well considering you want to cast a lot of spells i would go -3 dragonshift(lack od synergy with cyclops)-4 armed/dangerous -4 guttersnipe +1 pillar of flame +4 thought scour +3 mizzium skin(for proteckting the cyclops) +2 think twice +1 mortars.
Not sure why you'd say to get rid of Armed // Dangerous. When cast on the Cyclops, it gives the dude +4/+1 and double strike on its own, for 1R. In fact, it's the reason this deck can have a turn-4 win with only 3 cards (and a land drop each turn).
Also, Dragonshift works quite well with Cyclops. When it resolves, any +3/+0s that already triggered will stay, so I'll have (at minimum) a 7/4 Dragon with flying. It just loses the ability to get more pumps from any spells cast after Dragonshift resolves.
Not sure why you'd say to get rid of Armed // Dangerous. When cast on the Cyclops, it gives the dude +4/+1 and double strike on its own, for 1R. In fact, it's the reason this deck can have a turn-4 win with only 3 cards (and a land drop each turn).
Also, Dragonshift works quite well with Cyclops. When it resolves, any +3/+0s that already triggered will stay, so I'll have (at minimum) a 7/4 Dragon with flying. It just loses the ability to get more pumps from any spells cast after Dragonshift resolves.
Mizzium Skin is a good idea, though.
well i think that the idea of casting more spells and digging for cyclops is better.ok lets say you dont have cyclops in hand i would much rather have a thought scour or a think twice than a dragonshift, both of those cards power up the cyclops but the thought scour or the think twice also digs down into your deck for a snap or a cyclops.
Bah, I wanted some dragons! Oh well. Dragonshift just isn't a card for this deck, I s'pose.
I've gone with:
-3 Dragonshift
+3 Mizzium Skin
Teleportal is good, but I already have Artful Dodge, and I don't feel like I need to make room for more of the same spell. Gonna do some more Cockatrice testing now - hopefully I can go up against some decks that aren't Human Reanimator, though...
Hey, just wanted to say that I am with you on the idea that this guy can be a very mean beater or even a great blocker. I like the idea that you are going with and I have a similar list together that plays off the instant and sorcery synergy that you are going for with the cyclops and guttersnipe. Mine is more RUG that just RU but the same idea of using armed/dangerous for the kill with an Artful Dodge (with flashback) is gg. I'm trying out a more aggressive approach with using Delvers instead of Guttersnipe. But I feel either will be a good choice for that extra damage. Let me know how it plays out and I'll test this list some.
Spell Rupture does seem like it would be a good addition seeing as how your opponent will have to pay at least 4 if Nivix Cyclops is already in play. But i worry that it will be a dead card if you currently have no creatures besides a snapcaster/ guttersnipe in play or no creatures at all. It is worth testing to see how well it plays out.
What if you don't draw Nivix Cyclops? Guttersnipe is a good man to have as back up but he can't quite knock off 22 damage in one swing like Nivix Cyclops can. Well he can't... unless..... you use cipher.
Cipher + Armed turns a Guttersnipe into quite a formidable attacker. It goes well with a double striking Cyclops as well seeing as the cipher trigger on first strike damage will pump the cyclops before he does regular damage. Luckily for us they printed Hidden Strings in Dragon's Maze which works perfectly to tap down blockers or untap your lands so that you can cast more instants and sorceries.
Here's the deck that I'm going to try and build when Dragon's Maze is released:
Cast Cyclops or Guttersnipe on turn 3 and then attack on turn 4 with a storm of spells. Electromancer + Hidden Strings can ramp you on turn three just in case you didn't draw a third land. Armed + Strings or Hands + attack with Guttersnipe gives 14 damage which is not too bad for a little 2/2 creature. He swings for lethal if you can chain 2 cipher spells onto him (untapping lands with Strings) along with armed.
This build makes it so that it's no big drama if you don't draw Nivix Cyclops in your opening 7.
His effect activates again per spell correct or am I reading it wrong?
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Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
Kekule_the_Magician on the inclusion of Devouring Light in a TurboFog Deck:
Quote from Kekule_the_Magician »
As a person who typically plays very creature oriented decks, I HATE when an opponent has Devouring Light. It is infuriating to finally get through with a creature on to have it exiled.
I've come to hate White in general now because it gets everything to the point where it is almost unfair. White has boardwipes (Wrath of God, End Hostilities), targeted exile and removal (Devouring Light, Banishing Light, Last Breath), lifegain spells, lifelink, low cost/high power enchantments and auras, flying creatures; my goodness what don't they get!?
Well, after a bit of testing... this deck rarely ever works.
If I have a Cyclops or a Guttersnipe, it gets removed unless I'm lucky and have Mizzium Skin in hand. But chances are I'm not even going to draw a creature, and so I'll sit on a hand full of sorceries with nothing to do but draw and pass.
