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Jin-Gitaxias // The Great Synthesis

Jin-Gitaxias // The Great Synthesis

Legendary Creature — Phyrexian Praetor // Enchantment — Saga

Jin-Gitaxias wants a deck that helps every player at the table, itself included. It also suits a deck that sends cards back to their owners' hands.

  • Mana cost3 genericblueblue
  • Blue ()
  • Power / toughness5 / 5
  • RarityMythic

Ward 2 generic

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

3 genericblue: 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).

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Themes

Cards That Fit Jin-Gitaxias

Picked for what they do in Jin-Gitaxias's deck. When two cards do the same job, the one with the lower comes first. All of them fit Jin-Gitaxias's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

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The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Jin-Gitaxias

explain how Jin-Gitaxias works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 14 Apr 2023

A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won’t resolve until you’re done casting spells, so the permanents they become can’t be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it; but if you exile a creature card and an Aura card, you can’t cast that Aura targeting that creature.

Wizards of the Coast 14 Apr 2023

All the spells you cast due to chapter III are cast during the resolution of that ability. You can cast them in any order, and timing restrictions based on the cards’ types are ignored. Once you’re done casting spells, before any of them resolve, The Great Synthesis will be exiled and return as Jin-Gitaxias.

Wizards of the Coast 14 Apr 2023

For chapter I of The Great Synthesis, the number of cards you draw is determined as the ability resolves. If you no longer control The Great Synthesis at that time, your maximum hand size remains unchanged.

Wizards of the Coast 14 Apr 2023

If a spell has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

Wizards of the Coast 14 Apr 2023

If you cast a spell “without paying its mana cost,” you can’t pay any alternative costs. You can, however, pay additional costs. If the spell has any mandatory additional costs, those must be paid to cast it.

Wizards of the Coast 14 Apr 2023

Once you’ve activated Jin-Gitaxias’s last ability, it doesn’t matter what happens to the number of cards in your hand. The ability will resolve even if you have six or fewer cards in your hand by that time.

6 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Jin-Gitaxias, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.Group HugGroup Hug decks give every player extra cards, mana or life, making friends at the table while they quietly work toward their own win. The trick is to be the player best placed to use all that extra.Open the Group Hug pageHand Size ModifierChanges the maximum hand size, usually removing your own limit so you can keep everything you draw, sometimes lowering an opponent's. Without one, you discard down to seven during your end step. Reliquary Tower, Thought VesselOpen the Hand Size Modifier pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageBounceBounce decks send cards on the battlefield back to their owner's hand, to slow opponents down or to reuse their own cards. Bouncing an opponent's card makes them pay for it again; bouncing your own lets its 'when this enters' ability happen twice.Open the Bounce pageMass BounceReturns many permanents to their owners' hands at once. Aetherize. It clears the battlefield without destroying anything, so cards that care about creatures dying do nothing, but every player has to spend mana again to replay what they lost.Open the Mass Bounce pageSpellslingerRewards you for casting instants and sorceries, usually triggering each time you cast one. Storm-Kiln Artist, GuttersnipeOpen the Spellslinger pageBoard WipeA spell that destroys, exiles, or otherwise removes all creatures at once. Also called a sweeper or a wrath, after Wrath of God. One that deals damage or gives -X/-X counts only at 7 or more, enough to kill almost every creature people play, like Blasphemous Act. A smaller one is a Mini Sweeper.Open the Board Wipe pageGame ChangerCards that warp the game disproportionately around themselves, requiring immediate answers.What the brackets meanSpellslingerSpellslinger decks cast lots of instants and sorceries, one-time spells, and play creatures that reward every spell you cast. Instants and sorceries take effect once and then go to your graveyard, and an instant can even be cast during another player's turn.Open the Spellslinger pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pagePhyrexiansPhyrexians are the machine-and-flesh villains of Magic's story, found in every color. Many use poison counters through infect or toxic.Open the Phyrexians page