Jaxis, the Troublemaker – Streets of New Capenna
Date Reviewed: May 16, 2022
Commander [EDH]: 3.17
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Jaxis’ activated ability is another one-card combo – I’ve been saying that a lot recently, but it applies to things like this because of how many other cards they work with. Bolstering an attack is often plenty good enough, and it gets pretty ridiculous once you start generating actual card advantage with it. Mimicking the blitz ability’s feature of drawing you a card when the creature dies is a cool addition, and a very welcome way for red decks to see more cards (and get things in your graveyard – note the additional cost). Of course, such a major discount on her own blitz ability asks to be built around in the right deck, where you can sneak her in and win on the spot. Don’t mess with the union rep, particularly when she can copy an Inferno Titan and throw it at your face!
Commander [EDH]: 3/5
For when you want to prepare for trouble and make it double. Jaxis, the Troublemaker is a sort of interesting twist on a card like Kiki-Jiki, letting you speed in a copy of a creature and even drawing a card when it dies. It’s a bit pricier than its forebear, but it replaces the card you pay into it on a death trigger, and you even can speed it in ahead of schedule in a pinch. I think he’s solid enough as a sort of fair combo piece, and the discard cost makes it harder to go infinite off of him then and there, so he won’t usurp the annoying goblin in combo decks, but he is a potent enough weapon for inching out a bit more advantage or just getting to the face more expeditiously.
Limited: 4.25 (shines if you have friends to copy)
Commander [EDH]: 3.5
Jaxis is only going to be played for it’s blitz cost to be able to use the main, otherwise it is a bit too expensive and dangerous to keep out on the field. Great combo enabler that’ll be sure to add to the finish of the game by making a copy of a bigger and badder threat. The speed at which this can be done will help both in early game and late game to keep pressure on your opponent. A deck that is going to run this is going to want to run four of them to keep using the ability throughout the game (and perhaps keep at least one on the field). I think this would be best suited in a U/R or a R/G deck one for control purposes and protection and the other to make a copy of a big, bad creature that’ll win you the game.
It is worth the pick up in limited to splash red into your draft or sealed strategy. It could come in handy when you least expect it. As for commander, it needs the right deck and with such precious space I think this one is a skip for most decks if it doesn’t have the right combo and color balance strategy.
Commander [EDH]: 3/5
We would love more volunteers to help us with our Magic the Gathering Card of the Day reviews. If you want to share your ideas on cards with other fans, feel free to drop us an email. We’d be happy to link back to your blog / YouTube Channel / etc. 😉