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Jacerator in Rome: Guide and Tips

Feature Sight

About Joel Calafell

Joel Calafell
Joel Calafell

Joel is a Level 6 Pro Player from Spain who helped develop well-known combo decks such as Cephalid Breakfast or the recent Cascade Swans, he loves playing almost every format and has a number of high-profile finishes under his belt:

  • Top 8 Pro Tour Kuala Lumpur
  • Winner Grand Prix Barcelona
  • Three Grand Prix Top 8
  • 65 Lifetime Pro Points
  • Level 6 Pro Players Club member

Jacerator In Rome

Since Owling Mine decks became popular, I have always wanted to try such an engine. For Pro Tour Honolulu 2006, the Howling Mine deck was one of the most powerful choices, if not the best, and despite that, I found myself playing that event with a deck that was losing to the same deck, and yet was ten times worse against anything else… UR Tron.

Back in those days, the dominating deck was clearly Zoo, closely followed by its biggest enemy: Orzhov. The metagame at that point was quite open, but it was hard to get out of the Tron-Zoo-Orzhov triangle...

That was until the Owling Mine deck appeared. The deck was able to crush both Orzhov and Tron, and not only that, but any other deck that didn’t have Lightning Helix or Kird Ape in it. The deck was so good at denying your opponent’s spells, bouncing mana sources or just taking “extra turns” with Exhaustions, this means that the card advantage provided by drawing multiple cards each turn on both sides wasn’t really symmetrical.

Owling Mine by Tiago Chan

This deck forms part of my latest feature article:

Jacerator in Rome: Guide and Tips

4.857145
Feature Sight

Level 6 pro Joel Calafell is back from Worlds where he went 6-0 in the Standard portion. He brings you an in-depth guide on his latest deck creation, shows you how to play it and how to sideboard against the most important matchups.

Colors
Artifact8
Blue26
Land22
Red4
Converted Mana Cost
14
224
34
44
52
Type
Artifact8
Basic Land12
Creature4
Instant14
Land10
Sorcery12
4.11111
 
 

In that matchup, the problem wasn’t that the creatures were too fast, or that the Zoo deck was playing too much burn, but more the fact that half of the card drawing engines, the four copies of Kami of the Crescent Moon, could be killed by Lightning Helix at instant speed. Moreover, the main win condition, Sudden Impact, was hardly lethal against them, as the Zoo player could just play all the burn in response to it and make every Sudden Impact just insufficient to finish them off.

Years after that, the next competitive deck with Howling Mine in it was probably Sanity Grinding. The deck tried to deck the opponent with Twincast and Sanity Grinding, with the help of Howling Mine and Jace Beleren, and with Evacuation / Cryptic Command back-up to reset the board or neutralize attacks every turn. All in all, the deck was really good at beating both control and mid-range aggro, but just wasn’t that good against decks like BR Blightning aggro. Then, for the last Standard season the deck evolved to a UW version with multiple fog effects and Tezzeret as a win condition, with some interesting cards like Runed Halo. This time, the deck could even be good against aggro or burn decks. However, decks like Faeries or Cascade Swans were just better choices for the metagame…

But with the rotation completed, Faeries, Seismic Assault, and many other decks were gone and Jund was eventually considered the best deck in the format, as it has already been in Shards of Alara Block. The so-called “Turbofog” deck was also losing important pieces, such as the two best fogs: Holy Day and Pollen Lullaby, as well as the best counterspells: Broken Ambitions and Cryptic Command.

When Worlds approached I knew for sure I didn’t want to play Jund, as it was going to be the deck everyone would be prepared for, and I didn’t even feel like the deck was so good that there was nothing that could beat it. I tried some control decks, then some decks like Elves, or even Monowhite control. But all of them were just unspectacular, and were just losing to the rest of the field. Boros Bushwhacker was also a very popular deck, and it seemed like the metagame was going to be full of creature decks. There was no control to be seen, no counterspells, not even combo decks. I realized that I really wanted to build a deck that crushed aggro decks. So I gave Howling Mine another try:

Jacerator by Joel Calafell (Worlds 2009)

This is the deck I played at Worlds 2009. The decklist forms part of the Blackborder Worlds coverage:

Worlds 2009

5
Worlds

Follow the Blackborder Pro Team at the World Championships in Rome. With videos, decklists, photo coverage, Twitter updates and much more!

