Jace Beleren
Jace Beleren

Jace Beleren est un planeswalker qui utilise la magie bleue. C'est un spécialiste de la magie de l'esprit : lecture des pensées, illusions, savoir et tromperie.


La curiosité a toujours été le défaut de Jace Beleren. Véritable prodige, il étudia la sorcellerie plus en profondeur que les autres disciples des académies de magie, et son succès fut tel que cela éveilla les soupçons de ses instructeurs. Spécialiste de la magie de l'esprit, il utilise ses pouvoirs pour sonder le cerveau d'autrui, dévoilant parfois les secrets les plus jalousement gardés. Cette pratique l'a mis en péril plus d'une fois. Pour tout dire, c'est sa magie de l'esprit qui l'a aidé à découvrir l'existence des planeswalkers et des mondes situés au-delà du sien, lui ouvrant les yeux sur des secrets dépassant l'imagination.

Maintenant que l'étincelle de Jace s'est embrasée, sa curiosité l'a amené toujours plus loin dans les Éternités aveugles, le vide chaotique situé entre les plans du Multivers. Jace a enfin trouvé un terrain assez vaste pour étancher sa soif de connaissances.

Il est désormais confronté au problème qui menace tous les êtres d'exception : la tentation du pouvoir. Sa maîtrise de l'illusion, de la lecture des pensées et même de la modification mémorielle s'est affinée au cours de ses voyages, l'aidant à satisfaire son insatiable goût du secret.

Les pérégrinations de Jace l'ont ramené sur Ravnica, où il peaufina autrefois ses talents de mage de l'esprit tout en travaillant pour une organisation interplanaire appelée le Consortium Infini. À son retour, Jace a pu constater que les dix guildes sont revenues sur le devant de la scène et que les intrigues atteignent des sommets. Il soupçonne l'existence d'un complot de grande ampleur autour du dragon Niv-Mizzet, et menant à des secrets si dangereux qu'une fois encore, la magie de l'esprit de Jace pourrait bien lui valoir de gros ennuis.

Jace Beleren
Jace Beleren

Jace Beleren Version 1

Jace existe comme beaucoup d'arpenteurs sous plusieurs formes ,la première étant  meule/pioche (technique qui consiste à vider la/les bibliothèque(s) adverse(s) ), la deuxième étant pro tournoi ,pro énervante et pro déstablisante mais aussi pro Hard to play, la troisème étant pro meule et la dernière...étant plus complexe .La deuxieme aura besoin d'explications surement plus complexes et plus longues mais la première et la troisème ne manqueront pas de sujets et tactiques non plus. Enfin, la cinquième et très récente version prend pour elle une part du gateau assez conséquente.

Jace 1er effet
Jace 1er effet

1er effet

 

Le 1er effet de jace peut paraitre inutile mais si il est bien joué ,il peut devenir une source de probleme pour vos adversaires tout en vous fournisant des cartes et en boostant votre planeswalker .Tout d'abord, le plus simple est de l'utiliser avec Effacement selon Jace pour meuler l'adversaire à une vitesse V ,cet effet peut etre accélérer en meme temps que votre nombre de cartes en main grâce à de bonnes cartes de pioche tel que Ingéniosité de Jace ou en la combiant avec l'incroyable Fructification forcée qui videra la bibliothèque de Mr méchant aversaire en moins 5 tours si tous va bien .

Jace 2eme effet
Jace 2eme effet

2eme effet

 

Ce deuxieme effet est le représentant parfait de la simplicité pure ,soit vous obligez vos adversaires à piocher des cartes en suivant les memes stratégies que le 1er effet ou bien vous avez l'occasion de piochez des cartes bonus en ne prenant aucun risque .

