Everything I Know About Jeskai Indomitable Creativity In Historic

World Champion PVDDR piloted Jeskai Indomitable Creativity in Historic to a Top 32 finish at the Strixhaven Championship. Get his updates and a sideboarding guide.

Velomachus Lorehold, illustrated by Raymond Swanland

Historic was, for most of its existence, a relatively open format. There was always a best deck (Mono-Red Goblins, Sultai Midrange, Jund Food, and Orzhov Auras at various points), but many different strategies were viable at all points of the spectrum. With the advent of the Mystical Archive, this changed — some of the cards that were released were more powerful than everything else by enough that playing any deck that couldn’t include them became a mistake. The main culprit here is Brainstorm, but Faithless Looting, Mizzix’s Mastery, and Memory Lapse are also at the top of the list. In the end, you can still play a variety of decks in Historic, but I would recommend choosing a deck that includes at least one of these cards, and ideally more than one.

It is following this philosophy that our team arrived at our deck for the Strixhaven Championship. This was the exact list we played: 

My personal record with the deck was 5-2, losing two mirrors (one 75 card-mirror to Matt Nass). The overall deck had close to a 60% win rate in the tournament and put five people in the Top 8 when it was only 15% of the field at the start of the tournament. Even though it was a mixed-format tournament, which means the Top 8 doesn’t tell the whole story, there’s no question in my mind that Jeskai Indomitable Creativity is the deck to beat in Historic moving forward, and if you don’t want to play it yourself you should at least understand how it works. 

This deck is, for most intents and purposes, a combo deck. The primary combo is simply Indomitable Creativity and a token generator.


If you cast Indomitable Creativity on any of those four, you're going to hit Velomachus Lorehold. You can then immediately attack and you have seven looks to find Time Warp or Mizzix's Mastery for Time Warp (assuming one is already in the graveyard). If you hit, you cast that card for free and usually win the game on the spot, because your next attack is going to find card drawing even if it doesn’t find another Time Warp, and at that point you have all your mana up (I don’t believe I’ve ever lost a game in which my first attack generated an extra turn).

The actual math is going to depend on how many cards you’ve drawn and how many copies of these cards you’ve seen, but you’re roughly 40% to hit a Time Warp and roughly 65% to hit either Time Warp or Mizzix's Mastery (remember that you can Brainstorm these cards to the top of your deck as well).

If you miss, your punishment is that you get to continue playing. Several decks struggle beating the 5/5 alone (such as Selesnya Company), and even if you don’t hit a Time Warp, you get to hit something that increases your chances of winning the game. For example, against aggro decks after sideboard, hitting Anger of the Gods is usually almost as good as hitting Time Warp. As a general rule, you’re usually going to win the game when you attack with Velomachus Lorehold, though not always. 

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