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Author Topic: (maybe?) Jace, Memory Adept  (Read 3586 times)
Razvan
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« on: June 23, 2011, 09:46:26 pm »

Jace, Memory Adept, Starting Loyalty: 4
3uu
Planeswalker - Jace Mythic Rare
+1: Draw a card. Target player puts the top card of his or her library into his or her graveyard.
0: Target player puts the top ten cards of his or her library into his or her graveyard.
-7: Any number of target players each draw twenty cards.

This is just bizarre, but it's Jace, so who knows?
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« Reply #1 on: June 24, 2011, 02:04:27 am »

Worldwake Jace makes this guy look like a bag boy at Stop and Shop.
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« Reply #2 on: June 24, 2011, 04:46:55 am »

a well-balanced card? Unplayble ... lol
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« Reply #3 on: June 24, 2011, 09:30:42 am »

Maybe? No.
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DubDub
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« Reply #4 on: June 24, 2011, 09:52:09 am »

What you can't see is that a fourth ability was removed to avoid a repeat of JTMS: Memory Plunder for 0 loyalty cost.

/jk
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Meddling Mike
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« Reply #5 on: June 24, 2011, 10:56:50 am »

Seems good...in limited.
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« Reply #6 on: June 24, 2011, 04:21:48 pm »

Aside from "LOL this isn't the Mind Sculptor!", there are applications for this guy. He digs three times as deep as Jace, TMS for anything reanimation-based, making it a fine fit for anything running Goblin Welders. The amount of Ancient Grudge and Nature's Claim make using Tezzeret at 5cc as a "just win" button significantly less fruitful these days. WWK Jace is obviously the more versatile card, but at least in practice that version seems better at fighting shops than anything else. JTMS wins games against blue if two conditions are met -

1) He resolves.
2) The opponent doesn't have a significantly more powerful draw engine, I.E. GushBond.

Running Jace alongside GushBond is a tactic, but irrelevant for comparison considering one is just as able to run JMA alongside it as well.

If anything, decks centered around abusing the graveyard (moreso than typical Vintage blue lists, anyway) probably would get more mileage out of JMA's 0 than JTMS's simply because the base number is so much higher. First candidates, off the top of my head, include but are not limited to:

1) Slaver - almost guarantees a big fat robot or machine part in the yard at 10 cards deep.
2) Two Card Monte / Obeyline - Leyline of the Void makes his mill function relevant vs. blue, able to remove a large portion of their bomb plays and win conditions without fear of Yawgmoth's Will. Unlike JTMS's brainstorm function cementing a win through their options, JMA allows you to remove those options (at random).
3) Reanimator - More likely resembling a hybrid of -6's two forms
4) Drain Tendrils - The deck typically only wins when it has found yawgmoth's will, and delayed the game to the point where a Will is lethal. One activation of JMA in a Drain Tendrils list should advance the Will -> Win plan by several turns, at the very least, if not making it almost immediately lethal.

Still might not be playable, but probably worth more than Tezzeret or JTMS in a shell that recognizes his differences.
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Metman
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« Reply #7 on: June 25, 2011, 07:19:03 pm »

I like this card if its first ability is +2.  At +1 it's nearly useless for how slow it is.  This would have to be down for three turns, uncontested, at the five drop to get this card to its ultimate which is really the only reason to play this card.  The 0 ability doesn't have enough impact on the game.  Doesn't a card like Intuition just sound better?  It's cheaper, an instant, and combines the first two abilities.   
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