Jegantha, the WellspringJegantha, the Wellspring| Art by Chris Rahn
Time to Make a New Friend
Companions are a game-changer. They give us access to a free card from the start of the game in exchange for some deckbuilding restrictions (and, of course, they now have an extra three-mana tax). Here on Collected Company, we’re going to take a look at all of them and see how we can build around their quirks.
Let's talk about one of the most powerful Companions out there, Jegantha, the WellspringJegantha, the Wellspring.
Jegantha's restriction is pretty minor because cards with the same mana symbol can be easily replaced. The most noticeable losses are Wrath of GodWrath of God effects and big top-end cards, like Craterhoof BehemothCraterhoof Behemoth.
While the above is true, there are still some "hidden" restrictions when using Jegantha. Commanders like Jodah, Archmage EternalJodah, Archmage Eternal will have trouble finding expensive cards to cheat out with the restriction. Artifact-heavy lists won't really benefit from having Jegantha as a Companion. There's also the case of needing to build a deck in a more color-intensive way to get full use of Jegantha's kit.
Speaking of which, let's talk about Jegantha's kit: it's pretty amazing! Having this kind of access to such a powerful mana dork is game-changing. There are plenty of powerful commanders that have the WUBRG cost that can be fully paid with Jegantha, which can lead into a huge tempo swing if we get to play Jegantha before our commander. Take The First SliverThe First Sliver, for example: it really appreciates having the huge tempo turn before getting cast. And don't even get me started on Najeela, the Blade-BlossomNajeela, the Blade-Blossom....
However, it's hard to get full benefits from Jegantha. Decks that play it well are the ones that tend to invest in some form of WUBRG activated ability or that are trying to cast multiple spells a turn.
Notable Exclusions
- Seedborn MuseSeedborn Muse
- Wrath of GodWrath of God effects
- OverrunOverrun effects
Endless Possibilities
Notable Exclusions
- ProgenitusProgenitus
- Expansion // ExplosionExpansion // Explosion
- Supreme VerdictSupreme Verdict
- Debt to the DeathlessDebt to the Deathless
- Cruel UltimatumCruel Ultimatum
- OmniscienceOmniscience
Horde of NotionsHorde of Notions is a great tribal commander to showcase the power of Jegantha in a tribal setting. Horde provides a useful mana sink (that can even recur Jegantha), and having Jegantha makes getting multiple activations out of the commander much easier. Elementals as a whole don't lose all that much, aside from some tribal support. The fact that Jegantha is an Elemental plays really well with Horde, too, since we get to save it from the occasional non-exile removal.
Notable Exclusions
- Omnath, Locus of RageOmnath, Locus of Rage
- Avenger of ZendikarAvenger of Zendikar
- Nyxbloom AncientNyxbloom Ancient
- Kindred DiscoveryKindred Discovery
Commanders with a powerful activated ability that can be accelerated by Jegantha also can make great use of it. These commanders often struggle to find the balance between paying for their ability and playing cards from hand. This combination allows for Sisay, Weatherlight CaptainSisay, Weatherlight Captain players to have more flexible turns where they don't need to overextend, allowing them to hold on to interaction for longer.
Notable Exclusions
- Kamahl's Druidic VowKamahl's Druidic Vow
- Ashiok, Dream RenderAshiok, Dream Render
- Narset, Parter of VeilsNarset, Parter of Veils
- Eerie UltimatumEerie Ultimatum
- Bolas's CitadelBolas's Citadel
It's Alive!
The combination of Niv-Mizzet RebornNiv-Mizzet Reborn and Jegantha, the WellspringJegantha, the Wellspring is quite an impressive one: Niv provides the cards and Jegantha provides the mana. The best part about this duo is that it's very easy to fully use Jegantha's mana ability because we have access to a bunch of different guild-colored cards.
