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Jadzi, Oracle of Arcavios – Strixhaven MTG Review

Jadzi, Oracle of Arcavios

Jadzi, Oracle of Arcavios

Jadzi, Oracle of Arcavios / Journey to the Oracle
– Strixhaven 

Date Reviewed:  April 20, 2021

Ratings:
Constructed: 3.00
Casual: 4.00
Limited: 3.88
Multiplayer: 3.88
Commander [EDH]: 4.25

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 



David
Fanany
Player
since
1995

This is one of those sorts of cards where it feels like there’s a pretty weighty story involved, but it’s not clear where to find it. Maybe that’s just me. Regardless, either of Jadzi’s “modes” makes for some crazy stories, whether you’re ramping infinitely or casting your entire deck in one turn. Those lands she gets – either with the Journey or with her magecraft ability – come into play untapped. That screams “engine” all over, and although her creature side’s costs are clearly designed for Commander, somebody might be tempted to find a place for her in other formats anyway . . .

Constructed: 3/5
Casual: 4/5
Limited: 3/5
Multiplayer: 4/5
Commander: 4/5


 James H. 

  

One side synergizes well enough with the other, I reckon. Jadzi is a pretty interesting bit of payoff for ramping into lots of lands: four mana lets you turn a hand of lands into Jadzi next turn if you have enough lands and a card to spare, and Jadzi’s pretty good at dodging removal and making your instants and sorceries snowball hard. Note that the way she’s worded means that you can keep going as long as you keep revealing and casting instants and sorceries off of her magecraft ability, and you even get lands for free if you reveal them. Effective protection from removal is nice, too.

The major downside is that, while she’s powerful and hard to permanently remove, eight mana means you’re committing a turn to getting her out, and each recast means you’re committing another turn to that endeavor. She’s able to accelerate herself out, and she can sort of make sure she never dies (between a solid body and self-bounce), but removal still forces a loss of tempo, and having to recommit to her to get the engine rolling can be a bit awkward in a long game.

Constructed: 3 (hard to say if she can work, but she’s vicious once she gets set up)
Casual: 4
Limited: 4.75 (nearly unremovable, but takes a bit to come out to play)
Multiplayer: 3.75
Commander: 4.5 (not sure if Simic/Quandrix are the best colors for a deck she wants to be part of, but she’s pretty promising if you build around her talents)


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