Jace, Wielder of Mysteries
Tracked across real Commander games played through TurnZero HQ.
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What it does
If you would draw a card while your library has no cards in it, you win the game instead.
+1: Target player mills two cards. Draw a card.
−8: Draw seven cards. Then if your library has no cards in it, you win the game.
Combos with Jace, Wielder of Mysteries
The lines this card is part of, what it needs alongside it, and what the cards do together. An infinite result is the one that moves a deck's bracket.
- Leveler Infinite
- Exile your library
- Win the game
- Mirror of Fate Infinite
- Win the game
- Oath of Druids Infinite
- Infinite self-mill
- Win the game
- Sacred Guide Infinite
- Win the game
- Thought Lash Infinite
- Win the game
- Tainted Pact Infinite
- Win the game
- Paradigm Shift Infinite
- Exile your library
- Win the game
- Dance with Calamity Infinite
- Exile your library
- Win the game
Showing the 8 shortest and most explosive. This card appears in more than these. Follow any of them through to Commander Spellbook to browse the rest.
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
5 official rulings, in the order Wizards published them.
- 2019-05-03
If the target player is an illegal target when Jace’s first loyalty ability tries to resolve, it doesn’t resolve. You won’t draw a card.
- 2019-05-03
If for some reason you can’t win the game (because your opponent controls Platinum Angel, for example), you won’t lose for having tried to draw a card from a library with no cards in it. The draw was still replaced.
- 2019-05-03
If two or more players control Jace, Wielder of Mysteries and each player is instructed to draw a number of cards, first the player whose turn it is draws that many cards. If this causes that player to win the game instead, the game is immediately over. If the game isn’t over yet, repeat this process for each other player in turn order.
- 2019-05-03
Follow the instructions in the order listed on Jace’s first loyalty ability: if you target yourself, you’ll put the top two cards of your library into your graveyard and then draw a card.
- 2019-05-03
If your library has fewer than seven cards in it while resolving Jace’s last ability, and Jace has already left the battlefield, you’ll draw as many cards as you can and then win the game before state-based actions would cause you to lose the game for trying to draw from an empty library.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Jace, Wielder of Mysteries, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Shorikai, Genesis Engine | 1 | 1 | — |
Colors it shows up in
- Azorius 1 deck
Every version of Jace, Wielder of Mysteries
9 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them.

The List
- Normal
- $10.61

Borderless
Secret Lair Drop
- Normal
- $30.26

Borderless
Secret Lair Drop
- Foil
- $28.78

Secret Lair Drop
- Foil
- $27.80

- Normal
- $12.04
- Foil
- $10.35

- Normal
- $6.13
- Foil
- $45.06

Promo
War of the Spark Promos
- Normal
- $10.69
- Foil
- $10.53

Promo
War of the Spark Promos
- Foil
- $12.04

Promo
War of the Spark Promos
- Foil
- $115.47
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Jace, Wielder of Mysteries. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.