Colors
Artifact8
Blue14
Land24
White14
Converted Mana Cost
13
212
38
47
56
Type
Artifact8
Basic Land16
Enchantment2
Instant15
Land8
Planeswalker4
Sorcery7
4.84
 
 

The Building Process

The concept was clear. I wanted four Howling Mine and four Jace Beleren, as well as probably four Time Warp, because the card is sick with any of the previous ones. Since Day of Judgment was in the format, I knew playing a UW version wasn’t going to be a problem. But the good fogs had already rotated out. Only Angelsong and Safe Passage were available, and I was at first a bit sceptical about playing a three mana fog. Later I would learn that Safe Passage was actually much more than “just a fog”. At some point, Sleep was also in the deck for some time, but it was just too bad at four mana, and wasn’t even good against creatures with haste like Bloodbraid Elf or Goblin Bushwhacker.

Also, the lists I tried at first didn’t include Font of Mythos, as I thought it would be too slow or just too vulnerable to Maelstrom Pulse, but testing against Jund proved me wrong, when I found out it was actually a fundamental centerpiece of the deck and that you could protect it with a simple counter like Negate, which at that point was the preferred counter for the maindeck. For this deck to work, though, you really need a card drawing engine in your opening hand and you should mulligan your hand if it doesn’t contain a card drawing engine, so not playing with the Fonts was just inconsistent, and the card was actually amazing in practice. Every game that I was playing against Jund, I could only lose if they had multiple Pulses in the early turns or if they could just burn me to death in the late turns, when they had drawn almost their whole deck. But the deck was also having quite a decent matchup against Boros Bushwhacker and was just crushing almost any other deck, the same way the old Owling Mine decks did three years ago. And with the metagame basically focusing on beating Jund, decks like Monowhite control, Elves, or GW variants started to get played more and more, and there was almost no way you could lose to those archetypes anyway, so on top of all that, the deck was probably going to be an amazing metagame choice.

Meanwhile, I had been talking a lot to both Kenny Oberg and my Spanish mate Rodrigo Renedo, and before deciding on the final list, we made some minor changes. The most important of them was swapping Negate for Flashfreeze in the maindeck. It might seem like a crazy decision, but Flashfreeze is almost as good as a Counterspell in this format if you think of the cards that you really want to counter.

Against Jund, you counter all the creatures, Blightning and Maelstrom Pulse, against Bushwhacker you counter everything you care about: Bushwhacker, Geopede and any burn spell, and against Elves or GW you almost counter their whole deck as well. So what do we have left? You even get to counter Ajani Vengeant, Double Negative or Bant Charm, which I all countered at Worlds. The only possible downside could be against Vampires, the mirror match or the UWB Planeswalkers deck, which I assumed wouldn’t be very popular anyway. And against those I could just use the Negate from the sideboard. It just made much more sense. 

Another importation addition was definitely Sunspring Expedition, which was actually much better than it seemed at first (You don’t know how many times I had to tell people this wasn’t a Path to Exile proxy!). Usually, the only way you could lose against Jund or Boros when you had everything under control, was being in burn range and them having multiple Lightning Bolts, Blightnings or Resounding Thunder. The card was actually much better than that, as it could basically be a one mana fog with “suspend”, and allowed you to tap out safely for Font of Mythos on the fourth turn.

For the finishers, Archive Trap was just the best one, and it was actually so good, that I even considered adding a third copy, just in case I’d need to mill my opponents faster. But I realized that was just unnecessary, and that a two Archive Trap hand could be fatal when mulliganing. I also tried Martial Coup as plan B, but seriously, no plan B was needed, Archive Trap was everything I needed.

Jacerator Deck Tech with Joel Calafell (Worlds 09)

4.866665
Blackborder Pro Team

Joel Calafell shows off his 6-0 Standard deck sitting at the top of the standings here at 2009 Worlds featuring Jace Beleren, lots of card drawing, and Archive Traps.

Sunspring Expedition
Versions:
Zendikar (Foil)

Tips and Tricks

Don’t be Afraid to Mulligan

That is true, if you have a hand without Howling Mine, Jace Beleren or Font of Mythos, that hand is an auto-mulligan. For this deck to work, you need to develop your game plan, and casting fog after fog if you don’t have a refill engine is just worthless. Obviously there are some exceptions to this rule, especially if you add Baneslayer Angel to the mix, but I’m pretty sure you will do better if you follow this one on average. Also, I won many games on 5 or 6 cards with only Howling Mine in them, as even a hand with four lands and Howling Mine should be good enough. Since you will be drawing cards each turn thanks to those artifacts or Planeswalkers you have, starting with 1 or 2 cards less hardly even matters.

Jace Beleren and Safe Passage

At Worlds, some people didn’t really know about the interaction between Safe Passage and the blue Planeswalker. The thing is that you get to kill Jace if you attack it, even if Safe Passage is cast, because it only prevents damage that would be dealt to players. This is obviously different than Angelsong, which actually prevents all combat damage.

