Flying
When Niv-Mizzet Reborn enters the battlefield, reveal the top ten cards of your library. For each color pair, choose a card that's exactly those colors from among them. Put the chosen cards into your hand and the rest on the bottom of your library in a random order.
6/6
-----------
Aside from the obvious shiver I get imagining him battling Bolas, Niv-Mizzet returned with a vengeance and the first ever "color pair" in rule text (Right?). He's also the only legend with four incarnations? (unless you count Phage and Karona and Akroma etc, or Innistrad angel ooze etc)
Niv could potentially draw ten cards for you when it enters the battlefield, though only limited to cards that are a "color pair" i.e. two colors exactly, three color charms and beyond do not work with him, and he cannot get your cards of same color-pair more than once. We also have to take into account that 1/3 of the ten cards could be lands.
I'm not a mathematician, so my guess is that he would usually draw 3~4 cards max for you, which is still an awesome deal for a 5cc 6/6 flyer. The question being, what else? Getting extra cards don't mean much if you don't have a wincon.
Niv-Mizzet is a 6/6 and could easily ramp up to be bigger, so the first thought I have is making him a voltron, though his trigger would favor him dying once or twice to refill your hand. Conqueror's Flail would allow him to win with two hits while protecting him (several charms would also serve that purpose).
The other route, is to go back to his roots and play a mostly Izzet deck, or Grixis, using Niv-Mizzet to fill your hand. Because Niv usually can't net you more than 3~4 cards even if you play 5-color, might as well shrink the card pool to three colors so you know you will get relevant cards.
I favor a blue-based 3-color control with this new Niv-Mizzet.
I feel he's one of those cards where he can be a commander if you want him to be but where he shines most is in Ramos' 99. Who would've ever thought Niv-Mizzet would be a Rammstein fan.
No surprise he gets creative juice boiling. I like your blink approach and utilizing all colors. I wonder if I could have an Esper direction here that blink/reanimate him repeatedly for card advantages.
A shame he’s not 6cc, or the dragon auras would be nice to have. Though, a Bant enchantress would too fit the bill, with cards like Gift of Immortality.
This is a deck I've been waiting to have a reason to build for a while, and Niv is perfect for it. I have a few thoughts on how to build this new Niv:
- Niv's main purpose at the helm of a deck is to refill your hand, as that's pretty much all he can do; there aren't that many multicolour combos that Niv can dig toward, so using him as a limited tutor effect seems sketchy, so for the most part Niv is part card draw and part big beater, and the rest of the deck needs to support that functionality. There isn't a need to run too much card draw outside of Niv, which led to me cutting cards like Urban Evolution and Notion Rain from my list since they felt unnecessary.
- Niv's main limit is mana, and its a limit on two fronts. First, while Niv can draw you a ton of cards, you need to spend mana to cast them obviously, and having many expensive cards stuck in hand that you're limited to casting once per turn isn't that great - cheaper cards are more powerful with Niv, since you can play them out early and empty your hand, then play Niv who'll draw you into even more relatively cheap cards which you can play out quickly again.
- The second limit is that Niv can never directly draw you into lands, and since most Niv decks are going to play out like control decks that value hitting their land drops and having a good amount of mana, playing lots of ramp and other ways of developing your manabase is beneficial to ensure that Niv can keep up with other decks in the lategame. More mana enables the repeated castings of Niv, lessening the need to run multiple flicker effects/recursion effects for Niv since the natural mechanic of the Command Zone can act as their substitute. Land-based ramp has the bonus of removing lands from your deck, and while that's a fairly small impact on a card by card basis, multiple of those effects + fetchlands can significantly increase the likelihood of finding gas in the late game.
- I think Niv decks should generally run a healthy amount of lands (my build plays 37 lands + 2 nonlands that function as Lay of the Land effects). Running more lands does mean you'll be drawing less cards with Niv on average, but if you don't have the mana to cast those spells efficiently, what's the point?
- I don't think it's necessary to run 100% multicolour spells to make Niv effective. From a bit of goldfishing with a simulator using my deck that runs 48~ guild cards, as long as you have a relatively even distribution of guild cards, you can often draw 4-5 cards off of Niv which should be more than enough of a refill to continue your gameplan. Playing medium guild cards over stronger non-guild cards just so that Niv can draw them makes sense up to a certain point, but I think once you start playing cards that don't necessarily even mesh well with your strategy or are significantly weaker than non-guild options, you'd be better off running the more powerful, non-guild cards.
