So, after a lot of playtesting, the deck is performing fairly consistently. While this is no cEDH deck by any stretch of the imagination, there's nothing quite so satisfying as ramping into five-colored mana and dropping ridiculous board threats on turn 4-7.

Why play Jodah over other five-color commanders? the answer is simple: because you have class, my friend. Jodah is a much more flavorful option than a lot of other commanders because of his lore, and has the potential to be a lot faster early on if not removed.

The goal of Jodah is simple: RAMP. Ramp as hard as you can, and put ridiculous threats onto the board with Jodah, the ender of games. This deck can be extremely explosive, often winning or far ahead by turn 6 or 7 if Jodah is not removed immediately. Your key cards are big draw engines such as Myojin of Seeing Winds or Conflux, which when played on turn 5 or 6, is going to propel you far ahead in the game. Sunbird's Invocation paired alongside Omniscience will just win the game for you.

Hands to look out for: 2-3 mana of varying colors, along with 1 or 2 ramp cards and some playable threats.

Though the deck has some unique strengths, it does have some glaring weaknesses. The most obvious is the lack of protection for Jodah. Should Jodah be killed over and over, we have backup in cards such as Fist of Suns and our natural mana ramp will allow us to cast all the massive spells eventually, but Jodah vanishing in the early game is certainly felt more often than not. However, if you feel that Jodah is a constant target throughout your games, some of the accessory sorceries and enchantments like In Garruk's Wake or Fevered Suspicion could be easily removed for more protection.

I'm open to any suggestions! I've had loads of fun tweaking this deck, and it's gone through tons and tons of iterations so far, each playing out much different than the last. Playing around with five-colors is awesome! I'm looking mainly for better ways to protect Jodah without sacrificing the necessary ramp or card draw. I'd rate the overall power level of this current shell at around a 6.5 or 7. If you wanted to power up the deck, you could easily remove some of the fun cards like Nezahal, Primal Tide for more tutors, interaction, and fast mana artifacts.

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Updates Add

Hey everyone! This deck has been my mainstay over the years and to be honest, it hasn't kept up very well with most players now having access to some very powerful cards. That being said, I took some time today to really tune up the deck! I juiced it up with some new cards, removed a lot of old clutter, and overall made the card quality of the deck a lot stronger. I'd currently rate this deck at around a 7 power level, definitely more on the casual side of the upper levels of play. The goal of the deck is still the same, you get Jodah out as fast as possible by playing some form of 2 or 1 mana ramp and play something MASSIVE. I removed the jank debt to the deathless combo from the deck and now it plays more like a big mana deck, where once you get an opportunity to cast some things, you will quickly run away with the game. If you wanted to make this deck more competitive, you could easily remove some of the "fun" cards like Fevered Suspicion and replace them with fast mana, interaction, and tutors which would make the deck run VERY consistently and likely push it into the realm of an 8.5 or even 9 depending on how you spin it. I hope you all enjoy!

Comments

94% Casual

Competitive

Date added 6 years
Last updated 9 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

57 - 0 Rares

11 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 5.51
Tokens Copy Clone
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