Jin-Gitaxias // The Great Synthesis (Jin-Gitaxias)
ULegendary Creature — Phyrexian Praetor // Enchantment — Saga

Jin-Gitaxias // The Great Synthesis

Mana value5EDHREC#3,133

The Commander

Ward {2}

Whenever you cast a noncreature spell with mana value 3 or greater, draw a card.

{3}{U}: Exile Jin-Gitaxias, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if you have seven or more cards in hand.

(As this Saga enters and after your draw step, add a lore counter.)

I — Draw cards equal to the number of cards in your hand. You have no maximum hand size for as long as you control this Saga.

II — Return all non-Phyrexian creatures to their owners' hands.

III — You may cast any number of spells from your hand without paying their mana costs. Exile this Saga, then return it to the battlefield (front face up).

Guide

Gameplan

Cast big noncreature spells to draw cards, flood your hand, then flip Jin-Gitaxias into The Great Synthesis to refill, bounce opponents' board, and free-cast your entire hand for an explosive turn. You play a draw-go control game in mono-blue, accumulating card advantage until you can unload a backbreaking Chapter III turn.

Strengths

  • Engine that turns expensive spells into cards, snowballing advantage fast
  • Ward 2 plus mono-blue countermagic make it hard to remove or interact with
  • The Great Synthesis chapters provide card draw, a board reset, and a free-cast finisher all in one
  • Rewards a high-curve, spell-dense build that mono-blue control already wants

Weaknesses

  • Mono-blue lacks efficient removal and struggles versus resolved enchantments/artifacts
  • Slow to come online; can be overrun by fast aggro or go-wide decks
  • Flip requires seven cards in hand and a sorcery-speed window, telegraphing the big turn
  • No protection if it dies before flipping, and bouncing yourself loses the front face

Key Cards

  • Mystic RemoraCheap card advantage that fuels the seven-card threshold needed to transform.
  • Rhystic StudyRefills your hand and synergizes with the draw-on-cast trigger to bury opponents in cards.
  • Cyclonic RiftA MV7 noncreature spell that draws a card and provides the board control mono-blue otherwise lacks.
  • Thassa's OracleWith a massive hand and free casts, drawing your library sets up an instant-win combo finish.
  • Reliquary TowerKeeps your overflowing hand intact before the Saga grants no maximum hand size.

Upgrade Path

Add fast mana (Sol Ring, Mana Crypt, Mana Vault, moxen) and rituals so you reach the flip earlier and explode on Chapter III. Tighten the curve toward MV3+ noncreature spells that trigger draws, and include a compact combo like Thassa's Oracle plus draw-your-deck enablers to convert the free-cast turn into a win. Round out with stronger counterspells and free interaction (Force of Negation, Pact of Negation) to protect the engine.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • Thassa's Oracle or Laboratory Maniac after drawing your deck via the flip
  • Free-casting a hand full of extra-turn and burn/mill spells off Chapter III
  • Grinding to inevitability with overwhelming card advantage and a few big threats
  • Casting a game-ending X-spell or finisher for free during the Synthesis turn

Archetypes

  • ControlMono-blue countermagic and card draw let Jin-Gitaxias grind opponents out while protecting the flip.
  • SpellslingerIts draw trigger rewards a deck packed with MV3+ instants and sorceries.
  • ComboChapter III's free casts can chain mana rituals, draw spells, and a wincon for a single explosive turn.
  • Big Mana / StormFree-casting your whole hand enables storm or extra-turn payoffs to close immediately.

Combos

No combos found for this commander on Commander Spellbook.

Related Commanders

Same color identity (U), by popularity.

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