JG EDH: Class is in Session

by morgoth424 on 06 September 2013

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

A while back, my friend put together an arcanis the omnipotent edh deck that quickly morphed into an artifact-based/extra-turn abomination of a memnarch edh deck that ran all sorts of overpowered blue crap from time stretch to omniscience. As a greatly vorthosian casual/edh player with a scathing hatred for blue, needless to say this pissed me off greatly. but what pissed me off even more is, well, he didn't do it in style. if you are gonna be THAT guy who plays a mono-blue hurr-durr i win deck, you gotta have class. and without further ado, i will introduce my Jin-Gitaxias EDH deck which i built for the specific reason of showing him exactly how a gentleman plays blue edh. No extra turn bullshit, no enter the infinite, no one-shot robot, no memnarch shenanigans. This, my fellow metalheads, is a blue deck. Class is in session.

How to Play

First off, early game, you want to control the board-state without becoming the prime target. permission is very shaky in the edh format, largely because it is not as consistent as a normal 4-of 60 card deck. luckily, we have an answer for that in isochron scepter and elite arcanist. imprint a counterspell on one of these babies and boom, no one speaks unless the master says so. the second part of your early game should be focused on building your mana base with extraplanar lense, thawing glaciars (thankfully can be transmuted with tolaria west) and trinket maging a sol ring from your library. your general costs 10 mana; you need to reach this threshold before your opponents realize what you are up to.

a quick aside on unwinding clock... combined with cards like grim monolith, gilded lotus, and temple bell it can either make you a big target or a beloved ally, use these interactions wisely, as it is a greatly underestimated card.

with a plethora of draw spells, you should be able to mold your hand pretty easily for a tricky mid game. this should be spent either searching up key combo pieces (which i will go into later) and control pieces. bribery, blatant theivery, duplicant, and consecrated sphinx dominate mid-game and can make you one or two enemies at the table. but once you get the ball rolling and have assembled your pieces, they wont be able to... hehe... stop you...

which leads me to the crux of the deck, the cards that will make your enemies rue the day they challenged Jin-Gitaxias to an unwinnable power-struggle. After i played this deck against my blue spell-slinging friend, he learned a thing or two about how a real blue mage plays magic. I almost hate myself for it. almost.

Dream Halls and Mind Over Matter. The card omniscience wishes it could be and "Twiddle-on-a-stick". these are the cards that will give your opponents nightmares.

First of all, dream halls gives all your spells the "force of will" ability. thats right, for half the cost of omniscience, you get to cast your spells for free. but, it costs cards. Not to worry, trinket mage up a library of leng or elixir of immortality and you wont run out of cards anytime soon. But morgoth, you say, doesnt it give your opponents the same ability? well, not with your newly cast jin-gitaxias it doesnt. they have one turn at most to play all of their cards, and thankfully, you have counter backup. not that they will live long enough to have their fun. because you have the most powerful card in the game up your sleeve. not jace, not time walk, not black lotus. Twiddle on a stick.

Mind over matter is a strange card at first glance. you can twiddle. great. we all know that. but look at all the little toys you can twiddle with in this deck: isochron scepter, icy manipulator, arcanis the omnipotent, grim monolith, tolarian academy... and did i say it was free? no? well... its not exactly free. a measly card pays for the cost. but library saves those cards, you draw more with jin-gitaxias, and oooo look, you can haz combo with arcanis!!! why, mind over matter can give you infinite mana with card draw and some lands!!! mind over matter does it all. which leads to the win of course. draw until you get lab maniac, temple bell, or psychosis crawler, then kill them with damage, mill them, or just plain win. simple. as. that.

Class is dismissed.

Deck Tags

  • Jin-Gitaxias
  • EDH
  • Mono Blue
  • Control

Deck at a Glance

Social Stats

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This deck has been viewed 1,528 times.

Mana Curve

Mana Symbol Occurrence

063000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for JG EDH: Class is in Session

There are much better blue commanders for what you are trying for here. Much faster as well.

The core problem of this deck is that JG is your SOLE source of reliable draw (arcanis wont last long. He touches the borde and he is stolen, cloned, or dead. He is just to good with untap that blue has). JG is also a big KILL HIM light blazing over your head, Azami taps wizards to draw cards, and while she is a kill me button, JG also kills other players' hands.

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Posted 09 September 2013 at 07:21

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i'm not sure if i follow. arcanis is good yes, but he is not my primary source of card draw (also if he dies, which isnt often cause of his bounce effect, i always have riptide laboratory). blue really has never been the source of reliable card draw (for that i direct you to black, e.g. greed, phyrexian arena, necropotence, etc.), but of large bursts of card advantage. i have fact or fiction, gush, brainstorm (which can be imprinted on isochron scepter), consecrated sphinx, future sight, blue sun's zenith, temple bell, heck, i even have an arena effect with staff of nin, plenty of tutor effects and buyback cards. if that is not card advantage i dont know what is. also, to your point on commanders that synergize with what i want to do, i'm really just trying to make a jin-gitaxias edh deck, period. of course i get a target over my head when i cast him, but by that point i'm winning anyway and i can protect him cause if they havent dealt with him by my endstep, guess what, i have 7 cards in my hand to protect him. mind over matter first came to mind (no pun intended) cause of the awesome card advantage jin gives me, and when i have all my opponents with nothing in their hand and only what they have on the board, its game over cause i just lock them down with MoM. azami is a good idea, but i dont think i run enough wizards to make too much good use out of her.

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Posted 09 September 2013 at 09:19

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JG does discard combo draw. For that Dimir is SO MUCH BETTER! Then JG can not command. My point on better commanders still stands. Pluss what is the win condition here. I see lab maniac and ulamog....that is it.

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Posted 09 September 2013 at 14:36

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i can see you didnt even read what i wrote in the discussion section. please read it and come talk to me. i am not trying to argue here- i just dont understand what you are saying. dimir is better? your point still stands? what is your point?? i want to make a monoblue deck centered around jin gitaxias. i still dont understand what you are talking about.

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Posted 10 September 2013 at 02:55

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I am saying jin either needs more direct abuse in the deck, or to build in a couple more win conditions other then lab maniac and MoM + TB.
You missed on Words of Wind ({1}: The next time you would draw a card bounce target permanent instead. ) This combos with All your draw amazingly.
Jin Is also very Mill oriented, with discarding the hands of hte opponents each turn. Jace (MS), Jace (MA), and classic jace also work for the deck.
Next up for the list of things to change is your lack of uyo. Your blue, what better way to control the game then to copy then counter each big win button your opponent uses. She also works with Jin, as she creates an influx of cards for you to fling around with cards like: Chamber of Manipulation, Compulsion, Diplomatic Escort, Grimoire of the Dead, Skullmead Cauldron (not highly recommended), Stronghold Biologist, Stronghold Machinist, Trade Routes, Trading Post, Waterfront Bouncer. Each of these cards are all monoblue, and play into JG's 2 effects. With no hands the foe is top decking, and whatever they play can be stopped, reversed, or turned against them.

Also Washout is a great way to deal with a few pesky commanders like sigarda and rhys

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Posted 10 September 2013 at 06:31

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