If you want some more ideas for potential avenues the deck can go, here's my first attempt at a goodstuff-ish/control Niv-Mizzet Reborn deck with a combo/voltron/Gate-based finish. I put a star next to each non-guild nonland card if you're curious what cards I decided were good enough to run over other potential guild-coloured options.
This version is running 37 lands, 14 non-guild cards, and then either 6, 5 or 4 cards of each of the ten guilds. A challenge for anyone building Niv is going to be finding enough cards of each guild that fit your strategy, with some guilds being worse for certain strategies than others (not a lot of Izzet cards fit my gameplan) or some guilds being worse in general (Rakdos and Boros...).
Brago, King Eternal and Aurelia, the Warleader are both cards that fit the strategy of the rest of the deck that also happen to combo together to kill the whole table. Just putting them both into play isn't enough, of course: Brago needs haste (of which the deck has 3 different sources) and (at least in general) Brago needs to connect in the air with each player that I want to kill (Kessig Wolf Run and the bevy of removal/wraths the deck runs are a big help there). Those same cards also help Niv beat down people, with Sunforger (and a naturally occurring Sunforger package) and Boros Charm as compact ways of dealing lots of damage with Niv. Finally, since the deck doesn't mind being a bit slow, and grinding everyone out of resources is its plan A, Maze's End is a thematically appropriate way of ending a prolonged game, with multiple ways to make additional land drops to turbo out the Gates (Mina and Denn, Wildborn, Oracle of Mul Daya, Growth Spiral).
Finally, here's some individual card notes/cards that missed the cut.
- Chrome Mox/Gemstone Caverns are great at accelerating and their downside is minimal thanks to Niv. Sol Ring isn't in here since the green ramp is superior and less vulnerable (my meta doesn't play MLD but does have the occassional Vandalblast), plus with the number of mana-intensive cards the deck runs, it seems like I'll have turns where I don't have a use for colourless mana.
- Pyroconvergence/Tome of the Guildpact are both gimmicky and slow and probably not worth running, but I want to give them a shot since I love Pyroconvergence and there aren't that many decks that can justifiably run these cards.
- In a similar vein, Mnemonic Betrayal would probably be better served as a card that more directly supports the main winconditions of the deck, but I like the card too much and it seems workable with some of the deck's mana production capabilties.
- I tried my best to avoid mana dorks like Zhur-Taa Druid and such since my deck plays so many wrath effects that they'd likely have a few turns of use before getting blown up, and that's ignoring possible wraths from opponents as well. However, a couple dorks were good enough to stay in: Deathrite Shaman is both extremely cheap (not many 1 drops you can run in this deck) and offers much needed graveyard hate, Kiora's Follower has a number of strong interactions with some of the tap effects the deck runs + untapping a big creature that attacked can help protect my life total, and Bloom Tender just provides an insane amount of mana.
I feel like this Niv will actually play similarly to Belzenlok; rather then building the deck around a certain percentage of cmc 4+ cards, you build around a percentage of 2-color cards. And neither can get you lands. And both are 6/6 fliers.
I’m thinking proteus saff in a creatureleas deck. Use it on niv, he comes back out, you stack your deck with whatever cards you need in the top 10, his etb triggers and you get them into hand.
I’m thinking proteus saff in a creatureleas deck. Use it on niv, he comes back out, you stack your deck with whatever cards you need in the top 10, his etb triggers and you get them into hand.
Shuffle him back into the library and do it again.
You could use the staff to search out the entire cycle of demigod auras at once and suit him up like a boss, provided you had no other creatures in the deck.
Alright I couldn't help myself, I get obsessed by new commanders who demand a lot of thought and theory-crafting.
I've appended and posted a new deck called "Astral-Living-Genesis" and really the only thing to do is read the full description in the original post, by clicking here.
It's a very spicy brew, and honestly I surprise myself sometimes by the depths I go.
I hoping it confirms to be true. The first same I though about the card is FC cedh. I don't know if anyone has interest building her in cedh but I came up with a decklist. Please comment and suggest for improvements.
Alright I couldn't help myself, I get obsessed by new commanders who demand a lot of thought and theory-crafting.
I've appended and posted a new deck called "Astral-Living-Genesis" and really the only thing to do is read the full description in the original post, by clicking here.