Just like many Niv-Mizzet Reborn lists out there, our deck gravitates towards a control shell. We use our commander's ETB to fill our hand with powerful spells, and we have the mana (thanks to Jegantha) to cast some of them right away. However, we still need a way to win the game: enter planeswalkers. Planewalkers are a great type to mix with Niv 4.0 because they are resilient win conditions that are spread among the color pie, giving us plenty of great choices. Kaya, Ghost AssassinKaya, Ghost Assassin and Venser, the SojournerVenser, the Sojourner are a great way to get a consistent chain of Niv-Mizzet's ETB, while Ral ZarekRal Zarek, Kiora, Behemoth BeckonerKiora, Behemoth Beckoner, and Kiora, Master of the DepthsKiora, Master of the Depths allow us to untap Jegantha. As for game-ending planeswalkers, we're packing some powerful ones: Teferi, Hero of DominariaTeferi, Hero of Dominaria can quickly get out of control if we get to emblem, and don't underestimate Sorin, Grim NemesisSorin, Grim Nemesis; we have a deck that isn't very aggressive but that packs a lot of punch, so the +1 ability can really make a difference. Garruk, Cursed HuntsmanGarruk, Cursed Huntsman can quickly get out of control with its tokens and can be great in post-board-wipe scenarios, and his ultimate is really powerful with other token-producers.
Our control suite is really important, but it's not as straightforward as other decks. We do need to consider the color identity of the cards that we're including so that we have a more reliable Niv trigger. Each guild has a certain tendency that we can explore to improve our consistency. Dimir, for example, is filled with counterspell goodies, like CountersquallCountersquall, but it also has lots of great removal/counterspell hybrids, like Drown in the LochDrown in the Loch and Dimir CharmDimir Charm, that are usually live for most of the game. Finding the perfect balance is a fun challenge that rewards the time we put into it.
We're choosing to go with as few non-guild-colored cards as possible, but there's certainly the case to add a few more high-impact staples, such as Doubling SeasonDoubling Season, into the mix. In fact, all of our non-hits are cards that are dedicated to smooth out our mid-game, by either color-fixing, or simply by accelerating us in the early game. Flexible ramp spells, such as Skyshroud ClaimSkyshroud Claim and FarseekFarseek, are even better because they can also thin our deck, which on its own isn't that relevant, but, in conjunction with our fetch lands, can make a difference.
Our priority is to get Jegantha online as soon as possible; our impact on the board is much more... impactful when we untap with it. Getting to use Jegantha to pay for our commander means that we have the mana to cast at least one extra spell on this turn, which is usually a huge tempo swing in our favor. This curve is really something else, and it's mainly the reason why I felt that enablers, like PanharmoniconPanharmonicon or blinks in general, felt a bit unnecessary, as they play kind of awkwardly with our setup.
Niv-Mizzet and Jegantha Superfriends
View on ArchidektCommander (1)
- 1 *Niv-Mizzet Reborn*Niv-Mizzet Reborn
Companion (1)
- 1 *Jegantha, the Wellspring*Jegantha, the Wellspring
Artifact (3)
- 1 *Sol Ring*Sol Ring
- 1 *Arcane Signet*Arcane Signet
- 1 *Chromatic Lantern*Chromatic Lantern
Creature (11)
- 1 *Birds of Paradise*Birds of Paradise
- 1 *Baleful Strix*Baleful Strix
- 1 *Bloom Tender*Bloom Tender
- 1 *Coiling Oracle*Coiling Oracle
- 1 *Qasali Pridemage*Qasali Pridemage
- 1 *Faeburrow Elder*Faeburrow Elder
- 1 *Knight of Autumn*Knight of Autumn
- 1 *Radha, Heart of Keld*Radha, Heart of Keld
- 1 *Uro, Titan of Nature's Wrath*Uro, Titan of Nature's Wrath
- 1 *Polukranos, Unchained*Polukranos, Unchained
- 1 *Keranos, God of Storms*Keranos, God of Storms
