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A Mile in Jace's Cloak... (Vorthos Theme Deck)

Commander / EDH Control Group Hug Mono-Blue Multiplayer Theme/Gimmick Vorthos

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Maybeboard


This deck is designed to invite you, the player, to step into Jace's shoes (and his cloak, don't forget the cloak) for the duration of the game. To that end, including cards that feature him directly or otherwise prompt you to feel like him is only a secondary consideration - the primary criterion is that the cards and their interactions encourage you to think like him in order to win. (Budget constraints have been forgone in favor of making the most flavorful deck possible.) Not the traditional way of building a Vorthos theme deck around a character, no, but I wanted to try something different from that.

So what does it mean to be Jace?

Magically speaking, you are a mind mage first and foremost, and never forget it. You can dip into other areas of magic, especially with your early background in manipulating mana and ability to learn spells from others' minds, and you should do so judiciously, but a strategy that ignores your main specialty (like directly summoning an army of creatures to attack with) is not going to win you the game. Does that mean you have to mill your opponents to death instead? You can try, but mind magic is much, much more versatile than that, as is reflected in the cards, and trying to mill 90 or so cards per opponent in a format where original Eldrazi titans are run as protection against milling seems like a dubious prospect without a more detailed plan. You'll have to use that versatility and work something out, but if you do you have access to quite a bit of power, as befits the only Planeswalker ever to have a card banned out of an official Magic format. (Mind magic is widely considered a broken powerset for a reason! In fact, I excluded some powerful cards with a good mechanical fit that could be made to work thematically, like Boseiju, Who Shelters All, Consecrated Sphinx, Force of Will, Fabricate, High Tide, Mystical Tutor, Palinchron, Personal Tutor, and Whir of Invention on purpose to make the deck trickier to play and less oppressive. It's supposed to make you think, not steamroll everyone without trying.)

The key to working out an appropriate strategy, of course, is to understand what you seek to manipulate. In your case, that means minds - both yours and your opponents', and both in and out of the decks. Any deck can benefit from such an understanding in its player, but this one demands it, which brings us to play style. You may want to abandon your current plan in favor of a backup, but you never want to be out of options. Consider the benefits and drawbacks of each option carefully to optimize your plans. Anticipate your opponents (and yourself) to squeeze the most out of every drop of mana and every card you cast, then find ways to reuse them. Endure into the long game while you gather information and set up plans, or until you reach a shortcut. Convince your opponents that what you're doing to further your plans is also in their best interests. Fight as little as possible - you and your creatures are both physical underdogs - whether by forming alliances, pumping out effects that benefit everyone, or trickery if need be. Allies are very useful to hide behind, and if you read them well they may even be quite happy to have you borrow things out of their heads! But when you have no (true) allies, or your allies can't protect you, well... you do what you must to survive. You might not like being nasty with your powers, but you knew going in that there would only be one player left standing at the end of the game, so you came prepared. Haunted by lots of memories, but prepared - presumably this fight is over something very important for you to be stepping in. And when you do step in, you're not messing around.

With that out of the way, on to the cards!

You lead your deck as Jace, Vryn's Prodigy  . We'll go over the gameplay implications of this later; for now, let's just note a couple of flavor points beyond the usual from leading the deck yourself:
  • Having nearly guaranteed access to your flipwalker card means that the flexibility of mind magic, as is present on both sides of the card (both hand refining and the Planeswalker abilities are widely useful) is highly unlikely to be far away at any point - and that's before we get to the rest of the deck! (Even if the creature side is stolen, it can only be used for so long before the transform condition brings it right back, which is a nice point of resistance to mind control.)
  • You're not dipping into Black for nastiness or win conditions. That dalliance is firmly behind you, and besides, Blue mind magic is quite capable of providing you ways to win.

We start with the basics: Islands. Here there's no reason not to showcase the places Jace has been that already have cards out; ideally these would be comprised of any combination of 1 of each unique art from Vryn (Origins - the Origins Islands depicting Ravnica are duplicates of RTR art), RTR (5 variants were printed), Kamigawa, Alara, Zendikar, BFZ, SOI, and Kaladesh. Failing these, the Islands of Lorwyn and/or original Ravnica would be acceptable substitutes, but beware that one of the variants from Ravnica block was duplicated in RTR.

Our other lands are there to provide some useful function beyond Blue mana. Exotic Orchard, Transguild Promenade, and Vivid Creek we keep around in case we want mana of other colors (say, for activated abilities of stolen permanents), along with a Snow-Covered Island for snow mana (from that one time Tezzeret insisted you come to a meeting with Bolas and you lost a toe). Academy Ruins helps you recall artifacts (and you have several juicy artifacts between your storied history and gifts to the Guildpact), Homeward Path provides insurance against opponents stealing your creatures (you know better than to assume it's not possible) and unwanted donations, while Nykthos, Shrine to Nyx lets you leverage being very, very, Blue into more mana to work with - Gideon can tell you all about the benefits of devotion to an ideal, can't he? Mage-Ring Network , Minamo, School at Water's Edge , and Moonring Island all let you sink mana into their other abilities at instant speed. Halimar Depths gives you a peek into what you're about to remember, Reliquary Tower lets you keep more options ready to hand, Shelldock Isle stores a spell (preferably an expensive one) away for later, Arcane Lighthouse helps you target pesky creatures, and Tolaria West lets you call to mind just the manabond you want. Vesuva can back up any nonlegendary land you've already put out - or copy a manabond from someone else.

Hey, even most of the nonbasic lands are from planes you've been to. And for the rest that have specific places, you know someone else who's been to that plane if not that place.

At this point you may notice the conspicuous omission of most mana ramp and accelerators - this deck doesn't even sport a Sol Ring! The few mana ramp cards present all have other functions. This is deliberate - there is a mana efficiency subtheme instead, the reasons for which are explained in the subtheme's own section. (Yes, this means a slower start in general. It adds to the puzzle and has flavor reasons. But with the sheer amount of card draw in the deck, it works out fairly well despite the low-looking land count.)

Card Draw Show

Draw Control Show

Countermagic Show

Card Reuse Show

Mill Show

Time Tricks Show

Illusions and Other Creatures Show

Taking Control Show

Self-Improvement Show

Mana Efficiency Show

Artifact Use Show

Life Gain Show

Group Hug Show

Politics and Alliances Show

Flexibility Show

Tricks and Surprises Show

Anticipating Opponents Show

Drawbacks Show

So, what do you say? Want to wear the cloak for a game?

(Note to anyone looking to construct this deck: the Maybeboard consists of cards that almost made my final cut, so there may be some substitutions from there you'd prefer depending on local metagame and sourcing considerations.)

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Date added 7 years
Last updated 3 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

32 - 0 Rares

24 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.88
Tokens Emblem Jace, Vryn's Prodigy
Folders group hugs, theme decks, Want/ Modify, Cute, Mill decks, Jace EDH decks, Commander, ideers
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