I’m not sure if those tricks would work, now that everyone knows about the deck, but some of the tricks you could do included for instance casting Safe Passage on the beginning of combat, so that many people unfamiliar with the card would not even attack. That doesn’t mean that you can only win by playing bad people or people that don’t know how the cards work, I couldn’t even use this trick at Worlds because I didn’t find a window to use it, was it either because I was playing good people or just because it didn’t matter at all.

But there’s something else that was really happening and it was quite surprising for me: People played as if I wasn’t just going to play a fog effect every turn. They thought it was just better to attack with their whole team to try and kill me, and sometimes they even forgot about Jace Beleren.

Get the Best out of Time Warp

This is probably a common mistake, but I have seen people playing this deck, and they just can’t hold on to Time Warp until it’s really necessary. It’s not like if it’s in your hand, you need to cast it automatically if you have the mana. The key is to cast it at the very last possible moment, as the more card drawing engines there are on the board, the better it gets, and it can be crucial to reach the ultimate of Jace Beleren, casting the Warps consecutively, before passing the turn back.

Play around Maelstrom Pulse

This is really important in all the matchups that have it, as it’s really important to not get your resources destroyed. You can do that by not playing Howling Mine on turn 2, and save it until turn 4 if you have the Flashfreeze, or if you have Font of Mythos, it might be worth to go Time Warp on the 5th turn, just to reach the 6th land and play Font with 2 mana open for Flashfreeze backup. Either way, don’t forget to never play the second Mine or the second Font if you already have one on the board, as it will only make sure that Maelstrom Pulse crushes you even more. If you instead save one of those in hand until you draw a counter, you will just be able to play it next turn as if nothing had happened.

Calculate your Life Total for the Next Turns

With this deck you have to calculate your possible life total every turn, and consider what your opponent might play on each turn, just to know if keeping mana open for a fog effect will be crucial or not. For instance, if you have Jace and it’s turn 4 against Jund, you will have to play around Bloodbraid, so it might be actually better to play something like a Day of Judgment first, and then Jace followed by Flashfreeze or Angelsong. Another example can be when you have Font of Mythos and you need to calculate how much damage you can possibly take in order to be able to tap out safely on turn four. If in order to do so, you need to play some fogs on turn two and three, that shouldn’t be a problem, as drawing three cards per turn, this deck should be able to basically draw either Angelsong, Safe Passage, Time Warp or Day of Judgment, which give you more time to get another draw step safely and repeat the process.

Matchups

I guess you will all be interested in what my sideboard plans against each of the top decks looked like:

Jund

This is really the kind of matchup were you can’t make mistakes, as some games are really, really close. If you are on the play and have Howling Mine or Jace, you can have an easy game if they don’t have an early Pulse for every card draw engine you play, or if you manage to protect them with Flashfreeze. Let me say this, Jund is not really a fast deck, and it has actually many mana problems to curve out all the creatures so there are a lot of chances that they are not going turn 2 Leech, turn 3 Pulse anyway. Even when they tap out for turn 3 Maelstrom Pulse, they are not playing a threat on that same turn, so that gives you actually another turn to recover and play yet another card draw engine. After all, you play 12 of them, and they only have 4 Pulses.

On top of that, a quarter of their deck is just useless against you or just not as good as it would be in almost any other situation, which is what happens when they start casting Blightning with an active Howling Mine on board for example, or after combat if you have cast Safe Passage that turn. If you manage to survive the first waves, it will be very hard for you to lose. After sideboard, they will yet have another permanent that they have to Pulse away: Baneslayer Angel

-1 Path to Exile -1 Archive Trap -3 Day of Judgment +1 Sunspring Expedition +4 Baneslayer Angel

Kabira Crossroads
Versions:
Zendikar (Foil)

Boros Bushwhacker

This matchup is slightly favourable and depends a lot on the post board games. Pre-board, everything you need to do is try to get out of burn range, so that means try to have a fog for every Bushwhacker hit, and try to set up a card drawing engine lock as soon as possible, so that it assures you a fog each turn. Sometimes that means tapping out for Font on turn four, and going down to 5 or 6 life, but it’s ok if after that you can get back some life with Kabira Crossroads and Time Warps, just to fill up your hand with Safe Passages, Angelsongs or Flashfreezes. After board, the real problem is Manabarbs, so basically keep in mind to play around that.

