I will preface this list/primer by saying that this deck appears on paper to be a glass cannon but is actually far more resilient than you would initially think. Mizzix is cheap enough that dying once or twice isn't an enormous setback, and if you untap with it in play (or have a couple of spare mana after you cast it in some cases), you will probably win.
The land count is a little lower than I'm normally comfortable with, but it ends up being fine due to the high amount of card draw and the sheer insanity of Mizzix's cost-reduction effect, so keep your opinions on the mana base to yourself until you actually play some games. I included the full suite of broken mana rocks to reduce the fundamental turn by one or two, but they are far from necessary to win by turn 5.
Keep in mind as well that this is still a work in progress, and if you have any suggestions at all as to how to streamline the list even more, I'm willing to take suggestions.
*I'd put a Timetwister in here too, if I owned one.
**This may seem random, but the value you get out of it is usually pretty immense. Still, I'd say it's meta-dependent and if you want to go more all-in, it can probably be cut pretty easily.
Anyway, the idea is pretty simple: Cast Mizzix, cast a lot of spells to get Experience Counters, pull off a combo that should require a bunch of mana for very cheap. The route to this end is actually pretty counterintuitive, though, and may require some seemingly-backwards lines of play.
1) Don't blow your cantrips at the beginning of the game. Unless you've got more in your hand, save them for after you cast Mizzix. You don't need to dig for anything in particular at that point in the game, so just chill. There are plenty of things to propel you to victory, and you will draw them if you don't throw away your card draw spells.
2) Sometimes you have to cast things for no reason to continue your combo chain. Don't need to tutor for anything, but you need to get more counters? Cast that Long-Term Plans and get whatever, even if you don't need it. Bounce that Birds of Paradise. Screw it. Generally you are in the middle of winning when this happens and you just have to go all in.
3) Don't be afraid to cast your combo pieces for not-combo reasons. You have plenty of graveyard recursion, and there is plenty of redundancy in case your stuff gets exiled. If you need it right then, you need it right then. Just do it.
4) Turnabout and Reality Spasm can tap your opponents' lands. Don't be afraid to mana short them EOT if you have something that lets you get your pieces back on your turn.
With that out of the way, let's look at some of the ways to win:
1) Reiterate + any of the following: Reset, Reality Spasm, Frantic Search(this one isn't as obvious, but with 4 experience counters you get to dig for whatever card you need to win), Seething Song, Turnabout, Mana Geyser. This will give you infinite mana to do with as you please. Lightning Bolt + Reiterate, Comet Storm, Stroke of Genius + Reiterate, Capsize all the permanents and win with Commander Damage, etc. You can usually search up your entire combo with Firemind's Foresight.
2) Rite of Replication with kicker... a lot. Seriously, fork it. Recall it, do it again. Make like 15 dudes and go nuts. You'd be surprised how often this just wins.
3) Sphinx-Bone Wand. Yes, it's a 7-drop. That's fine. This is your backup plan. Go nuts with Capsize or Mystic Speculation, or really whatever. It rewards you for playing your deck so just do that.
4) Enter the Infinte. You can hard cast it you can discard it and cheat it with Mizzix's Mastery. I usually fall back on combo #1 for simplicity's sake, but in a pinch you can Sphinx-Bone for a more convoluted win. Just make sure you save some mana to cast Time Spiral if your plan goes south.
This may look like a steaming pile, but it's way faster than you'd expect. And if for some reason you find yourself going into a long game, you've got plenty of board wipes to keep you alive until you can get rolling again.
EDH/Commander is a social format, right? So why don't people use their social skills to discuss what they like and don't like, instead of adopting a list with 60+ banned cards?
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The land count is a little lower than I'm normally comfortable with, but it ends up being fine due to the high amount of card draw and the sheer insanity of Mizzix's cost-reduction effect, so keep your opinions on the mana base to yourself until you actually play some games. I included the full suite of broken mana rocks to reduce the fundamental turn by one or two, but they are far from necessary to win by turn 5.
Keep in mind as well that this is still a work in progress, and if you have any suggestions at all as to how to streamline the list even more, I'm willing to take suggestions.
Anyway, here is the deck.
