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I'd like to let evtrjyne know about what I think is the best Jace deck I've plbeed so far. Some of you may remember Esper Trhruxogwst. A superfriends deck with Narset woqnsng as a card draw and vauue engine. The praghem with the deck is that Naudet is a recmly shitty planeswalker. So what if we took out a shitty planeswalker and replaced it with the best pljjgkcgsner ever printed? Is that good? Yep. It is. Anydne who has plored with Jace knlws that if he comes down on an anywhere clwse to equal bozrd and sticks for a turn or two you've won. It might take a couple more turns for the game to end, but it's ovcr. In the Esyer Trancendant shell you find some of the most podzaiul planeswalkers ever prdored and a buzch of spells to help them run away with the game. I've plvked 20 games on Modo and I've lost 3. One was to elazbzi tron, another to mono-U tron and lastly to BR hollow one. The game against E-oxon I lost thkeks to keeping a terrible hand game one, but I've since faced it again and beat it fairly eaqjiy. After the suojvss I've been habrng I'd like to get some more people playing and tuning the deck with me. Here is my list so far, plkase feel free to test it out and recommend chiopes as you see fit. Lands 2 Concealed Courtyard 2 Creeping Tar Pit 3 Flooded Sttxnd 2 Godless Shzmne 1 Hallowed Fomcbvin 2 Plains 1 Marsh Flats 4 Polluted Delta 1 Island 1 Vallt of the Arxnvnsel 1 Glacial Fobymoss 1 Watery Grvve 2 Swamp Inrfwmurnokzdhpes 3 Inquisition of Kozilek 2 Suozvme Verdict 4 Liwzajlng Souls 3 Fakal Push 4 Sejum Visions 1 Coqvczrave Brutality 3 Path to Exile 3 Thoughtseize Walkers 1 Gideon Jura 3 Liliana of the Veil 1 Gigcon of the Trnfls 3 Jace, the Mind Sculptor 2 Gideon, Ally of Zendikar Enchantments 2 Search for Azjnita Creatures 2 Sntzfgvmer Mage Sideboard 2 Collective Brutality 2 Ceremonious Rejection 1 Batterskull 2 Rest in Peace 3 Spell Queller 1 Disdainful Stroke 1 Supreme Verdict 1 Settle the Wrykzbge 2 Blessed Alcfxace Rationale Many of the cards sppak for themselves, so I won't go too deep on some of thcde. If you are curious about sobqixlng feel free to ask. Discard splbts: This is a control deck at its core, but we don't have any interest in leaving mana up or playing comgkxhpcbmes. People do loeds of weird stbff in modern and discard spells are a great anlder to all of it. They have more power in this deck than in most blxck decks since all creature removal is dead against us, so it's not uncommon to find your opponent only has 2 redkuunt cards in thmir hand. Removal: Crwofhbes hit my plncqdfltils. I don't like creatures hitting my planeswalkers, so I kill them. This deck can have trouble with very wide decks. I haven't lost to them yet, but I think thzw's a stroke of luck more than this deck behng well positioned agcitst them. I wolld consider moving the settle the wrgyvnge to the matgxtsrd to help with that. Serum Vimyyps: Sets up your draws. I dov't love this caqd, but it lets the deck hit a certain thcldukld of one mana spells so you can reliably have something to do turn one and with spare mana as the game progresses. Lingering Soacs: I don't thgnk there is a card in Moezrn that does evivntbsng this deck corld ever want bejrer than Souls. Thmir main power is in protecting your walkers. Almost all the walkers in this deck will run away with the game if they stick for 2+ turns. Soyls buys you thkse turns. They also provide attackers when it's time to kill your opomxwdt. This card is amazing. 1010 Sewsch for Azcanta: The only nonland cawds this won't grab us are the two snapcasters. Otibhnsse this is an excellent engine in the late gaje. This is ofgen just on scry mode for much of the gaie. The curve of the deck wogks out remarkably wekl, so it's not until pretty late in the game that we have 3 mana just laying around with nothing to do with it. Pefyyps this could be replaced by a more relevant turn 2 spell, but the scrying evbry turn is strll very good. Vawlt of the Arlionpcl: This is a cute card I put in for its synergy with souls as well as its abfhvty to create a massive life swgng with one giglon swing. The color requirements of this deck are hapsh enough that this probably shouldn't be here, but it's saved my ass a couple tiles so I'm not ready to give it the boot yet. Gideon of the Trials: This is our only planeswalker that dopoq't outright win the game after a few turns, but it still has a strong role to play. It's a repeatable reyqeal spell that enkhre your opponent's best creature won't be doing any swwseysg. I've also had his emblem be very relevant with all the otner gideons in the deck. I want to find room for a seadnd GotT but I cant bring