-1 Path to Exile, -1 Archive Trap, -2 Jace Beleren, -1 Time Warp, -1 Font of Mythos, -1 Flashfreeze

+4 Baneslayer Angel, +2 Wall of Denial +1 Sunspring Expedition

Eldrazi Green / Elves

This matchup is very easy, and you should only pay attention to sideboard cards like Acidic Slime, which are easily trumped by Flashfreeze. In the first game, they have nothing against your game plan, so just sit there, cast some card draw engines, and play a fog only when you really need to do so, as they won’t even have burn to kill you. If they somehow play the red splash, the matchup is not complicated either, as you only need Sunspring Expedition in that case for their burn.

-1 Path to Exile, +1 Tezzeret the Seeker

GW / GWb / Dark Bant

Cards like Qasali Pridemage, Oblivion Ring or Maelstrom Pulse might be problematic if you don’t play around them, but the very truth is that this matchup will never get harder than Jund, so this means it will be favourable anyway. They are slow, and you can even counter the creatures with Flashfreeze or reset the board with Day of Judgment

-2 Sunspring Expedition, -1 Path to Exile, -1 Archive Trap

UGW Bant

-2 Sunspring Expedition -1 Path to Exile -1 Archive Trap -1 Flashfreeze, -2 Time Warp +4 Baneslayer Angel +3 Negate

Just be careful with Negates or other counters post board. As for maindeck, just pay attention to Bant Charm, which is like an instant Pulse that can also counter your fog, so better be prepared to have either Flashfreeze or the second fog, just in case. Anyway, Time Warp is not very good after board, at least not until the very last turns, as it’s really bad if they manage to counter it with Negate: You don’t get the extra turn, you get tapped out, and get killed next turn.

UWB Planeswalkers

-2 Sunspring Expedition, -4 Safe Passage, -1 Angelsong, -1 Path to Exile, -4 Flashfreeze, +4 Baneslayer Angel, +2 Pithing Needle, +1 Tezzeret the Seeker, +2 Wall of Denial, +3 Negate

This matchup is only problematic if they manage to counter your early card draw engines with multiple Negates, and then proceed to resolve Jace Beleren or Sorin Markov. Other than that, Tezzeret and Pithing Needles after sideboard are just too good.

Vampires

-4 Flashfreeze, -1 Safe Passage, -1 Path to Exile, +1 Tezzeret the Seeker, +1 Pithing Needle, +3 Negate, -1 Sunspring Expedition

Not a good matchup, but it’s not that bad either with Sunspring Expedition to get out of the range of Malakir Blood Witch. Also, Pithing Needle on Vampire Hexmage after sideboard makes things much easier, so you get to stick Jace Beleren and win faster with the Ultimate. Mind Sludge is not even such a problem when you have resolved multiple card draw engines.

Unearth Combo

-4 Flashfreeze, -4 Safe Passage, +1 Tezzeret the Seeker, +3 Negate, +2 Pithing Needle, +2 Relic of Progenitus

This is the worst matchup, by far. The problem is not even the unearth synergy and Extractor Demon, but the Hedron Crab ability, and the fact that they will eventually draw it and deck you soon enough. You still have Day of Judgment, and Path to Exile, but a smart opponent will just play the Crabs one by one, and trigger them with some fetchlands. You need to race them with Archive Traps and, in the meantime, annul their main game plan, which also includes milling, with Relic of Progenitus or Pithing Needle. Seems easy? Well, it’s not.

Unstable Footing
Versions:
Zendikar (Foil)

The Future of Jacerator

As for the future of the deck, it’s still uncertain, but I really think Jacerator is more than a metagame deck. It’s probably not going to be ever considered the best deck, but in Rome I felt like it was the best deck by far. The problem is, that now people will be prepared for it, and I’m even expecting some kind of hate, in the form of Naturalize or even Pithing Needle (hopefully not Unstable Footing). But that doesn’t even kill the deck. The main problem I’ve found is that now everyone will keep removal after board, thus making Baneslayer Angel not a very good plan B anymore. Maybe something else can be added, but the lifelink was really what made it shine in most matchups. Maybe something like multiple Martial Coups in the sideboard, or some Sphinx of Jwar Isle, but then again the angel is just the best creature in the format anyway, so there is no need to change it even if they have the removal. And you could still trick your opponent with something like bringing them in for game 3 only.

The maindeck is almost perfect to me, and although I was asked if I would change a card, I don’t think I would. If so, if you expect a lot of Boros or red decks, just go for +1 Sunspring Expedition and take out the lone Path to Exile, but it was good at removing random early creatures, protecting Jace, and removing problematic guys like Siege-Gang Commander, Ob-Nixilis, the Fallen or…Hedron Crab.

If you haven’t tried the deck yet, I recommend doing so; you will enjoy it for sure…or hate it! But at least you will get to play some Islands!

I hope you liked the guide! See you next week!

Joel

PS: Yay! This time I didn’t miss my flight!

4.857145
 
 
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