Knowing that the original design wasn't exactly right for Jace, we had the Final Design team in the room for hours, poured over the suggestions, and came up with this:. Here you can see that this attempt had three of the four abilities closer to the final version, although the numbers were changed around along with the first ability.
As we playtested Jace, a few things became obvious. Within a few weeks, we moved around the bouncing of creatures from a plus ability to a minus ability and pulled back the third ability to match up with Brainstorm and moved it up to the second ability and turned it into a 0. Personally, I remember being a big fan of Jace casting one of the most iconic Magic spells because it was powerful, resonate, and meant that our Planeswalkers had been wielding the same Magic as players.
In a world where Bloodbraid Elf was dominating, for Jace to be competitively relevant, he would need to be able to survive a hit from Bloodbraid Elf. This would allow for the Jace player to cast Jace on an empty board and protect Jace against Bloodbraid although Cascading into Blightning would still be very advantageous to the Bloodbraid player.
You may put that card on the bottom of that player's library. I also felt that this type of controlling ability is what attracted players to play blue from the start. Jace's debut in Standard was in a good spot while Bloodbraid Elf was around in the format.
For instance, in the first Pro Tour event where Jace was legal, he only had three copies in the Top 8 of the event. The problems with Jace's power level really became evident once Bloodbraid rotated out of Standard. Being a new card type and created in one of the most powerful Standard environments of all time turned out to be problematic, and Jace eventually would be banned in Standard.
For a deeper look at some of the best decks of that time period, Randy Buehler took a look with his article "Throwback Standard Gauntlet 7: Worldwake ". While we didn't end up hitting the card where Standard would have wanted it to be for the best Standard environment long term, Jace certainly became even more iconic after Jace, the Mind Sculptor was introduced and has proven to be a format staple for many of our older formats.
What an amazing image! Personally, I love it so much that I have an artist print from Jason Chan hung on the walls at my house. To take a look at how it was created, here is the art description that Worldwake Art Director Dawn Murin provided artist Jason Chan during Worldwake art development.
It also resets every kind of counter and permanently gets rid of tokens. All in all, a very good ability. Jace, the Mind Sculptor and Bloodbraid Elf are each individually powerful cards that were originally banned because they were simply too good. An exception to the above is introduced, making the War of Attrition event deck legal for Standard constructed play if the decklist has not been modified. To slow down that category of combo decks as a whole and give opponents more time to set up interactive plays in the early game, Simian Spirit Guide is banned.
This is a list of artists who have contributed art to the game of Magic: The Gathering. While 25 artists contributed art to the original Alpha Magic set, different artists illustrated Magic cards through Shards of Alara.
First of all, it had the typical problems of a control deck in Modern. Cards like Reality Smasher off of Cavern of Souls were huge issues. Some decks had both. Dredge proved to be an issue as well. Dredge is able to put a bunch of different threats into play at the same time that are resilient to removal. This makes it hard to get Jace onto the battlefield in a favorable position. This made it hard to turn the corner on burn, and I had to fade a bunch of draw steps.
What I did have success against was other Jace, the Mind Sculptor decks. In fact, with all the Jace decks I played, I never lost to another Jace deck. I think there was a lot of play to these matchups, and having dead cards in any of them was a disaster.
Decks like Through the Breach or Kiki-Deceiver required a two-card combo to kill when I was able to play 1-for-1, picking apart half of the combo and ignoring the other. Lastly, and the most obvious problem I found with the deck, was that it was incredibly weak to Lingering Souls and Bloodbraid Elf. I played against two decks that featured both cards, and they were just too much for my deck trying to play a 1-for-1 game. Finding spots to play Jace was already tough against multiple flying tokens, and adding a haste creature on top of that made it impossible.
What really interested me about this deck was the inclusion of Disrupting Shoal. Modern is without Force of Will , and Disrupting Shoal is a much weaker version. Not only does it require you to have a blue card in hand, but you need the exact mana cost of the card you want to counter. The card was flat-out great against some of the linear decks like Burn and Bogles.
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