Jax moves Equipment between several cheap carriers, and this list adds Irresistible Faefolk and Rengar, Trophy Hunter so it can start fights where it wants them.
Should you play Jax?
Pick Jax if you like winning combat through preparation and changing the opponent's calculation with one well-timed Equipment. You get plenty of decisions before the fight and inside it.
Best for
Midrange players who want resilient threats, combat tricks that replace themselves, and Gear that remains useful after its first bearer is gone.
Think twice if
You dislike managing several attached effects or keeping resources available. Playing every Equipment as soon as you can leaves the opponent much less to worry about.
Key Cards
Unmatched gives your Equipment Quick-Draw, so a Brutalizer or Guardian Angel in hand can be played as a Reaction and attach during a fight. Brutalizer gives its bearer +1 Might, plus another +2 on the turn it was attached to that unit, which is why moving it with the Legend is worth the exhaust. Irresistible Faefolk decides where the fight happens: when it moves to a battlefield, you may move an enemy unit to that battlefield too.
Jax lets you change which unit is worth fighting over. Grandmaster at Arms can exhaust to transfer an attached Equipment to another friendly unit, without paying Energy or Power. Attaching a detached Equipment instead costs one Energy and the exhaust. Both abilities need an open Main Phase on your turn, so make that decision before entering combat. You cannot wait for the opponent's removal and move an old Guardian Angel across in response. Unmatched supplies the other half of the plan: while he is in play, your Equipment everywhere has Quick-Draw. A new Equipment can then arrive as a Reaction and attach through its play trigger. You still pay the Equipment's play cost, and the opponent can respond before the attachment resolves.
How Jax wins
Use Equipment to turn a modest opening into a fighter the opponent cannot trade into cheaply, then keep developing behind it. The Gear normally survives when its bearer dies or leaves the board, detaching and returning to base if necessary. That means the next unit can pick up where the last one stopped. Jax makes moving already-attached Gear cheaper too, but you still need enough bodies to defend one battlefield while contesting the other. A huge attacker is only useful if the points it wins are worth the resources you leave exposed elsewhere.
Key interactions
Get another useful turn from Brutalizer
Grandmaster at Arms · Brutalizer
Brutalizer's extra two Might depends on being attached to its current bearer that turn. Transfer it to another unit before that unit attacks and it supplies the full +3 again. The old bearer loses the bonus immediately, so check any damage already marked on it before moving the Gear.
Protect the unit without confusing it with the point
Guardian Angel · Counter Strike
Guardian Angel gives +1 Might and replaces its bearer's death by killing the Equipment, healing the unit, exhausting it, and recalling it to base. That saves the card, but it can still leave the opponent with the battlefield. Counter Strike prevents the next damage event instead and draws a card. Use it when keeping the fighter in place matters. Neither card is a general answer to banishment, returning a unit to hand, or removing the Equipment itself. Guardian Angel's replacement is mandatory, and a saved Scuttle Crab has not died for its Deathknell.
Make the protection improve the trade
Irelia, Fervent · First Mate · Discipline
Fervent gets +1 Might for the turn when you choose or ready her. First Mate choosing an exhausted Irelia, then actually readying her, gives two separate increases: she goes from four Might to six before other effects. Discipline gives her the usual +2 and a card, with another +1 from choosing her. Those are good reasons to use Irelia when the hand already has these support cards. Do not spend First Mate expecting the second increase if she is already ready, or mistake a ready unit at a battlefield for one that can move directly to the other battlefield without Ganking.
Strengths
Equipment can improve several fighters over the course of a game. Losing the first bearer does not normally mean losing the Gear too.
Unmatched makes unspent Energy threatening during a Showdown. Brutalizer can change the damage calculation, while Guardian Angel makes an otherwise profitable kill much less rewarding.
Calm protection and Body fighters give you several ways to keep a useful board. You can choose a safer carrier instead of putting every resource on the first unit you played.
Weaknesses
Equipment needs a bearer. Too many Gear and protection cards can leave an opening unable to contest either battlefield.
The Legend cannot transfer existing Equipment during a Showdown. A good attachment decision before combat matters as much as the trick you hold afterward.
This is my Jax pick because it chooses its fights instead of waiting for the opponent to offer them. Irresistible Faefolk can pull an enemy unit to the battlefield it moves to, and Rengar, Trophy Hunter can be played directly onto a battlefield with enemy units even when you have no units there. Those two cards give the eight Equipment a specific combat to win rather than just making one unit bigger. Before moving Faefolk, use the Legend to transfer Brutalizer onto it: a newly attached Brutalizer gives its bearer +3 Might that turn, so the one-Might Faefolk attacks with four. Moving it to an empty Forbidding Waste and pulling a lone holder there makes that unit defend alone at two less Might, and the opponent loses control of the field it left, which a ready Scuttle Crab can often take at zero Might. Lucian, Merciless picks up an Equipment as he enters, and once Jax, Unmatched is on the board, Brutalizer and Guardian Angel become Reactions that attach mid-fight. I like that this list keeps its Equipment busy on several cheap carriers. Just be careful about pulling a unit you cannot beat, because if your attacker dies, the opponent establishes control of that battlefield and scores it on your turn.
