7 years
Last updated 2 years
Exclude colors WBRG
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

30 - 0 Rares

13 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.88
Tokens Bird 2/2 U, Emblem Jace, Vryn's Prodigy, Energy Reserve, Morph 2/2 C
Folders EDH
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