This is a cheerios build of jhoira but with added toolbox features to make the deck more flexible than just one combo.

this deck is not the best it can be, and is meant to be semi competitive while still relatively budget friendly. the deck can slowly be upgraded over time and still be playable at that "strictly worse" level.

WINCONS: an improvised and surged Fall of the Titans using Inspiring Statuary, Grapeshot after building a high storm count, Aetherflux Reservoir, and Firebrand Archer while going off playing artifacts.

CARD INTERACTIONS:most cards in the deck can be categorized as mana(ramping/grabs lands/color fixing), draw(artifacts that draw on their own and via jhoira/draw spells/tutors), wincons(above) and other(effects on low cost artifacts other than mana or card draw/niche or situational cards)

the "other" group are the most fun. Despotic Sceptering an Ichor Wellspring for an extra card, or to destroy jhoira as to not deck out. Codex Shredder to pull back a needed card that may have been milled or to mill a card an opponent tutored. Feldon's Cane after a Tormod's Crypt effect to ensure that no discarded and unneeded lands are put back in the library. Mana Severance to make the deck 100% gas once we are comfortable with the lands we have out. Energy Tap on jhoira or on Metalwork Colossus for mana to keep going.

ON PARADOXICAL OUTCOME: many people nag me that i should include Paradoxical Outcome in the deck but i think its a waste of space in this build.Temporal Fissure and Repeal do better jobs. fissure lets me bounce my opponents permanents back for just one extra mana(that often doesnt mater with an Inspiring Statuary in play), and that can make some people scoop as is. repeal is often :draw 2, and the deck doesnt need that much draw power to keep pushing ahead(repeal also gives some removal for pesky permanents at a low cost, it along with most cards in this list are pulling double duty)

MANA BASE: I know I know 24 some lands seems like very little, but the deck manages. being able to survey your opening hand is important with this deck and is most of the challenge. there are enough mana rocks and cards like Wanderer's Twig that you can get jhoira out on turn 3 or even 2(sol ring needed for that one) in addition most of the lands can produce red or blue and you only need colored for jhoira and one red to win for the most part so lands like Tendo Ice Bridge that give you colored mana once are no big deal as you will play a mana rock or two that can make the needed colors when it comes time to win. the basics are there because A: i have yet to replace them B: to ensure there are basics to tutor with various artifacts and C: to be able to live under a blood moon or back to basics. i would at minimum have 3 of each basic in all honesty. no less though. the single color lands besides basics provide 2 mana per tap(for a limited time) and are good for blasting out jhoira. Mage-Ring Network allows for more risky hands because you can funnel mana into it to build up to playing jhoira on time even if you dont have the lands or mana you normaly would want to have.

well thats the deck for the most part! its fun to play and i enjoy it. i upgrade it every so often but this is where i am for the time being, if i make any changes i will(if i remember) change this list accordingly.

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Casual

97% Competitive

Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

1 - 0 Mythic Rares

17 - 0 Rares

32 - 0 Uncommons

41 - 0 Commons

Cards 100
Avg. CMC 1.82
Tokens Energy Reserve
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