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So you are a terrible Person (EDH / Commander)

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Get Jhoira down and kill everything (including fun sometimes)

Jhoria is notorious for boardwipes, Big Baddies and super value. This deck list focuses on that, but I've changed it so that card advantage and card redundancy are there too. Often I see lists with just big creatures and no actual game plan other than "I hit I win". Or Jhoria who does weird spell slinging stuff...but that's another story.

Turn plays and What to do:
Turn 1/Turn 2: You will often play a land and pass. From time to time you'll play a mana rock or some form of protection. Protection is a high priority and if you don't have it in hand, I would suggest looking for it. Use your cantrip's (there are three) or Muddle in the mixture to dig for it. I would not recommend Using Mystical Tutor/Personal Tutor just yet as it will paint a target on your head (unless your going for another tutor).

Turn 3/4: By now you should have something on the board. DO NOT PLAY JHOIRA (unless you want to risk it and have protection. Assess the table first). Optimal Turn is Ryhstic Study or Darksteel. Paradox Haze is also an option but you will often see it countered/removed. Turn 4 only has one drop (Archaeomancer) which isn't a bad play to get a tutor or cantrip back (if people are pressuring you already).

Turn 5: Play Jhoira and equip her with some protection. The best is Lightning Greaves (O equip). If you have three mana The other two equipment will do as well. SOMEONE WILL RESPOND. In that moment suspend a card. If you have no protection just play her and wait until someone try's to remove her. If it goes around the table you can risk it and do it on the end step before you'r turn. If someone try's to remove, just suspend.

After this point its all about being flexible and trying to live. The suspended card will be a bomb that players will not want to allow to go off and will try to kill you. Its all about who comes on top when the bomb goes off.

Card's explained and when to use them:
Eldrazi:
Almost all of the list are Eldrazi that disrupt or control the board. Suspend in time with a board wipe or just after to keep the board nice and clean. Cheap spot removal is a major threat BUT in theory they would have tried and wasted it on the Jhoira and be running out of options. I can understand people trying to keep her off the field as it enables her strategy but as with tutors, keeping removal for the actual threat is superior .

Tutors:
This Jhoira has some redundant cards but not many (blue and red have few options).
Muddle in the Mixture: Its a flexible card. It will counter removal OR tutor for protection. Its just that good. It can also get Cyclonic Rift....
Fabricate: Get protection/ Big baddie/ Jhoira's Timebug. Its very flexible.
Conduit of Ruin: Get that baddie. Also reduces the cost of hard casting them (which may happen).
Mystical/Personal: Board disruption/ Tutors or Time counter cards.
Grozoth: Get some big baddies/Board wipes to hand.
Acquire/Bribery/Sphinx Ambassador: You usually are public enemy anyway, so why not just steal players best cards for protection? Acquire at worst will get you another pair of boots or a sol ring (which pays for commander tax or suspends). Bribery and Sphinx will get you big creatures or something useful. A blue player? Get a creature to get back spells. Green player? Get a big creature. Token player? Get craterhoof behemoth or Avacyn, Angel of Hope. Hell even Artifact players will have something, just pick the target well for the situation.

Protection:
The only card not mentioned before is Soul of New Phyrexia. This card will make your board Indi for a little bit and means board wipes are less of a threat to you. You are suspending too so you'll have open mana for the ability.

Ramp:
Easy to understand bar Braid of Fire. In theory its not a Ramp spell BUT will get high enough that you can suspend cards with it.

Time Counters:
Jhoira's Timebug/ Paradox Haze/ Rift Elemental are the best. They will allow you to speed things up more than once (unless they get blown up). Clockspinning has a buy back cost so it can be flexible late game. 1 mana to speed something up a turn may also have its uses. Fury Charm and Timecrafting are just there for "surprise" moments. If you are forced to pull the trigger sooner, they get the job done. ALSO Fury Charm acts as removal and gives a creature tramp (which can be useful at times).

Bounce:
Never Suspend Cyclonic Rift. Keep Evacuation for a hard cast UNLESS you have no other board wipes to suspend. Its Instant and stops tokens in their tracks. Kederekt Leviathan has Unearth (which people will forget). Only Suspend Upheaval if you have something behind it on the suspend train or you are just resetting the board for no reason. Only do this as a last option.

Wipes:
They all have ups and downs, but all of them at least remove creatures and lands. This allows your suspended card to come down and hit hard easily. Apocalypse is a double edge sword so only do it if you have a plan or nothing else. Decree of Annihilation Exiles everything so be wary. Worldfire is the "fun card". If you suspend right you'll have at least two creatures and just keep one up for defence. If there is a red player he may top deck a turn one burn spell OR a 1/1 haste dude so be careful.

Weakness:
Jhoira herself: She is a commander who often is targeted. This may just mean you not playing a game at all, eventually hard casting spells and dying slowly. In this situation extreme boardwipes/ bounces will help reset the game over and over and hopefully force players to stop targeting you.

Lack of Card Redundancy: Blue/Red have very limited options to get the answers you need. Blue counters this somewhat with huge card draw but due to the nature of Jhoira (cheating value cards into play) they compete for space in the deck. You could run all the cantrips BUT lose out on more value. Its why people often go spell slinging with Jhoira. It makes her less of a target AND allows her to answer far easier.

No Early Game: I've forced a few early game cards into the deck but Jhoira by nature will do nothing until turn 5. You could be dead by then if the other 3 players are playing aggro.

Counter spells: Another blue player will mess with you'r stack very often. They will counter suspend cards and push you back. In some ways this is the worst game as you'r deck is trying to reset the board while the blue player is trying to control it. It can get very toxic very quickly so be weary of it.

Angry players: There will be games where you somehow reset the board 3/4 times and no one is near winning. You should try to have a game plan but if resetting the board gives you a chance at winning at all (or not dying) always to it. This will make some players angry. They will claim you have no game strategy and just get salty. But you are trying to play a game and win. If that means you resetting the board then do it. I would recommend you stick to you'r guns UNLESS you are ruining the game for all three players which you should just bow out of the game.

Not new player friendly: Don't play this deck against a player with a pre-con (unless its Atraxa, Praetors' Voice/ Meren of Clan Nel Toth/ Breya, Etherium Shaper) or just a new player in general. Give the other players a chance at a game until you get this deck out. Jhoira will often give an impression if you play it first. Only play Jhoira first against "THAT" player. You know, the one with the deck that will slow the game down to a halt. The deck that will use terrible combos that only need two cards to work. The superfriend's deck that "isn't doing anything" but has 10 planes walkers on board. The player that will ruin that new player first game just to show off. The player that plays politics TOO often and lies a lot. (I have a huge list of these).

AND.... thats Jhoira really. Playing this deck is just about cleaning the board and you being in the best possession after it. Just don't annoy too many people.

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