Jace ultime effet
Jace ultime effet

Ultime effet

 

Voici l'effet MEULE par exellence , déja que votre adversaire aura naturellement piocher bcp de cartes mais en plus de cellles que vous lui aurez fait piocher ,sa bibliothèque risque de ne pas survivre à ce coup de grasse .Une victoire aussi simple qu'efficace.Si jamais vous voulez être sur de votre victoire ,prévoyez de bons contresorts pour le protéger comme Counterspell ou Daze ou si vous n'êtes pas sur de bannir l'intégralité de la bibliothèque adverse ,jouez avant d'utiliser l'effet ultime de jace le fameux Traumatisme .


Rules details/ détails concernant les règles:


10/1/2009: If there are fewer than twenty cards in the targeted player's library, that player puts all the cards from his or her library into his or her graveyard.

  • 7/1/2013: Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
  • 7/1/2013: Planeswalkers are not creatures. Spells and abilities that affect creatures won’t affect them.
  • 7/1/2013: Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it’s put into its owner’s graveyard as a state-based action.
  • 7/1/2013: Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven’t activated one of that planeswalker’s loyalty abilities yet that turn.
  • 7/1/2013: The cost to activate a planeswalker’s loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
  • 7/1/2013: You can’t activate a planeswalker’s ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
  • 7/1/2013: Planeswalkers can’t attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
  • 7/1/2013: If your planeswalkers are being attacked, you can block the attackers as normal.
  • 7/1/2013: If a creature that’s attacking a planeswalker isn’t blocked, it’ll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
  • 7/1/2013: If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can’t target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent’s planeswalkers. (You can’t split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
  • 7/1/2013: If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners’ graveyards as a state-based action.

Jace 2eme version
Jace 2eme version

Jace,the mind sculptor (2eme version de jace)

 

Cette version de Jace est plus dure à jouer, mais peut etre beaucoup plus dévastatrice et vous pourrir votre existence ou bien lui montrer de nouveaux horizons .J'ai été battu à plat de couture par cette carte au GP Bruxelles 2010 .L'adversaire l'avait utilisé en combo avec Ajani, le vengeur, un binôme très destructeur.

 

Enfin, vous aurez surment remarqué que c'est le seul arpenteur a avoir 4 effets avec Garruk, prédateur du zénith.

1er effet
1er effet

1er effet

 

Le 1er effet vous permet de contrôler les cartes que l'adversaire va piocher ou de choisir les cartes les plus utiles à la situation dans votre deck .Il est également le seul moyen de booster votre arpenteur pour utiliser l'effet ultime .Le 1er effet est excellent si il fonctionne dans un deck pioche ou dans un deck scry (deck regard),vous permettant de choisir les cartes du dessus de votre bibliothèque ,il vous menera à une stratégie machiavélique: utiliser n'importe quel carte scry, en particulier :

Sphinx du mystère  , Évocation sauvage ou bien Galvanoth .

2eme effet
2eme effet

2eme effet

 

Le 2ème effet coute 0, il est donc utile de nature, ensuite, il vous permet de piocher une carte, mais pas n'importe la quelle, une que vous choisissez parmi les trois premières .Vous remettez ensuite les deux exclus au sommet de votre biblio (ce qui vous permettra de refaire le tri avec le 1er effet ensuite).

Vous pouvez l'utiliser avec d'autres cartes du genre Effacement selon Jace pour cumuler les effets mais attention de ne pas centraliser votre deck sur ce simple effet .

 

3eme effet
3eme effet

3eme effet

 

Le 3eme effet est un simple protecteur ,un sorte de boomerang mais seulement pour créature ,qui peut soit protéger votre arpenteur contre les attaques ,soit portéger vos créatures des dégats pouvant être occasionés par des sorts adverses ou de quelque intention malveillante de la part de la personne qui vous fait face en souriant.

l'ultime effet
l'ultime effet

L'effet ultime

 

Le dernière effet est surement le meilleur de tous les pouvoirs arpenteurs et qui pourraient bien faire bientôt de cette carte la meilleur carte de tout Magic .L'effet est tellement exagéré, qu’il pourrait être remplacé par -12 : vous gagnez.

