
Jax, Unrelenting / Jax, Grandmaster at Arms
Jax, Grandmaster at Arms · Jax, Unrelenting
Apr 9


















Our ideal plan is to play fae folk turn 1 with the threat of brutalizer/musicians turn 2. If they don't play a unit into fae folk they allow us to develop another threat like stellacorn without them having any presence on board.
Alternative plans can be fae folk / scuttlecrab into boneshiver for early ramp. While this plan is solid it is susceptible to gust. As such its better when we didn't find a fae folk so that they can gust a scuttle crab.
Middle game:
We rarely develop Jax without having some runes open for protection. When we go the scuttle crab opening we will usually have a better idea about what we need to do before we can develop him as it gives vision. Sabotage is usefull for removing key threats like aurora and starcross and giving us information about what else is in hand. When we have no information in hand we at least need to have runes up for defy or a guardian angel, though GA doesn't help us against starfall.
The rare occasion we develop jax blind without protection is when we are behind on tempo and have no other units to develop. 90% of the time this shouldn't be the case.
There will be a significant amount of games where we don't develop jax until turn 6 or later.
Going second:
While our fae folk plan can still work, some matchups are able to break the 4 might threshold and/or they can hold up runes to respond to us moving. As we are already behind on tempo, we should prioritize disruption in our opening hand. This means we will often mulligan musicians / gear.
Side deck:
The orange decree is just too OP against blue. We sub 3 of them in against all blue decks. It hits Hwei and Thousand-tail watcher and we don't lose a single rune doing so. Against jayce/lux we have 6 cards in deck that can hit progress day or innovation. It also forces a Mel signature spell which is important as often we won't be able to defy it.
Repulse / disposal order are primarily for the Kennan matchup. disposal order is great against any deck that tries to abuse fizz. Repulse is for extra counters, as hidden blade/ starcross / fizz / annie can be very overwhelming when we don't draw our graveyard hate. Quick draw GA should be saved against ruination / cull the weak. It is more than ok to switch out challenge in this matchup as often they will bounce these units back and we won't get to respond anyway. Repulse is also great into decks that use rebuke / switcheroo.









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