
Mystic Intellect
Sevinne, the Chronoclasm Commander Precon
This is a Jeskai graveyard-spellslinger deck built around Sevinne, the Chronoclasm. It fills the graveyard with flashback, jump-start, retrace and aftermath spells, then recasts them so Sevinne copies the first one each turn. Most of these spells are value or board effects that get better when cast from the graveyard, and a set of payoffs turns every graveyard cast into cards, damage or bodies, so the deck grinds out long, controlling games. How it wins: It survives behind sweepers, fogs and attack taxes, then closes with mass tokens, large flyers and repeated burn from spell-cast triggers, with the copied X burn spell or doubled token spell often finishing the job. Key roles: - Graveyard-castable spell suite: Spells with flashback, jump-start, retrace and aftermath give Sevinne a steady supply of first graveyard casts to copy. Several of them do more when cast from the graveyard, so the copy compounds the bonus. (Increasing Devotion, Ignite the Future, Sevinne's Reclamation) - Copy and recast amplifiers: These spells copy other spells or re-buy used ones on top of Sevinne's own copy. They can stack multiple copies of a big flashback spell, or return exiled flashback cards to cast again, and an attacking dragon can grant flashback to the whole graveyard. (Increasing Vengeance, Runic Repetition, Backdraft Hellkite) - Graveyard-cast payoffs: Engines that reward each spell cast from the graveyard with card draw, 2 damage to any target or flying Spirit tokens, so every flashback becomes extra value. (Secrets of the Dead, Burning Vengeance, River Kelpie) - Spellslinger payoffs: Creatures that trigger on any instant or sorcery cast, punishing opponents with damage or building an army of drakes. They are joined by a cost reducer and a spell-casting enabler that plays spells off the top of the library. (Guttersnipe, Talrand, Sky Summoner, Elsha of the Infinite) - Board control and defense: Repeatable sweepers, damage prevention and attack deterrents keep opponents off balance while Sevinne itself takes no damage. Copied sweepers and fogs also lock up combat. (Divine Reckoning, Prismatic Strands, Ghostly Prison) - Finishers: Large evasive threats and mass-token or X-damage spells end the game once control is established. Doubling these with copies gives explosive turns. (Devil's Play, Zetalpa, Primal Dawn, Storm Herd)
Mystic Intellect decklist
- Ral Zarek
- Elsha of the Infinite
- Pramikon, Sky Rampart
- Thalia's Geistcaller
- Wall of Stolen Identity
- Backdraft Hellkite
- Dockside Extortionist
- Gerrard, Weatherlight Hero
- Pristine Angel
- Sun Titan
- Clever Impersonator
- Zetalpa, Primal Dawn
- River Kelpie
- Talrand, Sky Summoner
- Pristine Skywise
- Cliffside Rescuer
- Scaretiller
- Guttersnipe
- Crackling Drake
- Burnished Hart
- Sevinne's Reclamation
- Mass Diminish
- Ignite the Future
- Divine Reckoning
- Dusk // Dawn
- Increasing Devotion
- Storm Herd
- Devil's Play
- Deep Analysis
- Mystic Retrieval
- Runic Repetition
- Faithless Looting
- Rolling Temblor
- Mandate of Peace
- Increasing Vengeance
- Magmaquake
- Refuse // Cooperate
- Leadership Vacuum
- Prismatic Strands
- Purify the Grave
- Ray of Distortion
- Chemister's Insight
- Fact or Fiction
- Fervent Denial
- Oona's Grace
- Think Twice
- Desperate Ravings
- Farm // Market
- Empowered Autogenerator
- Bloodthirsty Blade
- Armillary Sphere
- Azorius Locket
- Commander's Sphere
- Izzet Locket
- Sol Ring
- Jace's Sanctum
- Ghostly Prison
- Secrets of the Dead
- Burning Vengeance
- Exotic Orchard
- Prairie Stream
- 3× Plains
- 3× Plains
- 3× Plains
- 3× Island
- 3× Island
- 2× Island
- 2× Mountain
- Mountain
- Mountain
- Ash Barrens
- Azorius Chancery
- Boros Garrison
- Boros Guildgate
- Command Tower
- Evolving Wilds
- Highland Lake
- Izzet Boilerworks
- Izzet Guildgate
- Myriad Landscape
- Mystic Monastery
- Stone Quarry
- Swiftwater Cliffs
- Temple of the False God
- Terramorphic Expanse
- Tranquil Cove
- Wind-Scarred Crag