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Jax - Grandmaster At Arms: Deck Meta

Most common cards across 10 tournament Jax - Grandmaster At Arms decklists in our catalog. See inclusion rate and average copies when a card appears.

10 tournament decklists

Top cards by inclusion

Core

Cards in every list

Rune split

Typical rune splits for Jax - Grandmaster At Arms.

Average Rune Split

6.3 Body5.7 Calm
Body 52.5%Calm 47.5%

Split distribution

Every observed 12-rune configuration across tournament lists.

1
6 Body6 Calm
Most Common
50%5/10
2
7 Body5 Calm
40%4/10
3
7 Calm5 Body
10%1/10

Battlefields

Most used battlefields with Jax - Grandmaster At Arms.

1Sunken TempleWhen you conquer here with one or more [MIGHTY] units, you may pay 1 to draw 1. (A unit is Mighty while it has 5+ .)60%6/10
2Ornn's ForgeWhile you control this battlefield, the first friendly non-token gear played each turn costs 1 less.50%5/10
3Targon's PeakWhen you conquer here, ready 2 runes at the end of this turn30%3/10
4Aspirant's ClimbIncrease the points needed to win the game by 120%2/10
5Sandswept TombEach spell that chooses one or more units here that are friendly to it costs Rune less.20%2/10
6Star SpringThe first time a player plays a non-token unit here each turn, they may move another unit they control here to its base.20%2/10
71 Ornn's ForgeRules text unavailable.10%1/10
8Abandoned HallWhen a player plays a spell, they may give a unit they control here +1 Might this turn.10%1/10
9Forbidding WasteWhile a unit here is defending alone, it has -2 Might. (It's alone if there are no other friendly units here.)10%1/10
10Forgotten MonumentPlayers can't score here until their third turn.10%1/10
11Monastery of HiranaWhen you conquer here, you may spend a buff to draw 1.10%1/10
12Sigil of the StormWhen you conquer here, recycle one of your runes10%1/10
13The Dreaming TreeThe first time you choose a friendly unit with a spell here each turn, draw 1.10%1/10
14Zaun WarrensWhen you conquer here, discard 1, then draw 1.10%1/10

