Unmatched in both his skill with unique armaments and his biting sarcasm, Jax is the last known weapons master of Icathia. After his homeland was laid low by its own hubris in unleashing the Void, Jax and his kind vowed to protect what little remained. As magic now rises in the world, this slumbering threat stirs once more, and Jax roams Valoran, wielding the last light of Icathia and testing all warriors he meets to see if any are strong enough to stand beside him...
Arguably one of the worst legends to come out of the Spiritforged set, Jax is struggling to push its Equipment heavy strategy at the moment. Part of the problem is gear removal cards being popular, even more so when side decks are available.
Another issue is the ability being rather limiting, as Jax only has does something if you have an equipment on the field, and wish to attach it a unit.
Ideally, Jax will use its second, free ability to transfer an equipment card from a unit we already used during our turn, to another one we have yet to move. In this dream scenario, we need two units plus an equipment, and a way to sequence our turn to fit that pattern as well.
Unfortunately, if we know this is how Jax operates, the opponent also has that information and will make sure that situation is as hard as possible to setup.
Particularly in this Chaos heavy metagame, units are quick to be sent back in our hand or moved to our base, largely limiting both a unit centric strategy, and specific play patterns.
Spiritforged Jax Deck
Jax Signature Cards
All three cards see play in the featured Jax deck above, but fail to exist at the global level due to the legend unfortunately not being competitive at the moment. Plus, neither champion unit made it alongside other legends, making this trio one of the least represented in the Spiritforged metagame so far.
The popularity of gear removal cards certainly doesn't help. Indeed, SFD-054 might have deflect, the gears we equip it with don't. The same type of issue applies to SFD-194, which only cover part of the possible removal. Chaos cards sending the unit back to our hand or base, or Mind card lowering its might won't be affected by the signature spell.
As for SFD-119, the card suffers the same fate as most 4-cost units with 3-Might only. Unless we played an equipment we can attach to it immediately, the card is to fragile to develop on turn two without runes available to back it up. Last, the ability to draw is fine, but paying one each time actually costs quite a bit compared to other cards with a similar trait, such as OGN-039 or OGN-039.
Jax Staple Cards and Synergies
Jax aims to develop units the opponent will struggle to remove, either due to their ability, the equipment attached to it, or a mix of both. SFD-097 is great against decks looking to enter showdowns, while SFD-097 is ideal against reactive, spell-heavy decks.
Once set on the board and certain the opponent can't interact easily with our cards in play, Jax will do what every good Body legend looks for : Provoke Showdowns.
Jax isn't versatile in how it operates, probably part of the reason why the legend is struggling at the moment. Yet, the mix of Body and Calm is very reliable when it comes to supporting units. OGN-058 or SFD-097 helps their might, SFD-194 and SFD-051 their durability.
If the opponents gives us enough room to use our runes proactively, we can even push our advantage with OGN-128 or SFD-043.









