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Format compatible avec la plupart des logiciels Magic, y compris Magic Workstation et Cockatrice:

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Changes as of 31.05.2020
I stopped working at a MTG-LGS. I was really invested in working there so after quiting I found myself with alot of free time and also it sparked my interesst in playing commander again what was not possible for me before since I was working alot. The first thing I did was revisit basically the last year of MTG-Releases and scavanged everything for possible EDH playable cards. Getting a grip on all that I came back here and started upgrading all my decks with the fancy new cards that have been put out there by wizards lately. After that is done as off today I want to invest some more time into also upgrading all the descriptions for my decks to see how my perspective changed aswell over the past years when I orinially did this. So let's dig in:

This is probably my favourite but don't tell the others! Jodah is just everything commander represents big booty bitches tons of ramp and amazing janky combos while having a ridicolus mana kurve and overall average cmc for the deck. I saw him in the dominaria spoilers and I immediately started building a deck for him. The deck needed alot of fine tuning but I got it there for sure. I would never claim to have found the perfect or best build but it is the perfect one for me. I can say with confidence there is no need for a major change in playstyle or mentality for this deck just upgrade it with new releases. I originally planned on foiling the commander out completely but it was to cruel after I got stopped in my tracks once and rebuying those cards felt horrible so another deck got the honor of being foiled out.
This deck has 3 major routes you can go depending on your hand.

Route A: Ramp out on the very early turns to get Jodah out on turn 2/3 and the next turn you should have WUBRG and cast a big spell that your opponents have to answer. You will lose alot of gas with this play and it is a win or lose situation but hella fun

Route B: Ramp like a motherducker and use Jodah as bait for you're opponents removal so you can just slam your big boys on the board for their normal casting cost

Route C: Get to 10 mana and play jodah with another big spell or wait a turn and play 2 big spells in one turn you can do this with confidence if you have something to protect jodah.

The deck has a very particullar strategy and pattern in mind it's all about Grozoth and 9 Mana Spells. You want to put Grozoth on the board and get all these juicy cards to obliterate your opponents with. Myojin of Life's Web is enabling most of that by cheating all the creatures you have in Hand into play while also being on 9cmc.
The best (my favourite) combo in the deck involves having Jodah on the field and following this pattern:

1.Have Composite Golem on the field (6 Mana, 5 with jodah)

  1. Transmute Grozoth to search Rise of the Dark Realms (5 Mana plus 1UU)
  2. Sacrifice the Composite Golem and use the Mana to cast Rise of the Dark Realms bringing back Grozoth and the Golem (No further mana spend)
  3. Grozoth ETB triggers and you can get all the cards with 9 Mana from you'r deck including Miyojin of Life's Web and Expropriate
  4. Sacrifice Composite Golem to either cast Expropriate of the Miyojin of maybe even Zacama if you have enought Lands to maybe cast both the others
  5. Come on you win duh.

Overall this Deck is amazing you always have big stuff in your hand and you ramp like crazy, it plays very different every game if you don't get your one specific combo I just love it, ah yeah I forgot you can get somewhat of Infinite Turns in the deck aswell if you get Nexus of Fate with Bringer of the Black Dawn you can recast if every turn but you also need to have a good board already since you cast Nexus of Fate every turn and loose 2 Life to search it aswell.

I can't say much more here for me the deck is balanced so I can use it in different playgroups. Both combos are very difficult and broadcasted and easy to interrupt and you still can win with just plain big fucking things.

I hope you liked this Insight into my thoughts and small explanation for the deck. If you have questions or suggestions any kind of Feedback is welcome.
And as always don't forget to have fun!


Well hello there. I welcome you to my Jodah, Archmage Eternal Deck.

First of all as a disclaimer! This is my tenth commander deck and that fact is not only here to brag about how stupid and "rich" I am (I'm not, lol) this fact is supposed to point out that I looked for a Deck to play a few cards that picked my interest over the time I played but never had a deck to fit or was simply missing the color identity to play it in one of my other decks. Also I have a vast variety of different strategies around my commander decks so it was important for me to find something unique.
For example I am a proud owner of a very funny and strong Riku, of two Refletions Spellslinger build if I would not have that deck you would see a very different build here. So long story short this is a five color commander you can basically do anything you like even more so since the only thing Jodah does is get you around big casting costs which is a quite general thing to do and leaves you with many different build paths.
Also one of my top priorities was to not include all of the format staples a few I had to snuck in because they are to good to pass but I mostly tried to stay away from stuff like beast within, sylvan library, phyrexian arena and the likes

So first things first what does our commander do?
We get a very strong 4/3 flying creature for 1urw, already pretty decent but also a small added piece of text which reads "You may pay wubrg rather than pay the mana cost for spells that you cast". That counts for your hand and graveyard and everywhere. Obviously the main thing we wanna do is play the really big spells of magic's history since we only have to pay wubrg for them.
That leads us to this point of my typical writing style of deck profiles.

