Tuesday Night Takeover
Jeska, Thrice Reborn

Jeska / Ishai Spellpile Combo Brewed CEDH

Wouldst thou like to see the world?

Art: Jeska, Thrice Reborn by Yongjae Choi

Jeska and Ishai are sweet partners that work very will with each other, Jeska is a great way to end the game and Ishai is a creature that can get big really quickly. Aside from this our deck focuses primarily on setting up various breach or hullbreaker horror lines. We are a bit different than the average CEDH deck since if all of our combos get stopped we can always win through the combat step with Jeska and Ishai! This deck is very well positioned against a bunch of the big strategies in CEDH and is overall just a great deck that is a ton of fun to play!

The Deck:

Jeska / Ishai Spellpile!

Commander (2)
Jeska, Thrice Reborn
Ishai, Ojutai Dragonspeaker

Creatures (16)
Esper Sentinel
Serra Ascendant
Siren Stormtamer
Archivist of Oghma
Dockside Extortionist
Drannith Magistrate
Esior, Wardwing Familiar
Faerie Mastermind
Gilded Drake
Gold-Forged Thopteryx
Grand Abolisher
Dualcaster Mage
Ranger-Captain of Eos
Spellseeker
Swans of Bryn Argoll
Hullbreaker Horror

Planeswalkers (1)
Narset, Parter of Veils

Spells (37)
An Offer You Can’t Refuse
Blue Elemental Blast
Dispel
Enlightened Tutor
Ephemerate
Flusterstorm
March of Otherworldly Light
Mental Misstep
Miscast
Mystical Tutor
Red Elemental Blast
Silence
Spell Pierce
Stubborn Denial
Swan Song
Swords to Plowshares
Boros Charm
Brain Freeze
Chain of Plasma
Cyclonic Rift
Delay
Final Fortune
Mana Drain
Muddle the Mixture
Twinflame
Brotherhood’s End
Deflecting Swat
Fierce Guardianship
Intuition
Jeska’s Will
Rushing River
Sevinne’s Reclamation
Timetwister
Wheel of Fortune
Windfall
Mindbreak Trap
Force of Will

Artifacts (10)
Chrome Mox
Jeweled Lotus
Lion’s Eye Diamond
Mana Crypt
Mox Diamond
Mana Vault
Sol Ring
Grim Monolith
Talisman of Creativity
The One Ring

Enchantments (5)
Combat Research
Mystic Remora
Underworld Breach
Rhystic Study
Smothering Tithe
Lands (29)
Ancient Tomb
City of Brass
City of Traitors
Command Tower
Eiganjo, Seat of the Empire
Exotic Orchard
Fiery Islet
Flooded Strand
Gemstone Caverns
Hallowed Fountain
Homeward Path
Island
Mana Confluence
Mountain
Otawara, Soaring City
Plains
Plateau
Polluted Delta
Raugrin Triome
Sacred Foundry
Scalding Tarn
Sea of Clouds
Steam Vents
Sunbaked Canyon
Training Center
Tundra
Urza’s Saga
Volcanic Island
Wooded Foothills

Why Jeska, Thrice Reborn and Ishai, Ojutai Dragonspeaker?

Jeska and Ishai both have important roles in the deck, Jeska is primary in our beatdown plan since with 6 counters on Ishai and Jeska on the field we can do 21 commander damage to one of our opponents. Jeska also is a great crowd control creature that allows us to take care of our opponents smaller threats like those pesky Dockside Extortionist! Ishai has a smaller role in the deck but being able to get +1/+1 for each spell an opponents cast can get out of hand very quickly!

Deck Overview:

Creatures:

The Deck Overview section features highlighted cards from the deck. For full descriptions of the combos check out the main win conditions section.

We are a spellpile deck so we are pretty low on creatures but the ones we have are pretty impactful! Ishai and Jeska are very high value permanents so we always want to protect them! Some of our best creatures to protect Ishai and Jeska are Siren Stormtamer, Esior, Wardwing Familiar and Gold-Forged Thopteryx are all of these creatures are just forms of extra protection for our really important creatures!

Serra Ascendant is a great card for us to gain some life against more aggressive strategies like Winota! Esper Sentinel is an all-star in CEDH and has been for a long time, Sentinel is great at really any stage of the game and more cards never hurt! Drannith Magistrate and Archivist of Oghma are both “stax” pieces for our deck that can prevent our opponents commanders from being cast and give us more cards from them searching!

Grand Abolisher is a great in really any CEDH that plays white since we can prevent our opponents from interacting with us during our turn! Ranger-Captain of Eos is a great creature tutor that lets us grab one of our smaller creatures and can be sacc-ed to prevent our opponents from casting noncreature spells, this can be very helpful if you know an opponent is about to go off!

Planeswalkers:

Narset, Parter of Veils is a super sweet planeswalker that not only hurts our opponents on their turn, but when can cast cards like Windfall or Wheel of Fortune we can prevent our opponents from drawing anything but one card! Narsets ability is also helpful since we can grab a noncreature spell with it which allows us to filter through our deck to find one of our combos quicker!

