Arcane Foundry › Commanders › Jedit Ojanen of Efrava
Jedit Ojanen of Efrava
Legendary Creature — Cat Warrior · {3}{G}{G}{G} · Green commander
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
Whenever Jedit Ojanen attacks or blocks, create a 2/2 green Cat Warrior creature token with forestwalk.
Build a Jedit Ojanen of Efrava deck →
What Jedit Ojanen of Efrava actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever Jedit Ojanen attacks or blocks, create a 2/2 green Cat Warrior creature token with forestwalk.
- Keyword · forestwalkforestwalk
What a Jedit Ojanen of Efrava deck needs
Plays as combat trigger. What the commander asks of the other 99 — read from the card and checked by hand.
- token payoffs — anthems, sacrifice outlets and go-wide finishers (it makes tokens on repeat)
- a wide board that attacks every turn (the trigger fires on the attack)
The Jedit Ojanen of Efrava deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 24× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 8× A team pump that actually pumps tokens
- 7× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 3× Answer a whole board at once
- 9× Refill your hand
- 4× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Jedit Ojanen of Efrava
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Replicating Ring3 mana
- Esika's Chariot4 mana
- Omarthis, Ghostfire Initiate0 mana
- Wrenn and Seven5 mana
- Andúril, Flame of the West3 mana
- Rampant Frogantua3 mana
- Field of the Dead0 mana
- Fountainport0 mana
A team pump that actually pumps tokens
- Finale of Devastation2 mana
- Beastmaster Ascension3 mana
- Heraldic Banner3 mana
- Assault Formation2 mana
- Jolrael, Mwonvuli Recluse2 mana
- Sylvan Anthem2 mana
- Weaver of Harmony2 mana
- Goreclaw, Terror of Qal Sisma4 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Beast Within3 mana
- Nature's Claim1 mana
- Emerald Charm1 mana
- Naturalize2 mana
- Origin of Metalbending2 mana
- Natural State1 mana
- Umezawa's Jitte2 mana
- Archdruid's Charm3 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Worldly Tutor1 mana
- March of Burgeoning Life1 mana
- Archdruid's Charm3 mana
- Chord of Calling3 mana
- Eldritch Evolution3 mana
- Summoner's Pact0 mana
Answer a whole board at once
- Selective Obliteration5 mana
- Needle Storm3 mana
- Hurricane1 mana
- Nevinyrral's Disk4 mana
- Season of Gathering6 mana
- Gale Force5 mana
- Corrosive Gale1 mana
- Tropical Storm1 mana
Refill your hand
- Skullclamp1 mana
- Sylvan Library2 mana
- Garruk's Uprising3 mana
- Beast Whisperer4 mana
- The One Ring4 mana
- Vexing Bauble1 mana
- Elemental Bond3 mana
- Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun3 mana
Keep a permanent you control alive through removal
- Guardian Augmenter3 mana
- Saryth, the Viper's Fang4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Asceticism5 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Feline Sovereign3 mana
Get ahead on mana
- Sol Ring1 mana
- Incubation Druid2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Ilysian Caryatid2 mana
- Heritage Druid1 mana
- Llanowar Tribe3 mana
- Chrome Mox0 mana