All cards

1DefyREACTION (Play any time, even before spells and abilities resolve.) Counter a spell that costs no more than 4 and no more than 1 Power.100%10/103.0
2DisciplineREACTION (Play any time, even before spells and abilities resolve.) Give a unit +2 Might this turn. Draw 1.100%10/102.6
3Jax, Unmatched[DEFLECT] (Opponents must pay 1 Rune to choose me with a spell or ability.) Each Equipment in your hand has [QUICK-DRAW]. (It gains [REACTION]. When you play it, attach it to a unit you control.)100%10/101.0
4Brutalizer[EQUIP Calm] (Calm: Attach this to a unit you control.) If this was attached to me this turn, I have an additional +2 Might. +1 Might.90%9/103.0
5Guardian Angel[EQUIP Calm] (Calm: Attach this to a unit you control.) If I would die, kill Guardian Angel instead. Heal me, Exhaust me, and recall me. Might +190%9/103.0
6Counter Strike[REACTION] (Play any time, even before spells and abilities resolve.) Choose a unit. The next time that unit would be dealt damage this turn, prevent it. Draw 1.90%9/102.9
7First MateWhen you play me, ready another unit.90%9/102.8
8Lucian, Merciless[WEAPONMASTER] (When you play me, you may [Equip] one of your Equipment to me for 1 Rune less, even if it's already attached.) The first time I conquer each turn, ready me.90%9/102.6
9Ruin RunnerI can't be chosen by enemy spells and abilities.90%9/102.1
10Punch First[ACTION] (Play on your turn or in showdowns.) Give a unit +5 Might this turn.90%9/101.9
11Akshan, Mischievous[WEAPONMASTER] You may pay Body Body as an additional cost to play me. When you play me, if you paid the additional cost, move an enemy gear to your base. You control it until I leave the board. If it's an Equipment, attach it to me.80%8/102.1
12Not So Fast[REACTION] (Play any time, even before spells and abilities resolve.) Counter an enemy spell or ability that chooses a friendly unit or gear.80%8/102.0
13Scuttle Crab(units with 0 Might can conquer and hold.) When you play me, draw 1. [DEATHKNELL] Choose an opponent. They reveal their hand. You can look at their facedown cards this turn. Gain 1 XP. (When I die, get the effects.)70%7/102.6
14ChallengeACTION (Play on your turn or in showdowns.) Choose a friendly unit and an enemy unit. They deal damage equal to their Mights to each other.70%7/102.4
15SabotageChoose an opponent. They reveal their hand. Choose a non-unit card from it, and recycle that card.70%7/102.0
16Lonely Poro[DEATHKNELL] — If I died alone, draw 1. (When I die, get the effect. I'm alone if there are no other friendly units here.)60%6/102.7
17Rengar, Trophy Hunter[AMBUSH] (You may play me as a [REACTION] to a battlefield where you have units.) I can be played to a battlefield where there are enemy units (even if you don't have units there).60%6/102.3
18Doran's Blade[EQUIP Body] (Body: Attach this to a unit you control.) +2 Might60%6/101.5
19Stellacorn HerderWhen I move, draw 1.50%5/102.6
20Irelia, FerventDEFLECT (Opponents must pay Rune to choose me with a spell or ability) When you choose or ready me, give me +1 Might this turn.50%5/102.0
21CharmMove an enemy unit.50%5/101.6
22RampageAs you play this, you may pay Body as an additional cost. Choose a friendly unit and an enemy unit. If you paid the additional cost, give the friendly unit +2 Might this turn. They deal damage equal to their Mights to each other.40%4/102.2
23Disposal Order[REACTION] (Play any time, even before spells and abilities resolve.) Choose one — • Choose up to 3 cards from opponents' trashes. Their owners recycle them. • Draw 1.40%4/101.8
24Back OffHIDDEN (Hide now for 1 Rune to react with later 0.) ACTION (Play on your turn or in showdowns.) STUN a unit. (It doesn't deal combat damage this turn.) If you played this from your hand, draw 1.40%4/101.2
25Irresistible FaefolkChoose two units. They deal damage equal to their Mights to each other.30%3/102.7
26Boneshiver[EQUIP 1 Body] (1 Body: Attach this to a unit you control.) When I conquer, channel 1 rune exhausted. Might +2.30%3/102.0
27Decree of Focus[REACTION] (Play any time, even before spells and abilities resolve.) Choose a friendly unit that's in combat with an enemy Fury (Fury) unit or that's being chosen by an enemy Fury spell. Give it +4 Might this turn.30%3/101.3
28Unyielding SpiritREACTION (Play at any time, even before spells and abilities resolve.) Prevent all spell and ability damage this turn.30%3/101.3
29OnslaughtGive a unit +6 Might this turn. [FLOW 4] (You may play this from your trash for its Flow cost. Then banish it.)30%3/101.0
30Disarming RakeWhen you play me, you may kill a gear.20%2/102.5
31Decree of StrengthChoose an opponent. They reveal their hand and you choose a Mind (Mind) card from it. They recycle that card.20%2/102.0
32Zhonya's HourglassHIDDEN (Hide now for 1 Rune to react with later for 0.) The next time a friendly unit would die, kill this instead. Recall that unit exhausted. (Send it to base. This isn't a move.)20%2/101.5
33Trinity Force[EQUIP Body] (Body: Attach this to a unit you control.) When I hold, score 1 point. +2 Might20%2/101.0
34Wind WallREACTION (Play any time, even before spells and abilities resolve.) Counter a spell.20%2/101.0
35Catalyst of AeonsChannel 2 runes exhausted. If you couldn't channel 2 runes this way, draw 1.10%1/103.0
36Clockwork KeeperAs you play me, you may pay 1 Calm as an additional cost. If you do, draw 1.10%1/103.0
37Dazzling AuroraAt the end of your turn, reveal cards from the top of your Main Deck until you reveal a unit. Play it, ignoring its cost, and recycle the rest.10%1/103.0
38Desert's Call[REPEAT 2] (You may pay the additional cost to repeat this spell's effect) Play a 2 Might Sand Soldier unit token.10%1/103.0
39Elder DragonAny amount of your damage is enough to kill enemy units. When you play me, choose up to one enemy unit at each location. Deal 1 to them.10%1/103.0
40Find Your CenterACTION (Play on your turn or in showdowns.) If an opponent's score is within 3 points of the Victory Score, this costs 2 less. Draw 1 and channel 1 rune exhausted.10%1/103.0
41Flurry of BladesREACTION (Play any time, even before spells and abilities resolve.) Deal 1 to all units at battlefields.10%1/103.0
42Warmog's Armor[EQUIP Body] (Body: Attach this to a unit you control.) When I conquer, buff me. (If I don't have a buff, I get a +1 Might buff.)+1 Might10%1/103.0
43AdaptatronWhen I conquer, you may kill a gear. If you do, buff me. (If I don't have a buff, I get a +1 Might buff.)10%1/102.0
44Aphelios, ExaltedWhen you attach an Equipment to me, choose one that hasn't been chosen this turn — •Ready 2 runes. •Channel 1 rune exhausted. •Buff a friendly unit.10%1/102.0
45Deadbloom PredatorDEFLECT (Opponents must play rune to choose me with a spell or effect.) You may play me to an occupied enemy battlefield.10%1/102.0
46En GardeREACTION (Play any time, even before spells and abilities resolve.) Give a friendly unit +1 Might this turn, then an additional +1 Might this turn if it is the only unit you control there.10%1/102.0
47Fiora, PeerlessWhen I attack or defend one on one, double my Might this combat.10%1/102.0
48MobilizeChannel 1 rune exhausted. If you can't, draw 1.10%1/102.0
49Nidalee, Cat Form[AMBUSH] (You may play me as a [REACTION] to a battlefield where you have units.) When I win a combat, draw 1. (I win if I remain after combat.)10%1/102.0
50Cannon BarrageREACTION (Play any time, even before spells and abilities resolve.) Deal 2 to all enemy units in combat.10%1/101.0
51MeditationREACTION (Play any time, even before spells and abilities resolve.) As an additional cost to play this, you may exhaust a friendly unit. If you do, draw 2. Otherwise, draw 1.10%1/101.0
52Repulse[REACTION] (Play any time, even before spells and abilities resolve.) Choose a friendly unit at a battlefield. Counter an enemy spell or ability that chooses it and no other friendly unit.10%1/101.0
53Tomb-Raider BarbaraWhen you play me, if you control 7 or more runes, choose an enemy gear. If it's [EMPOWERED], disempower it. Otherwise, kill it.10%1/101.0
54Twilight ShroudGive a friendly unit +1 Might this turn. It can't be chosen by enemy spells and abilities this turn. [FLOW 2] (You may play this from your trash for its Flow cost. Then banish it.)10%1/101.0
55Volibear - ImposingSHIELD 3 (+3 Might while I'm a defender.) TANK (I must be assigned combat damage first.) When an opponent moves to a battlefield other than mine, draw 1. (Bases are not battlefields.)10%1/101.0

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