You will like this deck if:
Big spells are your thing
Your collection is big or your budget is ready (only if you wanna include original dual lands which isn't necessary)
You can deal with table hate
You like not being to reliant on your commander
You like explosive plays
You like winning out of nowhere

You'll dislike this deck if:
You dislike fetching
You dislike thinking about what lands to fetch for
You dislike having mana fix issues
You like grinding out really long games

With that out of the way we can go for the indepht view on my particular build of Jodah, Archmage Eternal.
Overall you can view this deck as a five color goodstuff deck and I personally recommend that if your playgroup alows it you should keep it at that. Having just big interessting spells in your deck without a dedicatet strategy is really refreshing and will feel different every game. But since I'm a serious commander spike and my usual playgroup has the same issue I cannot afford to durdle around just hoping to hit something good because of that I had to figure out at least a goal to aquire and reach for.
Before we get to what this goal is I have another quick note. The cards aformentioned that picked my interesst are as followed. Nicol Bolas, Planeswalker ; Nicol Bolas, God-Pharao ; Tamiyo, Field Researcher ; Etali, Primal Storm ; Sire of Stagnation ; Jhoira of the Ghitu. Neither of these fit in any of my other decks and luckily they fit perfect in here. The bolas walkers are great control elements and etali, tamiyo and jhoira all cheat big stuff into play for me that was awesome so these cards where my first to add and they probably will stay.

But really now here is the fun part
The Strategy:
Most of the ramp is in the very early turns one and two only a few select spells went higher because of their standalone power or manafixing abilites that should lead to a turn 3 jodah cast. On turn 4 you hopefully drop your fourth land and have omniscience plus time spiral and easy win. If we stay real you most often will have a Jodah on turn 3-5 and one big spell to put pressure. I tried to pick only spells that would have immediate impact, draw a good amount of cards or are simply game winning. Stuff like avacyn, angel of hope or storm herd are awesome but not in the mindset I put myself in for that deck. Now you wanna aply more and more pressure with more big cards and eventually win of all that advantage you got in the early turns.
That is the general way for this deck to go the more indepht gameplan would be as follows:
We play a very specific set of high cmc spells if you take a closer look at the 9 mana slot. There are two creatures that have an interessting relationship. Grozoth and Myojin of Life's Web when grozoth enters the battlefiled you can search any number of cards with cmc 9 out of your deck and then you can put myojin of life's web into play and remove it's divinity counter to put all these creature's you just fetched into play.
You normally just win off of omniscience especially if you cast or have a conflux
There also is the awesome bringer of the black dawn. As every bringer you can cast him by paying wubrg instead of it's original mana cost and then he acts as a vampiric tutor every upkeep you take. That is a very strong effect on it's own but we have a few synergys for that. The first basic thing for every combo you play with the bringer of the black dawn is a jodah, archmage eternal or mirrari's wake or mana reflection or having tons of mana. You wanna look for a beacon of tomorrows with the bringer and here you go if you can pay the mana cost of beacon or have jodah you at least have a large amount of turns until you can't play the 2 life for the bringer anymore and you trade away your draw. So you are stuck with the same board and hand but have something like 10 turns well does sound good but also not really you either start flying for commander damage or you prepare your board before going into that hell the best options are having a bringer of the blue dawn or charnelhoard wurm or (the best part) a tamiyo or ugin or any other big creature that kills people basically you wanna have established a board already or have some draw.
Also charnelhoard wurm goes for infinite turns with a time strecht or expropriate if you can deal damage to somebody every turn.

Those are the big dedicated win conditions I am aiming to achive.
I also wanna give you my opinion on some card choices. Jhoira may be slow but she's a great back up plan if Jodah gets removed a few to many times and if the also remove the jhoira you can either try to sit it out and hardcast all the big stuff or simply take defeat. Maelstrom Archangel, Fist of suns are in here for the same reason we wanna have acess to more than just our commander to cheat in stuff.
Bear umbra is amazing you can cast more big stuff and it saves jodah once, shalai is really amazing try her out yourself she plays even better then she reads.

For a more budget friendly option take out the duals and play alot more basic land's plus a ton of mana fixing stuff for example prismatic omen or darkstell ingot also for money reasons time spiral, maelstrom pulse, ugin the spirit dragon, champion's helm, demonic tutor, vampiric tutor can all be cut it will affect the speed of the deck but for most of these cards there are budget options (windfall, beast within, -, any other hexproff artifact/entchantment maybe even priviliged position, diabolic tutor, enlightened tutor)

Thanks you alot for reading till the end it takes at least some effort to write these little rundowns of my decks. I hope you enjoyed the read and it was helpfull.
Have a nice day and don't forget to have fun playing magic with your friends

Changes af of August:
Im not listing all the card changes but the deck had a small indentity shift!
I took a break from magic and my approach to the game changed a little so did my decks. I wanted to change this deck to be a little more creature focused the reason for that is the general win conditions are focues around combat damage so I decided to put in some haste enablers and creature cheating card like elvish piper and arcane artisan. I struggle alot cutting the big non creature cards thats why you still see stuff like ugin, the spirit dragon, nicol bolas, planeswalker still around I think they are to good and fit way to well in the deck. I think overall the deck became less consistant because I took out over half the protection tools for my commander like dark stell plate and champion's helm also the graveyard acsess became way smaller. I hope the deck will fell more different each time I play with it even though I still have a dedicated strategy I wanted to have more stand alone good cards and less things that help me get back to my original goal I i was stopped once.
I hope that makes sense :D. Thanks for reading enjoy your day :)

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