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So, here goes my spellslingin' Jeleva. We want BIG SPELLZ cast for free, we want it pretty much as fast as possible, and preferably, trigger more than once !

We can bring Jeleva ingame pretty much at turn 3, tapped and attacking. How ?

Put in mountain and some kind of haste-giver like Goblin Motivator

In T2 put down any other land, it could be Island, or idealy Halimar Depths to look what future will bring. Then good ol' fashioned Sol Ring into Arcane Signet which will provide color fix if needed next turn.

In T3 drop Swamp - now you have idealy all 3 colors, if yes and luck is on your side, drop down Harmonic Prodigy tapping Sol Ring and Arcane Signet for red, floating one colorless for Jeleva cast. That champ is gonna double our Jeleva's triggers.

If you aren't lucky and have only two your colors, tap Arcane Signet to fix it.

You also have prepared much needed Haste provider and maybe checked up if something juicy is going to exile from Jeleva cast trigger.

Now drop that bad bitch and bathe in exiled stuff all over the table. Exiling total of 32 cards and able to cast two of them for free thanks to Harmonic Prodigy.

Even without Prodigy, you can start attacking and casting for free at least one spell from among 16 cards you'll exile in standart Commander conditions.

Then, continuously build your value train constisting of "Whenever you cast instant or sorcery" stuff for exaple Guttersnipe , Talrand, Sky Summoner or Metallurgic Summonings and "Casting spells from exile" with cards like Passionate Archaeologist or Wild-Magic Sorcerer

Have always open some mana and escape spells for your Commander. You can have Jeleva be killed comfortably once or two times as Commander Tax rises, so does the batch of exiled cards. If you secure haste for her, it's not hurting that much. In fact, from my experience, no one wants to deal with Jeleva in this manner, so prepare to be neutralized with aura spells, turning your Commander into stone. There comes handy Unsummon , Voyage's End and so on.

Most fun and quite confusing card in the deck and my personal favorite is Aria of Flame. You give everybody 10 lives. That's incredibly unusual card in red as it makes your opponent's threat-asessment process for this play quite confusing. Everybody is going to leave it be. As counters are building to 3-4, they starting noticing some kind of incresing damage, but not to each of them, so if you're not hurting that one green player with enchantment removals you can go pretty far with it. Exceeding 5, 6 and 7 counters is usually pretty lethal, as you can multiple bounce your stuff with low costs spells to stack it up and dealing effectively like 7 damage to burn down any pesky PW at table or usually right into face of any opponent just because you bounced your Commander to hand with Vapor Snag for example.

Everything is kept at some kind of budget. I don't want to exceed like 25€ per card. Also not fan of any kind of infinity comboes.

Feel free to suggest some good value pieces or BIG SPELLZ to cheat out into play !

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Comments

91% Casual

Competitive

Date added 1 year
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

42 - 0 Rares

14 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 4.16
Tokens Construct X/X C, Copy Clone, Drake 2/2 U, Elemental 1/1 R, First Mate Ragavan, Human Wizard 1/1 U, Ragavan, Spawn 3/3 R, The Ring, The Ring Tempts You, Treasure
Folders EDH
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