Instants:

We are a blue deck in the CEDH format so of course we have counterspells. Some of our best counterspells are format staples like Swan Song, Mental Misstep, Force of Will and Miscast. While we have a bunch of other counterspells in the deck these 4 are some of the best. One notable omission to the deck is Pact of Negation in testing I found pact just didn’t really work in the deck and we had no problem winning counterwars without pact!

Another notable instant in the deck is March of Otherworldly Light which is a great card for CEDH that is not played a ton! While we typically don’t exile a ton of white cards it can be a great mana dump that allows us to easily remove one of our opponents permanents. Another card that does not see a lot of play in CEDH but functions well in this deck is Boros Charm while we typically don’t use the direct damage being able to protect our permanents our give a creature double strike is a nice piece of protection / utility.

Sorceries:

Our sorceries where a lot of our board wipes reside, Brotherhood's End is a great card especially against creature heavy strategies like Winota, Joiner of Forces which is very prevalent in the CEDH meta right now!

Our sorceries where a lot of our board wipes reside, Brotherhood's End is a great card especially against creature heavy strategies like Winota, Joiner of Forces which is very prevalent in the CEDH meta right now!

One of our other impactful sorceries is Sevinne's Reclamation which is a great card which can be a great part of our Intuition combo lines and is a great way to get back Underworld Breach and begin the combo. Some of our impactful wheels are Windfall, Wheel of Fortune and Timetwister.

Artifacts:

Our artifact package is pretty much focused on nothing but mana with some of our best rocks being Old MTG and CEDH classics like Mana Crypt, Mana Vault and Mox Diamond. All of our important artifacts let us cheat things out and cast our cards really early. The newest and one of the most impactful cards in our deck is The One Ring which can draw a ton of cards which can be great to find our combo pieces.

Enchantments:

Our enchantment package has a lot of familiar CEDH staples like Smothering Tithe, Mystic Remora and Rhystic Study all of these cards are pretty much auto-includes if you are playing white or blue in CEDH.

One of our enchantments that is pretty unique is Combat Research which is a great way to draw cards and give a little extra protection to Ishai. Combat Research is definitely an interesting choice for the deck but in testing I found it to be really good and a great way to keep Ishai on the field.

Land Base:

We have a very typical CEDH land base, utilizing some of the best lands in the game! We of course have the original duals like Tundra, Plateau and Volcanic Island. Another core of CEDH is our fetchlands like Scalding Tarn, Polluted Delta and Wooded Foothills. Both of these sets of land make our deck really fast and strong.

In addition to some of our strongest lands we have some other lands that produce a ton of mana and are also really strong like City of Traitors and Ancient Tomb both of which have drawbacks but since they let us cast cards early are very beneficial to our gameplan!

We also have some interesting lands that we play mostly for their effects like Homeward Path and Urza's Saga. Homeward Path is great for any theft shenanigans that may be afoot and if not in a meta where effects like that are heavy can be taken out. Urza’s Saga is a great way for us to tutor up a cheap rock!

Strengths of the Deck:

  • Very easy to end games through non-combo wins
  • Ton of interaction both removal and on the stack
  • Well positioned against some of the most popular CEDH decks

Weaknesses of the Deck:

  • So many spells deck is much slower against stax style decks
  • 29 lands can leave us low on mana if we have trouble sticking our rocks or non-land mana sources
  • Beatdown gameplan can go away quickly if both commanders are killed regularly

Deck Stats:

Sample Hands:

Main Win Conditions:

Our main win cons are combos, while are combos are not all game-ending a bunch of them are. If our combos get stopped we have the backup option of casting Ishai and Jeska and 21-ing someone which is very easy to do! This can also be the main gameplan depending on your starting hand, if you start with any rock + Jeweled Lotus it can be a game where you can turn 1 cast Ishai and set up for a win very easily, all you need is 6 counters + Jeska and that is game over if you can connect!

Below are some of our combos explained!

Underworld Breach + Wheel of Fortune + Jeska's Will

Result: Infinite looting for all players. Infinite draw triggers for all players. Near-infinite storm count. Near-infinite magecraft triggers.

Requires: Underworld Breach on the battlefield. All other cards in your graveyard. You have at least six additional cards in your graveyard, plus an additional six cards between your hand and/or graveyard. An opponent has at least six cards in hand. 2R available.

Steps: Cast Jeska’s Will from your graveyard for its escape cost by paying 2R and exiling three other cards from your graveyard, adding at least six R Cast Wheel of Fortune from your graveyard for its escape cost by paying 2R and exiling three other cards from your graveyard, causing each player to discard their hand and draw seven cards Repeat

Underworld Breach + Wheel of Fortune + Lion's Eye Diamond

Result: Infinite looting. Infinite draw triggers. Infinite looting for opponents. Near-infinite storm count.

Requires: Wheel of Fortune in your graveyard. All permanents on the battlefield. You have at least six other cards in hand and/or graveyard.