Maybe it's just Cockatrice having a really bad shuffler, or maybe this deck just isn't all that great. I might drop some of the burn and counterspells for more draw spells, because it's actually really difficult to get a Cyclops or Guttersnipe out and have it live for more than a turn.
Snapcaster and Guttersnipe are correct as well as Electromancer. All 3 work nicely with this type of deck. Someone mentioned Fluxcharger as well I like that idea even though its a bit weak he's another threat.
I think Artful Dodge is overkill and the Dissipates go against the Aggro nature of the deck slowing you down immensely. Armed // Dangerous is a good trick but better in :symr::symu::symg: version. A couple of Syncopates will go a long way in case you run into something. Adding another decent removal like Cyclonic Rift and Desolate Lighthouse will take care of you.
Despite me thinking this card would be better for a modern deck, (Because Lightning Bolt, Lava Spike, Rift Bolt) its not a bad idea to make a version for standard I guess.
[card=Dismal Failure]"Two magi could trade spells all day and never crown a victor.
The real battle is not one of power but of will.
If your confidence breaks, so too shall you." —Venser[/card]
Eh, I think I'm just going to ditch Izzet entirely and focus more on my Unexpected Results deck. It's really fun AND it's actually able to win games.
I like fun decks, but I don't like fun decks that lose all the time, and right now, trying to play in standard when you're not blitz or reanimator is just asking for it.
That's what Armed // Dangerous is for unless you are suggesting to go WUR for the other two modes on Boros charm. I suppose it would be worth a try that way too. I still believe that this could have some real potential given the right cards to help gather up both cyclops and some instants/sorceries to get the job done. I think Izzet Charm and Think Twice could do that while the former serves as removal as well.
Well, after a bit of testing... this deck rarely ever works.
If I have a Cyclops or a Guttersnipe, it gets removed unless I'm lucky and have Mizzium Skin in hand. But chances are I'm not even going to draw a creature, and so I'll sit on a hand full of sorceries with nothing to do but draw and pass.
Maybe it's just Cockatrice having a really bad shuffler, or maybe this deck just isn't all that great. I might drop some of the burn and counterspells for more draw spells, because it's actually really difficult to get a Cyclops or Guttersnipe out and have it live for more than a turn.
Faithless Looting helps out a lot with this deck's low creature and land count. Mizzium Skin is also a definite 4 of. You're right though in that this deck's biggest problem is having the heavy hitter removed immediately after you play him. Unfortunately all that's available to protect our creatures is Mizzium Skin and counter spells. If one was willing to go three colours then you could splash white for Faith's Shield and Boros Charm. I'm a bit hesitant to go down that route though. Seems wrong for some reason.
I think the best thing to do is to just mulligan aggressively rather than taking chances on drawing the cards that you need.
4x Snapcaster Mage
4x Guttersnipe
4x Dissipate
4x Searing Spear
2x Think Twice
3x Dragonshift
4x Artful Dodge
2x Mizzium Mortars
2x Pillar of Flame
4x Steam Vents
4x Sulfur Falls
8x Island
7x Mountain
Drop a Cyclops and do some crazy stuff with Armed, Artful Dodge, and Dragonshift. Has the potential for a turn-four win by doing the following:
Turn 1-2: Land, land
Turn 3: Cyclops, land
Turn 4: Land, Artful Dodge x2 (flash it back), Armed, swing for 11 double strike unblockable.
And even if that doesn't kill them (life gain, etc) it'll knock them low enough for a Spear or Pillar or Guttersnipe to finish the job.
So... whatcha think?
URWTwin
XAffinity
Also, Dragonshift works quite well with Cyclops. When it resolves, any +3/+0s that already triggered will stay, so I'll have (at minimum) a 7/4 Dragon with flying. It just loses the ability to get more pumps from any spells cast after Dragonshift resolves.
Mizzium Skin is a good idea, though.
well i think that the idea of casting more spells and digging for cyclops is better.ok lets say you dont have cyclops in hand i would much rather have a thought scour or a think twice than a dragonshift, both of those cards power up the cyclops but the thought scour or the think twice also digs down into your deck for a snap or a cyclops.
URWTwin
XAffinity
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
I've gone with:
-3 Dragonshift
+3 Mizzium Skin
Teleportal is good, but I already have Artful Dodge, and I don't feel like I need to make room for more of the same spell. Gonna do some more Cockatrice testing now - hopefully I can go up against some decks that aren't Human Reanimator, though...
4 Nivix Cyclops
3 Snapcaster Mage
4 Delver of Secrets
Spells
4 Artful Dodge
4 armed/dangerous
2 Ranger's Guile
4 Farseek
4 Searing Spear
3 Izzet Charm
2 Teleportal
3 Think Twice
4 Steam Vents
4 Stomping Ground
4 Breeding Pool
3 Rootbound Crag
4 Hinterland Harbor
4 Sulfur Falls
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
4 Sulfur Falls
4 Breeding Pool
2 Hinterland Harbor
4 Steam Vents
3 Stomping Ground
3 Rootbound Crag
Creatures
4 Arbor Elf
2 Fluxcharger
4 Guttersnipe
4 Nivix Cyclops
4 Armed // Dangerous
4 Artful Dodge
4 Flesh // Blood
4 Giant Growth
4 Mizzium Skin
4 Teleportal
Enchantments
2 Wild Defiance
3 Searing Spear
3 Simic Charm
3 Tower Defense
3 Turn // Burn
3 Uncanny Speed
You can find me on MTGO. My username is gereffi.