Si vous arrivez à protéger votre arpenteur suffisamment longtemps avec vos sorts et vos créatures, il atteindra le seuil ultime et vous retirerez toute la bibliothèque de l'adversaire de la partie, sauf si il lui reste en jeu ou dans sa main de quoi vous achever : dans ce cas, utilisez simplement des cartes défausse pour être sur qu'il périra à son prochain tour en ayant plus aucune carte dans sa bibliothèque .La carte la plus efficace dans ce genre de situation est certainement Ne plus savoir que faire .

 

 


Rules détails/ détails concernant les règles:


3/1/2010: Jace, the Mind Sculptor is the first planeswalker with a loyalty ability that costs [0]. Activating this ability follows the same rules as activating any other planeswalker ability, though you'll neither put loyalty counters on Jace nor remove loyalty counters from Jace to do so.

  • 3/1/2010: If you activate Jace's second ability, the two cards you put on top of your library may be any two cards from your hand. They don't have to be cards you drew with the ability.
  • 7/1/2013: Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
  • 7/1/2013: Planeswalkers are not creatures. Spells and abilities that affect creatures won’t affect them.
  • 7/1/2013: Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it’s put into its owner’s graveyard as a state-based action.
  • 7/1/2013: Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven’t activated one of that planeswalker’s loyalty abilities yet that turn.
  • 7/1/2013: The cost to activate a planeswalker’s loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
  • 7/1/2013: You can’t activate a planeswalker’s ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
  • 7/1/2013: Planeswalkers can’t attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
  • 7/1/2013: If your planeswalkers are being attacked, you can block the attackers as normal.
  • 7/1/2013: If a creature that’s attacking a planeswalker isn’t blocked, it’ll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
  • 7/1/2013: If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can’t target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent’s planeswalkers. (You can’t split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
  • 7/1/2013: If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners’ graveyards as a state-based action.

Jace, Adepte Mémoire
Jace, Adepte Mémoire

Jace, Adepte mémoire (3ème version)


Cette version a un CMC (commun mana cost) plus élevé que toutes les autres versions, ce qui la rend assez difficile à jouer. Ses effets restent toutefois assez honnêtes et rentables, et son effet ultime est excellent lor de partie multijoueurs.

 

Cette version ouvre pas mal de possiblité comme son 2ème effet combinable avec des decks réanimation qui se servent des cimetières comme de réserves de troupes de combat. En outre, l'ultime effet ne pardonnera pas si vous le combinez à des Rêves du monde souterrain!


Rules détails/ détails concernant les règles:


9/22/2011: If you target yourself with Jace's first ability, you'll draw a card first, then put the top card of your library into your graveyard.

  • 9/22/2011: If you activate Jace's first ability, and the player is an illegal target when the ability tries to resolve, it will be countered and none of its effects will happen. You won't draw a card.
  • 9/22/2011: If Jace's third ability causes a player to draw more cards than are left in his or her library, that player loses the game as a state-based action. If this ability causes all players to do this, the game is a draw.
  • 7/1/2013: Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
  • 7/1/2013: Planeswalkers are not creatures. Spells and abilities that affect creatures won’t affect them.
  • 7/1/2013: Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it’s put into its owner’s graveyard as a state-based action.
  • 7/1/2013: Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven’t activated one of that planeswalker’s loyalty abilities yet that turn.
  • 7/1/2013: The cost to activate a planeswalker’s loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
  • 7/1/2013: You can’t activate a planeswalker’s ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
  • 7/1/2013: Planeswalkers can’t attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
  • 7/1/2013: If your planeswalkers are being attacked, you can block the attackers as normal.
  • 7/1/2013: If a creature that’s attacking a planeswalker isn’t blocked, it’ll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
  • 7/1/2013: If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can’t target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent’s planeswalkers. (You can’t split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
  • 7/1/2013: If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners’ graveyards as a state-based action.