Steps: Activate Lion’s Eye Diamond by discarding your hand and sacrificing it, adding RRR Cast Wheel of Fortune from your graveyard for its escape cost by paying 2R and exiling 3 cards from your graveyard Resolve Wheel of Fortune, causing each player to discard their hand and draw seven cards Cast Lion’s Eye Diamond from your graveyard for its escape cost by exiling 3 cards from your graveyard Repeat

Underworld Breach + Brain Freeze + Lion's Eye Diamond

Result: Infinite self-mill. Near-infinite colored mana. Near-infinite storm count. Near-infinite magecraft triggers. Near-infinite mill.

Requires: Brain Freeze in your graveyard. All permanents on the battlefield. You have at least six other cards in hand and/or graveyard.

Steps: Activate Lion’s Eye Diamond by discarding your hand and sacrificing it, adding UUU Cast Lion’s Eye Diamond from your graveyard for its escape cost by exiling three cards besides Brain Freeze from your graveyard Cast Brain Freeze from your graveyard for its escape cost by paying 1U and exiling three cards from your graveyard Brain Freeze’s storm ability triggers, creating at least one copy of Brain Freeze targeting yourself, and any remaining copies targeting an opponent Resolve each Brain Freeze, causing yourself to mill six cards and, if applicable, an opponent to mill three cards for each Brain Freeze remaining Repeat

Underworld Breach + Smothering Tithe + Windfall

Result: Infinite looting for all players. Infinite draw triggers for all players. Infinite self-discard triggers for all players. Near-infinite Treasure tokens. Near-infinite colored mana.

Requires: Windfall in your graveyard. All permanents on the battlefield. A player has at least three cards in hand. There are at least three additional cards in your graveyard. At least one opponent is unable to pay for Smothering Tithe’s trigger. 2U available.

Steps: Cast Windfall from your graveyard for its escape cost by paying 2U and exiling three cards from your graveyard, causing each player to discard at least three cards and draw at least three cards Smothering Tithe triggers for each card drawn by your opponents, creating that many Treasure tokens Activate three of the Treasure tokens by tapping and sacrificing them, adding 2U Repeat

Underworld Breach + Smothering Tithe + Wheel of Fortune

Result: Infinite looting for all players. Infinite draw triggers for all players. Infinite self-discard triggers for all players. Near-infinite Treasure tokens. Near-infinite colored mana.

Requires: Wheel of Fortune in your graveyard. All permanents on the battlefield. At least one opponent is unable to pay for Smothering Tithe’s trigger. You have at least three other cards in your graveyard, plus an additional three cards between your graveyard and/or hand. 2R available.

Steps: Cast Wheel of Fortune from your graveyard for its escape cost by paying 2R and exiling three cards from your graveyard, causing each player to discard their hand and draw seven cards Smothering Tithe triggers for each card drawn by your opponents, creating that many Treasure tokens Activate three of the Treasure tokens by tapping and sacrificing them, adding 2R Repeat

Dualcaster Mage + Twinflame

Result: Infinite creature tokens with haste. Infinite ETB. Infinite magecraft triggers.

Requires: Both cards in hand. At least one creature on the battlefield. 2RRR available.

Steps: Cast Twinflame by paying 1R Holding priority, cast Dualcaster Mage by paying 1RR Dualcaster Mage enters the battlefield, copying Twinflame Resolve the Twinflame copy, creating a token copy of Dualcaster Mage Repeat from step 3

Swans of Bryn Argoll + Chain of Plasma

Result: Infinite card draw. Near-infinite looting. Near-infinite self-mill.

Requires: Swans of Bryn Argoll on the battlefield. 1R available, Chains of Plasma in hand.

Steps: Cast Chains of Plasma targeting the Swans The damage is prevented, and instead you draw 3 cards Discard a card to copy Chains of Plasma Repeat

Hullbreaker Horror + Sol Ring + Mana Crypt

Result: Infinite colorless mana. Infinite storm count.

Requires: Mana Crypt in hand. All other permanents on the battlefield.

Steps: Activate Sol Ring by tapping it, adding CC Cast Mana Crypt by paying 0 Hullbreaker Horror triggers, returning Sol Ring from the battlefield to your hand Activate Mana Crypt by tapping it, adding CC Cast Sol Ring by paying 1 Hullbreaker Horror triggers, returning Mana Crypt from the battlefield to your hand Repeat

Hullbreaker Horror + Mana Vault + Mana Crypt

Result: Infinite colorless mana. Infinite storm count.

Requires: Mana Crypt in hand. All other permanents on the battlefield.

Steps: Activate Mana Vault by tapping it, adding CCC Cast Mana Crypt by paying 0 Hullbreaker Horror triggers, returning Mana Vault from the battlefield to your hand Activate Mana Crypt by tapping it, adding CC Cast Mana Vault by paying 1 Hullbreaker Horror triggers, returning Mana Crypt from the battlefield to your hand Repeat

Conclusion:

In conclusion, I think that Jeska and Ishai are a super fun and well positioned CEDH deck, it is a flexible deck that allows you to approach the game from a ton of different attitudes and adapt to what your opponents are doing and the combos you can assemble as quickly as possible! Being able to change your gameplan and adapt is one of the best parts of the deck! I think this deck can hold its own at any CEDH table or tournament!

Thanks for reading to the end!