Spell Rupture does seem like it would be a good addition seeing as how your opponent will have to pay at least 4 if Nivix Cyclops is already in play. But i worry that it will be a dead card if you currently have no creatures besides a snapcaster/ guttersnipe in play or no creatures at all. It is worth testing to see how well it plays out.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
Cipher + Armed turns a Guttersnipe into quite a formidable attacker. It goes well with a double striking Cyclops as well seeing as the cipher trigger on first strike damage will pump the cyclops before he does regular damage. Luckily for us they printed Hidden Strings in Dragon's Maze which works perfectly to tap down blockers or untap your lands so that you can cast more instants and sorceries.
Here's the deck that I'm going to try and build when Dragon's Maze is released:
4x Goblin Electromancer
4x Nivix Cyclops
4x Guttersnipe
Instants
4x Mizzium Skin
4x Searing Spear
4x Armed / Dangerous
4x Artful Dodge
4x Faithless Looting
3x Hidden Strings
3x Hands of Binding
2x Pillar of Flame
4x Steam Vents
4x Sulfur Falls
6x Mountain
6x Island
Cast Cyclops or Guttersnipe on turn 3 and then attack on turn 4 with a storm of spells. Electromancer + Hidden Strings can ramp you on turn three just in case you didn't draw a third land. Armed + Strings or Hands + attack with Guttersnipe gives 14 damage which is not too bad for a little 2/2 creature. He swings for lethal if you can chain 2 cipher spells onto him (untapping lands with Strings) along with armed.
This build makes it so that it's no big drama if you don't draw Nivix Cyclops in your opening 7.
That's correct.
If I have a Cyclops or a Guttersnipe, it gets removed unless I'm lucky and have Mizzium Skin in hand. But chances are I'm not even going to draw a creature, and so I'll sit on a hand full of sorceries with nothing to do but draw and pass.
Maybe it's just Cockatrice having a really bad shuffler, or maybe this deck just isn't all that great. I might drop some of the burn and counterspells for more draw spells, because it's actually really difficult to get a Cyclops or Guttersnipe out and have it live for more than a turn.
4 Nivix Cyclops
2 Fluxcharger
3 Goblin Electromancer
3 Guttersnipe
3 Snapcaster Mage
Sorceries (13):
4 Pillar of Flame
4 Mizzium Mortars
3 Searing Spear
2 Bonfire of the Damned
2 Syncopate
4 Desperate Ravings
3 Dragonshift
2 Cyclonic Rift
Land (21):
4 Steam Vents
4 Sulfur Falls
2 Desolate Lighthouse
6 Island
5 Mountain
3 Teleportal
4 Izzet Charm
2 Izzet Staticaster
2 Silent Departure
2 Flames of the Firebrand
2 Annihilating Fire
Despite me thinking this card would be better for a modern deck, (Because Lightning Bolt, Lava Spike, Rift Bolt) its not a bad idea to make a version for standard I guess.
:symr::symu: Reality Bites
:symr::symu: Delver Cyclops
:symr::symu: Niv Control EDH
:symg::symw: Sigarda EDH
The real battle is not one of power but of will.
If your confidence breaks, so too shall you."
—Venser[/card]
I like fun decks, but I don't like fun decks that lose all the time, and right now, trying to play in standard when you're not blitz or reanimator is just asking for it.
That's what Armed // Dangerous is for unless you are suggesting to go WUR for the other two modes on Boros charm. I suppose it would be worth a try that way too. I still believe that this could have some real potential given the right cards to help gather up both cyclops and some instants/sorceries to get the job done. I think Izzet Charm and Think Twice could do that while the former serves as removal as well.
WBR Alesha's Death Brigade WBR
WWW Brigid the Battlefield Saboteur WWW
UB Wydwen, the Biting Gale UB
Faithless Looting helps out a lot with this deck's low creature and land count. Mizzium Skin is also a definite 4 of. You're right though in that this deck's biggest problem is having the heavy hitter removed immediately after you play him. Unfortunately all that's available to protect our creatures is Mizzium Skin and counter spells. If one was willing to go three colours then you could splash white for Faith's Shield and Boros Charm. I'm a bit hesitant to go down that route though. Seems wrong for some reason.
I think the best thing to do is to just mulligan aggressively rather than taking chances on drawing the cards that you need.
Or have a 7/4, maybe even a 10/4 dragon, that's kind of cool too. I suppose it would be a 10/5 if you Mizzium Skin'd it before you made it a dragon.