Jeska's Will
MKC · rare · Released 2024-02-09
Power
Tier shown as baseline → best-case (in its ideal shell).
Derived from the 7 atoms below.
above rate
minor value alone
wants support
can take over a game
multiple modes
broadly useful
n/a
Commander Bracket
Archetypes
Roles
Risks
Mechanics
—
Typal
—
—
Structural
Rationale
3cmc red sorcery with two modes: (1) add {R} per card in target opponent's hand — effectively a ritual producing 3–7 mana in most games; (2) exile top 3 library cards, play them this turn — impulse draw for card advantage. With a commander in play, you choose BOTH, making this one of red's most explosive burst-mana/card-access spells. A WotC Game Changer and a signature piece in mono-red storm, combo, and fast cEDH shells. Weaker as a standalone (single mode only without commander), and the mana mode scales with opp's hand size.
Learnings (4)
When both modes are chosen (commander present), the mana produced by mode 1 can immediately be spent on the exiled cards from mode 2, making the spell effectively self-enabling for chaining into more spells the same turn.
tagging · claude-sonnet-4-6
The mana-ritual mode scales with the TARGET opponent's hand size, not all opponents — in multiplayer you want to pick the opponent with the fullest hand, often 5-7 cards after a draw step.
tagging · claude-sonnet-4-6
As a Game Changer, Jeska's Will counts toward a deck's bracket 3 cap of 3 Game Changers, making it a high-priority slot allocation decision in casual Commander deckbuilding.
tagging · claude-sonnet-4-6
Brawl (1v1) eval, NOT cEDH/Commander: with your commander in play you get BOTH modes: a ritual off the opponent's hand size plus impulse-draw of the top 3. Strong in red combo/storm and good even in fair red. Note: needs the commander on the battlefield, not the command zone, for both halves.
user · human
Popularity
- EDHREC rank: #103
- Game changer: yes