Streets of New Capenna looks like it’ll be full of Commander goodies. With a cycle of cool charms and five more of the cycling tri-lands that started with Ikoria‘s Triomes, it’s not hard to see why this looks like a great release for my favorite format. Even better, the leaders of New Capenna’s five demon crime families look like a lot of fun to build around. Let’s try creating a deck for the Cabaretti family boss, Jetmir!
Jetmir wants us to build a big board – specifically, to fully realize Jetmir’s abilities, we need a total of nine or more creatures. That can be a pretty dangerous prospect in Commander, since decks at the moderate power levels often feature a few wrath effects to keep things in check in the mid-to-late game, and with three opponents, there will be more wraths per game than you might expect. With that in mind, these are my goals for this Jetmir deck:
- Find cards that create multiple creature tokens all at once on their own, including several X-spells that scale well into the late game.
- Back those up with cards that create a steady stream of tokens turn after turn.
- Use powerful draw spells and protection effects to make sure we can survive several board wipes.
- Play strong effects we can use to pump up the tokens to finish the game and compensate for situations where Jetmir might not be on the table.
- Ramp a little harder than normal to fulfill the costly needs of the above cards.
Let’s start by looking at some options for making tokens in single bursts!
These only make two tokens each, but they double as lands, making them much easier to fit into the deck.
When four creatures per card isn’t enough, why not try out a full five? Deep Forest Hermit can stick around for just a few turns without requiring you to pay echo like Deranged Hermit would, and Increasing Devotion comes back to refill the board much later in the game!
I couldn’t quite fit Phylath into this deck alongside Avenger, but it might be worth it if you feel like cutting something else. That said, Avenger generates an enormous burst of tokens right away, and even if Avenger dies, Jetmir still loves having an army of 0/1s to turn into much larger creatures.
It may only work if you already have a decent base of tokens, but Second Harvest can be an amazing way to get to the final stage of Jetmir quickly. Double strike is the real prize to aim for, and with +3/+0, trample, and vigilance in the bargain, these swingy effects are what we need even if they’re risky.
Now we get into the X-spells that make tokens in large quantities. Sylvan Offering and Tempt with Vengeance are both somewhat symmetrical, but that symmetry is effectively broken immediately by the cards themselves – just give different players the two Sylvan Offering effects, for example (Tempt with Vengeance does all the work by itself even if everyone says no). The rest are one-sided but generally less efficient, with the exception of the very powerful Secure the Wastes. Pest Infestation is also very efficient and, unlike the similar Release the Gremlins, has the “up to” language that lets you pump in extra mana for more tokens even without more available targets. March of the Multitudes gets a special shout-out for the convoke, which goes great with vigilance from Jetmir!
Let’s move on to some more consistent turn-after-turn token generation options.
This deck has 35 different lands by name in it. That’s plenty to make Field of the Dead a worthwhile inclusion in spite of its deficiencies as an actual mana-producing land.
These all make a token (or more) once per turn cycle, but each has its own spin on adding some power to that equation. Rhys can double tokens if you have enough mana, though I will say the first ability is a little costly. Court of Grace makes tokens and introduces the monarch token to the game – a perfect addition when your deck is all about going wide. Mycoloth is another piece of our high-risk, high-reward token generation engine – eat a token or two and hope you get around to your next upkeep with this powerful fungus.
Move over, Verdant Force! These two make tokens in every upkeep, making them less risky than some of the previous options. I don’t imagine wanting to use the devour option on the Broodmother tokens too often, but it will sometimes be important to outsize opponents’ creatures. Wolverine Riders may not have a ton of other Elf friends to gain life from, but the real point is the tokens.
One token per spell is a pretty good deal! That said, it’s quite possible an opponent will let you have exactly one token by making the first spell after this one a kill spell. If that does happen, you’ll be out a lot of resources, but at least that’s one less kill spell for Jetmir.
This is one of my favorite token generation cards! Every turn it’s around it gets more and more powerful. The big downside is that it doesn’t do anything at all the turn you play it.
With all of these token generation effects, the classic suite of doubling effects is a huge addition to this deck. Amplifying all of our key cards is a great way to get closer to the nine creature Jetmir threshold at high speed (or get back to that threshold after a board wipe!)
We can’t have every card in the deck be a token generator! Well, we could, but quality would decrease pretty fast, so let’s pack our list full of draw spells to make it easier to get to the good ones.
These are all about taking advantage of our wide boards and ability to make a lot of tokens in a single turn. With that in mind, make sure you play these early. Don’t be afraid to discard to hand size if it means you’re leaving yourself a hand that can help you recover from a wrath effect! Rite of Harmony pairs well with our burst token generation, while the rest mostly just benefit from the overall token generation plan.
We can’t put a ton of these board-protection effects in our deck since that will just clog up opening hands, but having a small number is important. Once your opponents know you have these, they’ll be more careful about when they wrath!
There’s one serious problem with Jetmir. If he leaves the battlefield abruptly, say, during combat, you’ll have a pretty rough situation on your hands and you might even just lose your board. Protecting Jetmir specifically with these pieces of Equipment means those disasters will happen less often (not never, though, so be careful what you do into open mana!)
Put things over the top with this compact selection of finishers. Craterhoof Behemoth and Eldrazi Monument let you shove your chips into the middle with impunity, while Akroma’s Will straddles the line between offensive and defensive. Kessig Wolf Run is here to help in case you need to just get across the finish line for the last few points of damage.
