Standard - Jeskai Walkers Write-Up +Sideboard Guide

13 24 25
0 17 19 24
Midrange Control
TCGPlayer $302.47
Cardmarket €250.66

Jeskai Walkers is a tough deck to play. The decisions you make between planeswalkers plays are crutial and you cannot make all the right decisions after every turn. However just like any control deck, if you make it to the late game, you have set yourself up for success from your later draws. My write-ups are always all in the same format, so you'll now here my opinions on each card in the deck and how I believe it's the best choice for the deck.

Opt - Opt isn't a card I am too particularly fond of, however it always finds it's way into a lot of decks and for the right reasons. It's a turn 1 play you can hold up along with Spell Pierce and Shock. If you don't end up needing those cards or don't have them and need a particular land drop or planeswalker, it helps sort out things in the early game. I've also had a bit of success with it in the late game where I can dump an upcoming land to try and get that Chandra or Sarkhan to close the game.

Spell Pierce - Spell Pierce is another one of those cards I love to hate, you can't not run it. You're almost always curving out the right way with this deck and you can afford to leave 1 mana open in a lot of cases and sometimes it's a life saver and sometimes it's a dud. However you don't for the most part come out of a turn where you play a 3 drop planeswalker and hold up spell pierce and think to yourself "Aw man, he played nothing, I could have had a Karn". All the 3 drop planeswalkers are very strong and sometimes it's worth the risk. Plus you get that advantage in the control mirror, or even the advantage in scapeshift and prevent that 2 card ramp early on so you can play more walkers out before your opponent gets a ton of zombies.

Baffling End - Baffling end is very underrated. Now that creatureless decks aren't really a thing, this card almost always offers value. Even in Esper they run Hero of the Precinct One. There's not a lot of downside to this card because unlike other removal cards of this nature, when this card leaves the field, you opponent gets a 3/3 dino and not their creature back. In the current meta a 3/3 with no enter the battlefield effect or any instant value isn't worth it.

Cleansing Nova - Board wipe, pretty self explanitory. The second effect hasn't been used by me yet, but if your opponent does manage to play The Immortal Sun, you have something and don't drop dead immediately.

Shock - Early removal, comes in handy for planeswalkers as well. I've also combo'd it quite effectively with Saheeli to get a 2 for 1.

Deafening Clarion - At first I found this card difficult to use if your opponent is playing Vampires because of Ebon going over it with a single pump as well as two vamps having 4 toughness. However I have found this card to still be usefull as a lifegain source in that matchup as well as a good source of clutter removal. With little Teferi you should always try to maximize the kills. Remember that if you +1 little Teferi, you can still play it at instant speed at the end of the turn, so you can at least maximize your value from there if you don't mind little Teferi dying.

Karn, Scion of Urza - In the beginning I knew this card was ok and run in previous versions of this deck. However after playing some games, I've found this card to be extremely useful as essentially gain 6 life and 1 land for 4 mana a lot of cases. People always aim for planeswalkers no matter which one it is and Karn starts out at 5 loyalty and you can Uptick it for 6. People always give you land and that is perfectly fine when it's turn 4 and I've used all my starting hand lands and really need that 5th one for Cleansing Nova or Sarkhan. Also if left unchecked, Karn is just great at giving you a second card every single turn and eventually you will hit something well worth doing a -1 for. He can also become a closer if combined with Saheeli, giving you some very big constructs over time. If found turn 4 Saheeli with a Shock, followed by a turn 5 Karn and maybe another Shock or Spell Pierce to be quick effective against aggro.

Narset, Parter of Veils - Everyone knows of the upside potential with Narset, and she's a fantasic top deck in the late game in order to get that board wipe if you're in danger or to get that Chandra to start closing the game faster and faster. The keeping your opponent honest with 1 card a turn is always a good thing too.

Sarkhan the Masterless - Sarkhan is your traditional closer. I mostly do the -3 to get that dragon early game. However the dragon always seems to die to cheap removal. So maybe there is value in doing a +1 early and try to speed up the game over clock with an attack of maybe 1-2 other Planeswalkers. The choice is always unclear with me, but nobody can deny he's the best card in this deck and having multiple copies can afford you to make some dragons and then get a solid board state.

Teferi, Time Raveler - Everyone knows how good this card is. Remember that there's a few sorcery's in this deck, so an uptick after the summon can still be a good thing.

Saheeli, Sublime Artificer - Saheeli was a very popular card after her release and then found her home in the version of this deck about 2 months ago. However she kind of stopped being play, but now she's back. Sometimes I play her for her 5 loyalty as a nice blocker, sometimes I play hard ball with her making nice chump blockers. It really depends on the situation and deck. She get's sideboarded out for me a lot, but she can make games go very well for you with enough time and spells to combo with.