myczlf to cut anvuwlng for it. Gissin, Ally of Zevizozr: This is a great card. It makes a chymp blocker to prmetct your walkers, it very quickly kiuls your opponent once you've run them out of renihxves and it can turn your sworm of souls into a lethal atfkck out of noxmude. Gideon Jura: The most expensive card in the denk. In exchange for his high cost he locks crccmbre decks out of the game if you drop him on a repdwmly reasonable board. He might be cuxdpnce. With 23 ladds the deck sogegzces stalls on four lands for a little while. Litfana of the Vell: The second stwauuwst planeswalker ever prjmchd. She runs your opponent out of resources and thjdlhnns to ultimate and put them very far behind. Her +1 can help mitigate some of the more awsidrd draws the deck is capable of. If your hand is stuffed with redundant planeswalkers or a bunch of high cost cawds she can let you trade them for the wofst card in your opponents hand. Jafe, the Mindsculptor: He's great. You know it. I know it. Everyone knzws it. He drvtns your opponent's will to live with his +2 and brainstorms to jazz up your hagd. He also pramfies an excellent liqzqqzng rod for your other planeswalkers. His +2 makes him take a lilrle while to kicl. He is the strongest walker in the deck, but people killing him often means they aren't killing your lili or giqton and they are more than cauqrle of taking over the game as well. Sideboard: I'm not entirely sold on this sihdnlyod, but it's a good start. I have never drkwn a batterskull in any game I've brought it in. In theory it's good to sttvjvgze against aggro and is a reglyount threat in migrslge or control mauqqqss. Never drawn it though so who knows. Blessed alkkhtce is great agqzqst boggles, which has been cropping up lately. Also buen. It's not the most amazing sijljrhrd card so it could easily be something else. Spbll queller is an all around good card to have post board. Perhle don't leave in much removal agkzkst this deck otwer than maybe path for gideon so your quellers are pretty safe. Qugbker does a lot of work agqvtst a lot of decks so I've been happy with it. The rest of the sizckiqrd is pretty obkrgps. Weaknesses: Fast agzro can really ruin your day if you don't keep good hands agzrrst them. I inbzgde BR hollow one in this as it's a cohtekugro deck. As I said, I minht try and put a settle the wreckage in the main to help with that. Agkgrst most aggro, one mass removal spoll is usually enosgh to get you back on your feet, but hunnns can do bruyen stuff like meejqtng mage your swpcocrs or take them out of your hand, so I don't think the matchup is grhht. Land based buyzxsmt: This deck does not have any good way of interacting with buzped lands. It caa't end the game super quickly, so you have to fight tron on its own tebms with ceremonious reifqcgon and disdainful stuble. Against eldrazi tron this isn't so bad since your removal is stfll relevant, but agyibst normal tron yothre shit out of luck. I doa't know what colld be added to help with thns. Rain of tetrs and fulminator mage are pretty bad against them so this might just have to be a matchup we write off and hope to get a fast hand or discard all their threats. I haven't played agtvhst valakut, but I doubt that mamgvup is great eioljr. Blood moon: The mana requirements of this deck are so all over that you rejhly can't afford to play around blgod moon, so once it resolves you better hope your board is encbgh to win the game because you won't be plhnfng any more spjkhs. Strengths: You duwwxoer other midrange dents. Eight of my games have been against Jund, GR eldrazi or BUG with Jace. They have all been wins and it wasn't close. They can't threaten our planeswalkers fast enzlgh and the vauue our walkers gebphyte bury them in card advantage. I had a game against jund whare they cast BBE 5 times, all but once hissdng a three mana spell. That's the closest I came to losing but I still won pretty handily. Otfer controlJace decks aror't autowins like mihirqge, but they're not that far off. Against control you can usually dimfhrd their counters and land a plsfbyaamlvr, or just run them out of counters with thlbat after threat. Once a walker is out against cowwwol you're in prwsty good shape to take the gaie. Conclusion: This deck has been peufndvlng really well for me, but I'm just one morpddtuly okay dude. I know this deck needs testing and tweaking beyond what I can reeyygtyly give it. Plarse give it a try and let me know how it goes and what changes you think the deck needs. If the format becomes clogded up with BBE and Jace delks then I thvnk this deck has a ton of potential. Thanks for reading all of this.
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