This is the “team spirit” section of cards that don’t necessarily put things over the top entirely, though in retrospect Beastmaster Ascension might fit the previous category (I left it here since it doesn’t provide evasion). Gahiji is a fantastic commander in its own right, but it goes well in any Naya Tokens list and gets better by encouraging your opponents to battle each other. Hammer of Purphoros provides haste, which is really important for a deck like this – it might be good to include Fervor and another similar effect if you can find room.
Let’s move on to the ramp that will help us cast all this expensive nonsense. The average mana value in this deck is 3.45 ignoring lands, which isn’t too high, but that number doesn’t really express the real cost of the X spells.
Either of these would be huge wins on turn one! Sol Ring is obviously going to get us higher on the mana curve faster, but Birds is an important color fixer.
Two-cost ramp effects will help us hit Jetmir earlier, though unless you have a solid follow-up plan, it’s likely better to wait a little bit longer and cast Jetmir once you have a board of tokens ready to attack.
These more costly effects are worth their weight on the mana curve. Cultivate and Kodama’s Reach ensure consistent land drops, and Chromatic Lantern makes casting weirdly costed cards like Dragon Broodmother a lot easier. Skyshroud Claim grabs any two Forests, including our many typed duals. Harvest Season is more of a midgame effect, so don’t be deceived by its cost – you won’t want to cast this on turn three basically ever.
It’s nice to have a couple of big mana enablers, and these two are perfect options in this list. Growing Rites has a fairly mediocre chance of finding a creature (about 54 percent) but pays off nicely by turning into Gaea’s Cradle at a much lower monetary value. Plus, Cradle would be a pretty big miss in the early game most of the time! Wake shines here as both an anthem and a mana doubler, and these days you really need to want both to leverage this card’s power since a lot of other similar cards have been printed.
Here’s our interaction suite. You’ll notice it’s basically all one-for-one stuff, which is good since we don’t want to be wrathing away our own board. The only card that doesn’t fit that bill is Martial Coup, which leaves a nice set of tokens behind to let us get started again. Half of these also fit in the mana base, which is huge for a deck that is so packed with powerful effects.
Speaking of land, let’s round the deck out with the rest of those.
Tons of duals! A lot of these are typed duals, which really helps. The MID/VOW cycle of “slow” duals works well here since our early game is close to nonexistent.
That’s it! Here’s the full version of this speculative Jetmir list; obviously as more new cards are revealed we’ll probably see more cards that fit Jetmir perfectly, but for now, this would be my first draft. I can’t wait to start preordering more cards from this new set, and of course, the best place to do that is ChannelFireball.com! Here’s the full list – see you next time!
Commander: Jetmir, Nexus of Revels 1 Adeline, Resplendent Cathar 1 Akroma's Will 1 Anointed Procession 1 Arcane Signet 1 Arid Mesa 1 Assemble the Legion 1 Aura Shards 1 Avenger of Zendikar 1 Beast Within 1 Beastmaster Ascension 1 Birds of Paradise 1 Boseiju, Who Endures 1 Bountiful Promenade 1 Camaraderie 1 Canopy Vista 1 Chromatic Lantern 1 Cinder Glade 1 Clifftop Retreat 1 Cloudgoat Ranger 1 Command Tower 1 Court of Grace 1 Craterhoof Behemoth 1 Cultivate 1 Darksteel Plate 1 Decree of Justice 1 Deep Forest Hermit 1 Doubling Season 1 Dragon Broodmother 1 Dragonlair Spider 1 Eiganjo, Seat of the Empire 1 Eldrazi Monument 1 Emeria's Call / Emeria, Shattered Skyclave 1 Farseek 1 Field of the Dead 1 Finale of Glory 1 Flawless Maneuver 3 Forest 1 Gahiji, Honored One 1 Gavony Township 1 Ghost Quarter 1 Growing Rites of Itlimoc / Itlimoc, Cradle of the Sun 1 Hammer of Purphoros 1 Harvest Season 1 Hero of Bladehold 1 Heroic Intervention 1 Increasing Devotion 1 Intangible Virtue 1 Jetmir's Garden 1 Jungle Shrine 1 Kessig Wolf Run 1 Kodama's Reach 1 Krenko, Tin Street Kingpin 1 Lightning Greaves 1 March of the Multitudes 1 Martial Coup 1 Mentor of the Meek 1 Mirari's Wake 1 Mountain 1 Mycoloth 1 Nature's Lore 1 Overgrown Farmland 1 Parallel Lives 1 Path to Exile 1 Pest Infestation 3 Plains 1 Release the Dogs 1 Reliquary Tower 1 Rhys the Redeemed 1 Rite of Harmony 1 Rockfall Vale 1 Rootbound Crag 1 Sacred Foundry 1 Scavenger Grounds 1 Second Harvest 1 Secure the Wastes 1 Shamanic Revelation 1 Skyshroud Claim 1 Sokenzan, Crucible of Defiance 1 Sol Ring 1 Spectator Seating 1 Spire Garden 1 Stomping Ground 1 Sundown Pass 1 Sunpetal Grove 1 Swiftfoot Boots 1 Sylvan Offering 1 Temple Garden 1 Tempt with Vengeance 1 Three Visits 1 Toski, Bearer of Secrets 1 Welcoming Vampire 1 Windswept Heath 1 Wolverine Riders 1 Wooded Foothills 1 Yavimaya, Cradle of Growth