Jace, Vryn's Prodigy // Jace, Telepath Unbound
Color Identity
Details
Mana Value
2
Popularity
#1,130
of 3,466 commanders · via EDHREC
Card Text
Legendary Creature — Human Wizard // Legendary Planeswalker — Jace
{T}: Draw a card, then discard a card. If there are five or more cards in your graveyard, exile Jace, then return him to the battlefield transformed under his owner's control.
//
+1: Up to one target creature gets -2/-0 until your next turn.
−3: You may cast target instant or sorcery card from your graveyard this turn. If that spell would be put into your graveyard, exile it instead.
−9: You get an emblem with "Whenever you cast a spell, target opponent mills five cards."
0/2
Playstyle
Control · Flexible pace · Heavy interaction · Wins by engines
- Aggression
- 1 of 5
- Speed
- 2 of 5
- Interaction
- 4 of 5
- Combat
- 1 of 5
- Engine
- 5 of 5
- Complexity
- 4 of 5
Card Price
Strategy Guides
Mill Strategy Guide
Mill decks are for players who want to pressure a different resource: the cards left in each library. This strategy wants to put cards from libraries into graveyards, using repeatable mill commanders, doublers, and self-mill engines, to win by emptying opponents' decks or by converting stocked graveyards into value. Unlike Reanimator, Mill is not mainly trying to cheat one creature into play, and unlike Graveyard value it treats milling as the weapon or fuel source rather than the recursion engine itself. The best mill decks EDH players build respect the multiplayer math by multiplying output, protecting engines, or turning every milled card into another resource.
Spellslinger Strategy Guide
Spellslinger decks are for players who want each instant and sorcery to advance the board, refill the hand, or pressure life totals. This strategy wants to cast cheap spells across every turn cycle, using spellslinger commanders, magecraft payoffs, and copy effects, to win through accumulated damage, spell-made tokens, or card advantage. Unlike Storm, it does not need one huge chain turn, and unlike Combo it is not waiting for specific pieces to end the game at once. The best instants and sorceries decks reward steady sequencing and careful use of interaction.
Control Strategy Guide
Control decks are for players who enjoy deciding which threats matter, spending answers carefully, and winning after the table has slowed down. This strategy wants to stabilize the game, using control commanders, counterspells, removal, sweepers, and card-draw engines, to win through a protected finisher, planeswalker, combo finish, or long-term card advantage. Unlike Stax, Control answers threats on the stack or battlefield instead of locking everyone out of resources. The best control decks EDH players build accept that multiplayer control cannot counter everything, so they lean on sweepers and engines that trade across several opponents.
Combo Strategy Guide
Combo decks are for players who enjoy finding a narrow line, protecting it, and ending the game with specific cards working together. This strategy wants to assemble combo commanders, tutors, draw, and compact two-card or three-card packages, using infinite combos or deterministic loops, to win in one decisive moment. Unlike Spellslinger it is not paid for every spell cast, unlike Storm it does not need a long chain turn, and unlike Big Mana it does not rely on casting one enormous payoff. The best combo decks EDH players build balance speed with enough interaction to survive the table's disruption.
Appears in These Collections
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| # | Commander | Identity | Strategy | Price |
|---|---|---|---|---|
| 01 | Mill | $1.76 | ||
| 02 | Extra Combats | $0.66 | ||
| 03 | Treasure | $41.73 | ||
| 04 | Aristocrats | $4.61 | ||
| 05 | Lands Matter | $13.07 | ||
| 06 | Group Hug | $7.26 | ||
| 07 | Equipment | $7.99 | ||
| 08 | +1/+1 Counters | $2.70 |