Jace, architecte de la pensée
Jace, architecte de la pensée

Jace, architecte de la pensée (4ème version)


Il n'y a pas grand-chose  àdire sur cette version-ci. Elle est jouable mais sans plus. C'est surtout en partie multijoueur qu'elle est fun à jouer. Elle a également une certaine importance dans les tournois car les sorts de dégâts ou de destruction y sont récurrents.

 

Son 1er effet peut être rendu terrible si l'on le combine à une Divinité du respect.


Rules détails/ détails concernant les règles:


10/1/2012: Jace's first ability creates a delayed triggered ability that triggers whenever a creature an opponent controls attacks. It doesn't matter which player or planeswalker that creature is attacking.

  • 10/1/2012: You pick one of your opponents when Jace's second ability resolves. The ability doesn't target that opponent. All players may see the revealed cards and offer opinions. You (not your opponent) choose which pile is put into your hand and which pile is put on the bottom of your library.
  • 10/1/2012: Piles can be empty. If one of the piles is empty, you choose to put all the revealed cards in your hand or on the bottom of your library.
  • 10/1/2012: When resolving Jace's third ability, you search each player's library (including yours) and exile the nonland cards before casting any of them.
  • 10/1/2012: For each library, the search is complete only when you explicitly say it is. For example, you can look through one player's library, set that library down, look at another player's library, choose a nonland card in the first library, then choose a nonland card in the second library. Don't reveal any cards from those libraries to any other player until you exile them.
  • 10/1/2012: You cast the cards by putting them on the stack one at a time, choosing modes, targets, and so on. The last card you cast will be the first one to resolve.
  • 10/1/2012: When casting a card this way, ignore timing restrictions based on the card's type. Other timing restrictions, such as “Cast [this card] only during combat,” must be followed.
  • 10/1/2012: If you can't cast a card, perhaps because there are no legal targets available, or if you choose not to cast one, it will remain exiled. Jace's ability won't allow you to cast it later.
  • 10/1/2012: If you cast a card “without paying its mana cost,” you can't pay alternative costs such as overload costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
  • 10/1/2012: If a card has {X} in its mana cost, you must choose 0 as its value.
  • 7/1/2013: Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
  • 7/1/2013: Planeswalkers are not creatures. Spells and abilities that affect creatures won’t affect them.
  • 7/1/2013: Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it’s put into its owner’s graveyard as a state-based action.
  • 7/1/2013: Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven’t activated one of that planeswalker’s loyalty abilities yet that turn.
  • 7/1/2013: The cost to activate a planeswalker’s loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
  • 7/1/2013: You can’t activate a planeswalker’s ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
  • 7/1/2013: Planeswalkers can’t attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
  • 7/1/2013: If your planeswalkers are being attacked, you can block the attackers as normal.
  • 7/1/2013: If a creature that’s attacking a planeswalker isn’t blocked, it’ll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
  • 7/1/2013: If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can’t target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent’s planeswalkers. (You can’t split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
  • 7/1/2013: If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners’ graveyards as a state-based action.

Jace, le pacte des guildes vivant
Jace, le pacte des guildes vivant

Jace, le pacte des guildes vivant (5ème version)

 

C'est quoi ce nom? o.O

 

Bon sinon que dire? Il est nul! Non j'exagère mais c'est presque ça. Au moins il a une loyauté démusuré dès l'entrée en jeu et il ne coûte pas très cher. Mais bon quant on voit ses autres versions... :/

 

Le 1er effet peut grandement aider un deck réanimation (avec la carte du même nom par exemple).

 

Le 2ème effet est assez utile pour empêcher l'dversaire d'attaquer avec son gros monstre mais ça ne le retiendra pas longtemps. Il temporise, c'est tout.

 

L'ultime n'est intéressant à jouer qu'après une marée dévastatrice, limite.


-Rules détails are coming soon/ les détails concernant les règles sont à venir. -