The Game Plan
Early gameScuttle Crab draws a card when played and can take an empty battlefield at zero Might, which gives an early Brutalizer or Doran's Blade a carrier. Before Unmatched is on the board, an Equipment enters your base detached, so attach it with its Equip cost (one Calm Power for Brutalizer and Guardian Angel, one Body Power for Doran's Blade) or with the Legend for one Energy and its exhaust. The Legend route saves that Power for Defy or Counter Strike. Faefolk is most useful once it can move with Gear already attached, and it does not trigger when it is played directly to a battlefield. Once you control Ornn's Forge, the first Gear you play each turn costs one less Energy.
MidgamePlan the Legend's single exhaust before combat. Transferring Brutalizer to the unit about to fight gives it +3 for the turn, while the unit it left loses the bonus immediately. Lucian, Merciless can Weaponmaster an Equipment onto himself as he enters, even one attached to another unit, but you still pay its full Calm or Body Equip cost, since Weaponmaster's discount only reduces universal Power. He enters exhausted, so First Mate readying him is what lets a Brutalizer Lucian attack at six Might the same turn, for six Energy and one Calm Power in total. Rampage makes your unit and an enemy unit deal damage equal to their Might to each other in your Main Phase; play Counter Strike on your unit first and only the enemy takes damage, while you still draw a card. Rengar can be played straight onto a battlefield where the opponent has units, putting six Might into that fight for five Energy and one Body Power.
Late gameJax, Unmatched costs five Energy and one Calm Power, and once he is on the board every Equipment in your hand becomes a Reaction that attaches as it is played. That turns open Energy into a threat on the opponent's turn: a Brutalizer played during their attack adds three Might to your defender, and Guardian Angel can arrive in response to a kill spell so the unit is healed, exhausted and recalled instead of dying. The opponent can still respond to the attach trigger, and neither Angel nor Counter Strike stops a banish or a return to hand. Sunken Temple lets a Mighty conqueror draw for one Energy, and Rengar, Unmatched, or any unit receiving Punch First's +5 reaches that five-Might mark. Before spending your last Power on more Might, check whether Defy or Counter Strike is the card that keeps your final battlefield.
Conquering here with a Mighty unit lets you pay one Energy to draw a card. Rengar and Unmatched are Mighty on their own, and a freshly attached Brutalizer or Punch First can lift a smaller carrier to five. The opponent's Mighty units get the same reward, so treat Temple as a bonus for fights this list already wants rather than a reason to attack with an unprepared unit.
Going First
Ornn's Forge · Brutalizer · Guardian Angel
I like Forge when I have the earliest chance to take it, because its discount keeps working every turn you hold it. While you control Forge, the first non-token Gear you play each turn costs one less Energy, so a two-Energy Equipment costs one. With Unmatched on the board, that includes an Equipment played as a Reaction on the opponent's turn. It does not reduce Equip costs or the Legend's one-Energy attach.
Gear removal attacks the investment underneath the fighter, and saving a unit with Guardian Angel can still surrender a crucial point. Plan for the score as well as the trade.
Going Second
Forbidding Waste · Irresistible Faefolk
A unit defending alone here has -2 Might, which helps you retake the field from an early holder. Faefolk can also bring one enemy unit here to defend alone. Your own lone defender suffers the same penalty, and an attached Equipment does not count as another unit, so keep a second body here when the hold matters.
Sideboard
Carry the Gear where removal cannot choose it
Ruin Runner
Ruin Runner can't be chosen by enemy spells and abilities, which makes it a safer home for Brutalizer or Doran's Blade against targeted removal. The Equipment itself can still be chosen, and Runner costs six Energy. Bring the two copies in for carriers the opponent's removal keeps answering cheaply.
Answer the Gear that matters
Disarming Rake · Tomb-Raider Barbara
Rake is a two-Might unit for three Energy and one Calm Power that may kill a Gear when played. Barbara needs seven or more runes when she is played; she kills an enemy Gear, or disempowers it instead if it is empowered. Swap them in for a combat trick or a Faefolk when an opposing Gear is the real problem.
Take the answer before you attack
Sabotage
Sabotage costs one Energy and one Body Power to reveal the opponent's hand and recycle a non-unit card from it. It has no Action timing, so play it in your Main Phase before committing to the fight. It fits against hands built around counters or removal, replacing a Punch First or Rampage that does less in that matchup.
Protect the decisive unit
Not So Fast · Decree of Focus
Not So Fast counters an enemy spell or ability that chooses a friendly unit or Gear, which covers removal above Defy's cost limit. Decree of Focus gives four Might only to a friendly unit in combat with an enemy Fury unit or being chosen by an enemy Fury spell. Bring the one whose condition matches the opponent's cards in for a Defy or Discipline.
Make one fight lopsided
Onslaught
Onslaught gives a unit +6 Might for four Energy, and Flow lets you play it once more from the trash for four Energy before it is banished. It has no Action timing, so it belongs in your Main Phase: before a Rampage it lets your unit deal six more damage, and it makes any unit Mighty for Sunken Temple. Swap it for a Punch First when the larger number matters more than playing it during a showdown.