Enchantment (4)
- 1 *Oath of Kaya*Oath of Kaya
- 1 *Assemble the Legion*Assemble the Legion
- 1 *Mirari's Wake*Mirari's Wake
- 1 *Oath of Teferi*Oath of Teferi
Instant (14)
- 1 *Assassin's Trophy*Assassin's Trophy
- 1 *Azorius Charm*Azorius Charm
- 1 *Boros Charm*Boros Charm
- 1 *Countersquall*Countersquall
- 1 *Despark*Despark
- 1 *Dimir Charm*Dimir Charm
- 1 *Dovin's Veto*Dovin's Veto
- 1 *Drown in the Loch*Drown in the Loch
- 1 *Growth Spiral*Growth Spiral
- 1 *Izzet Charm*Izzet Charm
- 1 *Orzhov Charm*Orzhov Charm
- 1 *Rakdos Charm*Rakdos Charm
- 1 *Fire Covenant*Fire Covenant
- 1 *Kolaghan's Command*Kolaghan's Command
Planeswalker (13)
- 1 *Dack Fayden*Dack Fayden
- 1 *Kiora, Behemoth Beckoner*Kiora, Behemoth Beckoner
- 1 *Teferi, Time Raveler*Teferi, Time Raveler
- 1 *Kaya, Ghost Assassin*Kaya, Ghost Assassin
- 1 *Kiora, Master of the Depths*Kiora, Master of the Depths
- 1 *Nahiri, the Harbinger*Nahiri, the Harbinger
- 1 *Ral Zarek*Ral Zarek
- 1 *Teferi, Hero of Dominaria*Teferi, Hero of Dominaria
- 1 *Venser, the Sojourner*Venser, the Sojourner
- 1 *Garruk, Cursed Huntsman*Garruk, Cursed Huntsman
- 1 *Sorin, Grim Nemesis*Sorin, Grim Nemesis
- 1 *Vraska, Relic Seeker*Vraska, Relic Seeker
- 1 *Garruk, Apex Predator*Garruk, Apex Predator
Sorcery (14)
- 1 *Dreadbore*Dreadbore
- 1 *Farseek*Farseek
- 1 *Hull Breach*Hull Breach
- 1 *Nature's Lore*Nature's Lore
- 1 *Reborn Hope*Reborn Hope
- 1 *Three Visits*Three Visits
- 1 *Deafening Clarion*Deafening Clarion
- 1 *Last One Standing*Last One Standing
- 1 *Decimate*Decimate
- 1 *Skyshroud Claim*Skyshroud Claim
- 1 *Solar Blaze*Solar Blaze
- 1 *Bring To Light*Bring To Light
- 1 *Escape to the Wilds*Escape to the Wilds
- 1 *Merciless Eviction*Merciless Eviction
Land (40)
- 1 *Arid Mesa*Arid Mesa
- 1 *Blood Crypt*Blood Crypt
- 1 *Bloodstained Mire*Bloodstained Mire
- 1 *Breeding Pool*Breeding Pool
- 1 *City of Brass*City of Brass
- 1 *Command Tower*Command Tower
- 1 *Exotic Orchard*Exotic Orchard
- 1 *Flooded Strand*Flooded Strand
- 1 *Godless Shrine*Godless Shrine
- 1 *Hallowed Fountain*Hallowed Fountain
- 1 *Indatha Triome*Indatha Triome
- 1 *Ketria Triome*Ketria Triome
- 1 *Mana Confluence*Mana Confluence
- 1 *Marsh Flats*Marsh Flats
- 1 *Misty Rainforest*Misty Rainforest
- 1 *Overgrown Tomb*Overgrown Tomb
- 1 *Pillar of the Paruns*Pillar of the Paruns
- 1 *Polluted Delta*Polluted Delta
- 1 *Raugrin Triome*Raugrin Triome
- 1 *Sacred Foundry*Sacred Foundry
- 1 *Savai Triome*Savai Triome
- 1 *Scalding Tarn*Scalding Tarn
- 1 *Steam Vents*Steam Vents
- 1 *Stomping Ground*Stomping Ground
- 1 *Temple Garden*Temple Garden
- 1 *Verdant Catacombs*Verdant Catacombs
- 1 *Watery Grave*Watery Grave
- 1 *Windswept Heath*Windswept Heath
- 1 *Wooded Foothills*Wooded Foothills
- 1 *Zagoth Triome*Zagoth Triome
- 2 ForestForest
- 2 IslandIsland
- 2 MountainMountain
- 2 PlainsPlains
- 2 SwampSwamp
This is the Beginning of a Beautiful Friendship
This list is something else. The combination of mana and card draw is impressive, and it shows the power of Jegantha as a mana dork. The deckbuilding restriction never was in the way of the deckbuilding process, and it felt like a nuisance more than anything else.
I was quite impressed on how Jegantha played out. The Companion tax change certainly reduced some of the possibilities for it, but Jegantha's impact didn't get completely destroyed like it felt with Zirda, the DawnwakerZirda, the Dawnwaker. In fact, Jegantha felt very similar to Zirda, but it was overall better than its Boros counterpart because it was not as restrictive.
That’s it for this Collected Company! What do you think about this article? What are your thoughts on Jegantha, the WellspringJegantha, the Wellspring? Which Companion do you want to see covered next? Share your opinions in the comments.
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