It’s no secret that I’m a huge fan of Jace, so when it was announced at the MTG panel at San Diego Comic Con that there’d be a new version of Jace in Return to Ravnica, I was pretty pumped.
Over the weekend at PAX, Wizards revealed this guy:
I’ll be honest; my first impression was disappointment. A Fleeting Distraction effect without the cantrip? A weak Fact or Fiction? A better Bribery that requires a planeswalker to sit around on the table unmolested for four of my opponent’s turns?
That’s what it looked like to me at first, but then I started thinking about it a bit more.
Let’s break it down. Jace’s first ability gets better the more creatures your opponent has on board, thereby discouraging the use of cards like Lingering Souls and Moorland Haunt (both of which have been Standard all-stars since being printed). In fact, it really just discourages strategies relying on small creature swarms entirely. Creatures with 1 power are rendered completely ineffective. Immediately going up to 5 loyalty means it’s going to take a lot of small dudes (each with at least 2 power) to handle Jace if your opponent decides it’s in her best interest to try and get rid of him ASAP.
Alright, so Jace can deal with the swarms of little guys just fine. What if you’re facing down a fatty? IT’S TIME FOR SOCKS WITH SANDALS!
Sticking a Jace alongside Tamiyo, the Moon Sage will be a nightmare for creature strategies. Tamiyo locks down the big threats, and Jace makes sure the little guys are more like kids wearing Halloween masks than actual scary monsters.
Superfriends aside, Jace does not match up well against larger creatures, so you’re going to have to find another answer. Fortunately, Jace’s second ability is great at helping you dig for a solution. While it’s not exactly Fact or Fiction, it’s closer than you might think.
At the same converted mana cost, an unmolested Jace lets you see six cards (where FoF only showed you five). It also gives your opponent an additional opportunity to make a poor split. Back when the original Fact or Fiction was in Standard, there was a guy at my local shop who would cast FoF and simultaneously reach into his bag and pull out a bottle of Advil to offer to his opponents. A cheap gag, sure, but anything that gives your opponent the opportunity to make an error is a good thing. (It’s important to note that cards in the pile that isn’t chosen are put on the bottom of your library, not in your graveyard, so you’re unable to abuse Jace with Snapcaster—but then again, that’s what Forbidden Alchemy is for!)
The bottom line is, Jace’s -2 either gives you a) two cards or b) the best card in your top three—and sometimes it’s going to be c) both. A freshly cast Jace is going to give you the option of doing this twice unless your opponent decides to spend resources to get him off the table.
In my original reading of the card, I thought Jace’s ultimate said “each opponent,” not “each player.” Getting the best spell out of both my own deck and my opponent’s seems like it should be a game-ender, but like most ultimates, the win is only implied; it’s still left up to you to do the work (Note: whatever spells you decide to cast can still be countered!). I have visions of playing free Nicol Bolases, but until we know more about what the post-RTR Standard format looks like, there’s really no telling what the best targets for Jace’s ultimate could be. Being that it’s not the most likely thing in the world to happen, I’m content to sit back on his first two abilities to help buy me time and resources to win the game, rather than rely on activating his ultimate.
While the Architect of Thought is certainly no Mind Sculptor, I’ve come a long way from my initial disappointment. It’s a card I’m excited to try, and I think there’s a reasonable chance it sees play in the new Standard format post-rotation. I expect the first place I’ll put it is in a U/W Control deck alongside some cards with the new Azorius mechanic, Detain. That plus new Jace and Tamiyo seem like a recipe for an excellent late game.