1 Mizzix of the Izmagnus
Land:
1 Command Tower
1 City of Brass
1 Reflecting Pool
1 Forbidden Orchard
1 Steam Vents
1 Volcanic Island
1 Sulfur Falls
1 Cascade Bluffs
1 Shivan Reef
1 Ancient Tomb
1 Buried Ruin
1 Misty Rainforest
1 Scalding Tarn
1 Polluted Delta
1 Flooded Strand
1 Arid Mesa
1 Bloodstained Mire
1 Wooded Foothills
10 Island
6 Mountain
Artifacts:
1 Mox Diamond
1 Mana Crypt
1 Mana Vault
1 Sol Ring
1 Grim Monolith
1 Sapphire Medallion
1 Helm of Awakening
1 Izzet Signet
1 Coldsteel Heart
1 Chromatic Lantern
1 Sphinx-Bone Wand
1 Mystic Remora
1 Rhystic Study
Dig:
1 Brainstorm
1 Ponder
1 Preordain
1 Mystic Speculation
1 Faithless Looting
1 Omen
1 Impulse
1 Telling Time
1 Frantic Search
1 Stroke of Genius
1 Fact or Fiction
1 Tezzeret's Gambit
1 Recurring Insight
1 Advice from the Fae
1 Treasure Cruise
1 Dig Through Time
Broken:*
1 Epic Experiment
1 Wheel of Fortune
1 Windfall
1 Past in Flames
1 Mizzix's Mastery
1 Time Spiral
1 Mind's Desire
1 Enter the Infinite
Removal:
1 Lightning Bolt
1 Snap
1 Cyclonic Rift
1 Comet Storm
1 Capsize
1 Wash Out
1 Devastation Tide
1 Inundate
1 All is Dust
1 Blasphemous Act
1 Reset
1 Reality Spasm
1 Seething Song
1 Turnabout
1 Mana Geyser
Tutors:
1 Mystical Tutor
1 Merchant Scroll
1 Intuition
1 Long-Term Plans
1 Firemind's Foresight
Forks:
1 Reverberate
1 Twincast
1 Reiterate
1 Wild Ricochet
Recursion:
1 Recall
1 Recoup
1 Mystic Retrieval
Misc:**
1 Rite of Replication
*I'd put a Timetwister in here too, if I owned one.
**This may seem random, but the value you get out of it is usually pretty immense. Still, I'd say it's meta-dependent and if you want to go more all-in, it can probably be cut pretty easily.
Anyway, the idea is pretty simple: Cast Mizzix, cast a lot of spells to get Experience Counters, pull off a combo that should require a bunch of mana for very cheap. The route to this end is actually pretty counterintuitive, though, and may require some seemingly-backwards lines of play.
1) Don't blow your cantrips at the beginning of the game. Unless you've got more in your hand, save them for after you cast Mizzix. You don't need to dig for anything in particular at that point in the game, so just chill. There are plenty of things to propel you to victory, and you will draw them if you don't throw away your card draw spells.
2) Sometimes you have to cast things for no reason to continue your combo chain. Don't need to tutor for anything, but you need to get more counters? Cast that Long-Term Plans and get whatever, even if you don't need it. Bounce that Birds of Paradise. Screw it. Generally you are in the middle of winning when this happens and you just have to go all in.
3) Don't be afraid to cast your combo pieces for not-combo reasons. You have plenty of graveyard recursion, and there is plenty of redundancy in case your stuff gets exiled. If you need it right then, you need it right then. Just do it.
4) Turnabout and Reality Spasm can tap your opponents' lands. Don't be afraid to mana short them EOT if you have something that lets you get your pieces back on your turn.
With that out of the way, let's look at some of the ways to win:
1) Reiterate + any of the following: Reset, Reality Spasm, Frantic Search(this one isn't as obvious, but with 4 experience counters you get to dig for whatever card you need to win), Seething Song, Turnabout, Mana Geyser. This will give you infinite mana to do with as you please. Lightning Bolt + Reiterate, Comet Storm, Stroke of Genius + Reiterate, Capsize all the permanents and win with Commander Damage, etc. You can usually search up your entire combo with Firemind's Foresight.
2) Rite of Replication with kicker... a lot. Seriously, fork it. Recall it, do it again. Make like 15 dudes and go nuts. You'd be surprised how often this just wins.
3) Sphinx-Bone Wand. Yes, it's a 7-drop. That's fine. This is your backup plan. Go nuts with Capsize or Mystic Speculation, or really whatever. It rewards you for playing your deck so just do that.
4) Enter the Infinte. You can hard cast it you can discard it and cheat it with Mizzix's Mastery. I usually fall back on combo #1 for simplicity's sake, but in a pinch you can Sphinx-Bone for a more convoluted win. Just make sure you save some mana to cast Time Spiral if your plan goes south.
This may look like a steaming pile, but it's way faster than you'd expect. And if for some reason you find yourself going into a long game, you've got plenty of board wipes to keep you alive until you can get rolling again.
Enjoy!