Jace, Wielder of Mysteries is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
If you would draw a card while your library has no cards in it, you win the game instead. +1: Target player mills two cards. Draw a card. −8: Draw seven cards. Then if your library has no cards in it, you win the game.
Complete guide
Jace, Wielder of Mysteries is a powerful win condition that turns the danger of running out of cards into a victory. Instead of losing when you draw from an empty library, this Jace rewards you for emptying your deck entirely.
Understanding the Static Win Condition
Jace, Wielder of Mysteries features a replacement effect that monitors every card you draw. If your library is empty, the normal rule that causes a loss during a draw is replaced by an immediate game win. This effect is active as long as Jace is on the battlefield, protecting you from deck-out losses during your draw step or while resolving spells.
Step-by-Step Resolution
When using Jace's +1 ability, first select a target player. Upon resolution, that player mills two cards. After the mill is complete, you draw a card. If you target yourself and have exactly zero, one, or two cards in your library, the mill will empty your deck, and the subsequent draw will trigger Jace's win condition. For the -8 ability, you draw seven cards first; if your library becomes empty at any point during those seven draws, or was already empty, you win immediately after the draws are finished.
Common Pitfalls
A common mistake involves Jace leaving the battlefield before a draw effect resolves. If Jace is destroyed in response to an ability that would draw your last card, you no longer have the replacement effect and will lose the game to state-based actions. Additionally, if the target of the +1 ability becomes illegal (such as gaining Hexproof), the entire ability fails to resolve, and you will not draw a card at all.
When to Deploy Jace
Jace is best played when you have a high capacity to mill yourself or when you are deep into a game where your library is naturally low. Because he requires triple Blue mana, ensure your mana base is stable. He serves both as a source of card advantage and a 'combo' finisher that opponents must respect immediately.
Interaction examples
You have one card left in your library. You activate Jace's +1 ability targeting yourself. You mill the last card, leaving your library with zero cards. Then, the ability instructs you to draw a card. Because your library is empty, Jace's static ability replaces the draw with a win.
If your opponent controls Narset, Parter of Veils, and you have already drawn a card this turn, you cannot draw any more cards. If you activate Jace's -8 ability, you will draw zero cards. Since no draw actually occurs, you cannot trigger the replacement effect to win the game unless the 'Then' clause of the -8 ability specifically checks an already empty library.
If you use Tezzeret, Cruel Captain's -3 ability to search your library while it is empty, you do not win the game. Jace only replaces the action of 'drawing' a card. Searching, looking at cards, or putting cards into your hand from the library are not draws and will not trigger Jace's victory condition.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Jace, Wielder of Mysteries
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If for some reason you can’t win the game (because your opponent controls Platinum Angel, for example), you won’t lose for having tried to draw a card from a library with no cards in it. The draw was still replaced.
No other card is named in this ruling.
- #2· Wizards of the Coast
If two or more players control Jace, Wielder of Mysteries and each player is instructed to draw a number of cards, first the player whose turn it is draws that many cards. If this causes that player to win the game instead, the game is immediately over. If the game isn’t over yet, repeat this process for each other player in turn order.
No other card is named in this ruling.
- #3· Wizards of the Coast
If the target player is an illegal target when Jace’s first loyalty ability tries to resolve, it doesn’t resolve. You won’t draw a card.
No other card is named in this ruling.
- #4· Wizards of the Coast
Follow the instructions in the order listed on Jace’s first loyalty ability: if you target yourself, you’ll put the top two cards of your library into your graveyard and then draw a card.
No other card is named in this ruling.
- #5· Wizards of the Coast
If your library has fewer than seven cards in it while resolving Jace’s last ability, and Jace has already left the battlefield, you’ll draw as many cards as you can and then win the game before state-based actions would cause you to lose the game for trying to draw from an empty library.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Jace, Wielder of Mysteries + Enter the Infinite
- 1Cast Enter the Infinite by paying
, drawing your library and then putting any card besides Jace from your hand on top of your library.
- 2If Jace is not on the battlefield, cast it by paying
.
- 3Activate Jace's first loyalty ability by putting a loyalty counter on it, causing you to mill two cards and win the game due to drawing from an empty library.
Demonic Consultation + Jace, Wielder of Mysteries
- 1Cast Demonic Consultation by paying
, naming Jace, Wielder of Mysteries and thus exiling your library due to you not having a card named Jace, Wielder of Mysteries in your library.
- 2Activate Jace's first loyalty ability by putting a loyalty counter on it, causing target player to mill two cards and you to win the game due to drawing from an empty library.
Tainted Pact + Jace, Wielder of Mysteries
- 1Cast Tainted Pact by paying
, exiling your library.
- 2Activate Jace's first ability by putting a loyalty ability on it, causing target player to mill two cards and you to win the game due to drawing from an empty library.
Leveler + Jace, Wielder of Mysteries
- 1Cast Leveler by paying
.
- 2Leveler enters the battlefield, triggering itself, exiling your library.
- 3Activate Jace's first loyalty ability, winning the game.
Hermit Druid + Jace, Wielder of Mysteries
- 1Activate Hermit Druid by paying
and tapping it, reveal cards from the top of your library and then putting them into your graveyard.
- 2Activate Jace's first loyalty ability by putting a loyalty counter on it, causing target player to mill two and drawing you a card.
- 3Jace triggers, winning you the game.
Jace, Wielder of Mysteries + Thought Lash
- 1Activate Thought Lash by exiling the top card of your library, preventing the next one damage that would be dealt to you this turn.
- 2Repeat until there are zero cards remaining in your library.
- 3Activate Jace's first loyalty ability by putting a loyalty counter on him, milling target player for two and winning you the game.
Paradigm Shift + Jace, Wielder of Mysteries
- 1Cast Paradigm Shift by paying
, exiling your library and shuffling your graveyard into your library.
- 2Activate Jace's first loyalty ability by putting a loyalty counter on it, causing you to mill two cards and win the game due to drawing from an empty library.
Doomsday + Windfall + Jace, Wielder of Mysteries
- 1Cast Doomsday by paying
, searching your library and graveyard for any five other cards, exiling all other cards from your graveyard and library, and then placing the remaining cards on top of your library and losing half your life, rounded up.
- 2Cast Windfall by paying
, causing each player to discard their hand, and causing you to win the game due to drawing from an empty library.
Legal formats
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Meta decks with Jace, Wielder of Mysteries
No archived Top 8 deck with this card yet.



Narset, Parter of Veils
Tezzeret, Cruel Captain