Chandra, Awakened Inferno - The closer this deck was always needing. Earlier versions of this deck tried to close the game with Sarkhan too much and fell short when people started figuring out how to manhandle this deck. There were also times where you could just generate value draws and then do essentually nothing with your turn without sarkhan. But Chandra changes that, now your oppenent must play in more of a hurry, so always make sure you have a board wipe in your hand for the turns following Chandra. Don't let this be a deterent from playing her, but keep in mind that she takes a lot of mana and dies easily when your opponent puts on the gas in the following turns.



In - 1x Cleansing Nova, 1x Deafening Clarion, 2x Lava Coil, 2x Prison Realm

Out - 3x Opt, 3x Spell Pierce

Bant Scapeshift:

In - 1x Cleansing Nova, 1x Deafening Clarion, 2x Prison Realm, 3x Dovin's Veto

Out - 2x Opt, 2x Baffling End, 3x Saheeli

Jund Dinosaurs:

In - 1x Cleansing Nova, 1x Deafening Clarion, 2x Lava Coil, 2x Prison Realm, 2x Aether Gust

Out - 2x Opt, 3x Spell Pierce, 3x Saheeli

Mono-Red Aggro: 

In - 1x Cleansing Nova, 1x Deafening Clarion, 2x Lava Coil, 2x Aether Gust

Out - 3x Opt, 3x Saheeli

Esper Hero:

In - 2x Legion Warboss, 2x Prison Realm, 3x Dovin's Veto, 2x Fry

Out - 2x Opt, 2x Baffling End, 2x Cleansing Nova, 3x Deafening Clarion 

Boros Feather:

In - 1x Cleansing Nova, 1x Deafening Clarion, 2x Lava Coil, 2x Aether Gust

Out - 3x Opt, 3x Spell Pierce


In - 2x Legion Warboss, 2x Prison Realm, 3x Dovin's Veto, 2x Aether Gust

Out - 2x Baffling End, 2x Cleansing Nova, 3x Deafening Clarion, 2x Shock

Mono-Blue Temp: (I really don't know this matchup well with this deck)

In - 2x Legion Warboss, 1x Deafening Clarion, 2x Lava Coil, 2x Fry

Out - 3x Opt, 2x Cleansing Nova, 3x Saheeli

Azorious Fliers:

In - 1x Cleansing Nova, 1x Deafending Clarion, 2x Prison Realm, 2x Fry

Out - 3x Spell Pierce, 3x Saheeli


Login to comment


You can replace karn with jace he is a better draw for 4 mana but doesn't provide a body like karn and kasmina
Karn is a difficult card to replace because it's one of the only 4 mana drops in the deck. The only even remotely close replacement I can think of is Kasmina (She's Uncommon). I can't guarantee the deck will work the same way without Karn.
Any replacement for Karn? As F2P player I am not really keen on crafting rotating cards.
Last Updated: 02 Sep 2019
Created: 19 Aug 2019
3143 315 3

TCGPlayer Affiliate

MTG_Arena_META is an TCGPlayer Affiliate. Purchasing cards via their decks or the button below will support the content creator directly.

Shop on TCGPlayer

Mainboard - 60 cards (22 distinct)

Instant, Sorcery, Enchantment, Artifact (17)
Land (24)
Planeswalker (19)

Sideboard - 15 cards (8 distinct)

Main/Sideboard Rarity Count
10 13 31 4 0
0 11 4 0 0

Mainboard - 60 cards (22 distinct)

3 Opt
3 Spell Pierce
2 Baffling End
2 Cleansing Nova
4 Shock
3 Deafening Clarion
1 Island
1 Mountain
3 Glacial Fortress
1 Sulfur Falls
4 Sacred Foundry
3 Steam Vents
4 Hallowed Fountain
4 Interplanar Beacon
2 Temple of Triumph
1 Temple of Epiphany
2 Karn, Scion of Urza
4 Narset, Parter of Veils
4 Sarkhan the Masterless
4 Teferi, Time Raveler
3 Saheeli, Sublime Artificer
2 Chandra, Awakened Inferno

Sideboard - 15 cards (8 distinct)

2 Legion Warboss
1 Cleansing Nova
1 Deafening Clarion
2 Lava Coil
2 Prison Realm
3 Dovin's Veto
2 Aether Gust
2 Fry

Add deck to your favorites

Please log in to be able to store your favorite decks for easy access under My Decks in the main menu.