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Captain Jhoira's Solitaire hour (EDH / Commander)

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The title is not an exaggeration. My turns last minutes where everyone else takes seconds...


If I had the money for it right now, I'd put in Scroll Rack and Sensei's Divining top. Anything to cycle through more cards to hit the ones that make things cheaper faster. I'd also put in Panharmonicon and Walking Ballista. But I don't have the money, so I make due.

The idea is to cycle through with Jhoira as quick as possible to get to 2 of the 3 combo pieces (Myr Retriever, Junk Diver, Workshop Assistant), one of the Sac outlets (Megatog, Ashnod's Altar), and enough things to reduce costs by 3 (there are 8 cost reducers in here). Then can sac and recur indefinitely, storming out a Resevoir, or getting indefinite Thopters and Servos and going wide, or pinging with Niv-Mizzet, Psychosis Crawler, or Reckless Fireweaver. The Mechanized Production and Mirroden Besieged are fallback plans.


Played two 1-1 games. Lost the first spectacularly. Looked like I was losing the second but hit my stride and it all started coming together. Three notes:

  • Tamiyo's Journal isn't as useful in this iteration as I don't really have the bodies to protect me as much as the older iteration. It costs too much to be a draw utility early game and later game it's too costly to wait a whole turn for what it does. Would be better to replace it with a potentially free body like Frogmite or another mana rock, or even an Implement of Examination. With Jhoira out that's 3 draws. No tutoring, but I'd have to wait three turns for that anyhow.
  • The Thopter creators are a little hit or miss and come in three levels of useful: The ones that create one each time I cast an artifact, the one that gives me a thopter every turn, and the two that create thopters when they come into play. I might ditch the latter three for Panharmonicon and two other things.
  • I really need to keep a notepad by my games to track how many spells I've cast. It wouldn't be such a big deal except I might hit Aetherflux Resevoir in the middle of a 10 card storming turn and forget how many I cast before it. I also need to come up with a system for checking which of the triggers I have on the field for artifacts/historic cards, and which ones are etb and which are cast. All in all a trickier deck than I'm used to.
  • Missing Removal! I was taking a beating early on because I couldn't bounce or remove anything. Need some of that. Maybe I should invest in Cyclonic Rift, Blustersquall, Engulf the Shore, etc.

Ok, game three and a huge difference. The Force of Negation came in handy to protect my psychosis crawler, so that's nice. Not as nice as a Force of Will, but I don't have that... I do think my mana balance is way off now though. I thought the dual lands and multicolour rocks would compensate and they did eventually, but early game I was struggling with no blue, so no Jhoira. I also feel like a well timed Mana Severance at the beginning of my storm turn might help with making sure I don't stall out. For Mana Rocks, we'll see if Fellwar Stone or Sky Diamond would be better. One gives me the mana a turn earlier while the other is guaranteed to be in my colour. I would also love to find a place for Frogmite. Basically a 0 cost 2/2. It doesn't do anything else, but neither does Memnite or Ornithopter. Just some food for thought.

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This deck appears to be legal in EDH / Commander.

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