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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Jhoira of the Ghitu
Image from Wizards.com

 Jhoira of the Ghitu
- Modern Masters

Reviewed May 13, 2015

Constructed: 4.00
Casual: 4.50
Multiplayer EDH / Commander: 4.50

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Card of the Day Reviews 

David Fanany

Player since 1995

Jhoira of the Ghitu
In the storyline, Jhoira is very much a "sleeper" threat of the multiverse. She managed to become immortal without even having a planeswalker spark, survived the Phyrexian Invasion and the even more insane events of the Time Spiral block, and is still somewhere out there fighting the good fight. It's fitting, then, that her card representation has humble stats but enables some of the most ridiculous and broken plays in EDH. The most innocent use of her ability involves a Greater Gargadon or Deep-Sea Kraken attacking like eight turns before it's "supposed to". The least innocent uses tend to involve Aeon Chronicler, Detritivore, and anything with the word "Eldrazi". Whenever Jhoira is involved, you'll probably win the game, but you may not win friends outside the game!
Multiplayer EDH/Commander: 5/5
1v1 EDH/Commander: 3/5
Michael "Maikeruu" Pierno

Today's card of the day is Jhoira of the Ghitu which is a three mana Blue and Red 2/2 legendary that for two mana allows you to exile a non-land card from hand give it Suspend and put four time counters on it.  With the kind of high mana cost spells that are usually passed over in most formats as targets and likely supported with time counter removal effects this is very strong in Commander.  For a very low cost she can introduce some very difficult to oppose threats or effects into the midgame and allows a fairly unique concept for an Izzet deck.
Constructed: 3.5
Casual: 4.0
Limited: 3.5
Multiplayer: 3.5

Jhoira of the Ghitu
Jhoira is arguably one of the most devastating generals in the EDH format. I've only played against it once, and during that game, my buddy dropped an Ulamog, the Infinite Gyre on turn 7. Note that suspend acts as an ability that casts from exile, so any cast abilities are triggered. Anyway, suspend on anything is a huge play, especially for 2 mana. The obvious downsides are that you're essentially playing out your hand exposed, and for 4 turns. So opponent does have chances to come up with a strategy, but it's still difficult to manage, especially if you're combining suspend, along with plays you're doing in real time. It takes a lot of focus to pull it off, but if you can, you'd be hard pressed to find a better general in R/U.
Constructed: 4.5
Casual: 5
Limited: N/A
Multiplayer: 3 (Points off for automatically making yourself the biggest threat if your hand is good enough)

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