It's a very spicy brew, and honestly I surprise myself sometimes by the depths I go.
/respect-knuckles
I've been testing and tweaking a 4 color cycling deck with a similar idea. I applaude your ingenuity.
Alright I couldn't help myself, I get obsessed by new commanders who demand a lot of thought and theory-crafting.
I've appended and posted a new deck called "Astral-Living-Genesis" and really the only thing to do is read the full description in the original post, by clicking here.
It's a very spicy brew, and honestly I surprise myself sometimes by the depths I go.
/respect-knuckles
I've been testing and tweaking a 4 color cycling deck with a similar idea. I applaude your ingenuity.
I’m thinking proteus saff in a creatureleas deck. Use it on niv, he comes back out, you stack your deck with whatever cards you need in the top 10, his etb triggers and you get them into hand.
Also, for backup, in case something happens and your combo gets countered or milled off the top after you've set it up, run Mizzix's Mastery to cast your full combo straight out of your graveyard.
And how about the flavor?! a Niv-Mizzet combo deck that wins with EPIC EXPERIMENT! Come on!
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Legendary Creature - Dragon Avatar (M)
Flying
When Niv-Mizzet Reborn enters the battlefield, reveal the top ten cards of your library. For each color pair, choose a card that's exactly those colors from among them. Put the chosen cards into your hand and the rest on the bottom of your library in a random order.
6/6
-----------
Aside from the obvious shiver I get imagining him battling Bolas, Niv-Mizzet returned with a vengeance and the first ever "color pair" in rule text (Right?). He's also the only legend with four incarnations? (unless you count Phage and Karona and Akroma etc, or Innistrad angel ooze etc)
Niv could potentially draw ten cards for you when it enters the battlefield, though only limited to cards that are a "color pair" i.e. two colors exactly, three color charms and beyond do not work with him, and he cannot get your cards of same color-pair more than once. We also have to take into account that 1/3 of the ten cards could be lands.
I'm not a mathematician, so my guess is that he would usually draw 3~4 cards max for you, which is still an awesome deal for a 5cc 6/6 flyer. The question being, what else? Getting extra cards don't mean much if you don't have a wincon.
Niv-Mizzet is a 6/6 and could easily ramp up to be bigger, so the first thought I have is making him a voltron, though his trigger would favor him dying once or twice to refill your hand. Conqueror's Flail would allow him to win with two hits while protecting him (several charms would also serve that purpose).
The other route, is to go back to his roots and play a mostly Izzet deck, or Grixis, using Niv-Mizzet to fill your hand. Because Niv usually can't net you more than 3~4 cards even if you play 5-color, might as well shrink the card pool to three colors so you know you will get relevant cards.
I favor a blue-based 3-color control with this new Niv-Mizzet.
Thoughts? Let's brew!
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Niv-Mizzet, Reborn - Master of Guilds
https://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/807713
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
If my post has no tags, then i posted from my phone.
No surprise he gets creative juice boiling. I like your blink approach and utilizing all colors. I wonder if I could have an Esper direction here that blink/reanimate him repeatedly for card advantages.
A shame he’s not 6cc, or the dragon auras would be nice to have. Though, a Bant enchantress would too fit the bill, with cards like Gift of Immortality.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
- Niv's main purpose at the helm of a deck is to refill your hand, as that's pretty much all he can do; there aren't that many multicolour combos that Niv can dig toward, so using him as a limited tutor effect seems sketchy, so for the most part Niv is part card draw and part big beater, and the rest of the deck needs to support that functionality. There isn't a need to run too much card draw outside of Niv, which led to me cutting cards like Urban Evolution and Notion Rain from my list since they felt unnecessary.
- Niv's main limit is mana, and its a limit on two fronts. First, while Niv can draw you a ton of cards, you need to spend mana to cast them obviously, and having many expensive cards stuck in hand that you're limited to casting once per turn isn't that great - cheaper cards are more powerful with Niv, since you can play them out early and empty your hand, then play Niv who'll draw you into even more relatively cheap cards which you can play out quickly again.
- The second limit is that Niv can never directly draw you into lands, and since most Niv decks are going to play out like control decks that value hitting their land drops and having a good amount of mana, playing lots of ramp and other ways of developing your manabase is beneficial to ensure that Niv can keep up with other decks in the lategame. More mana enables the repeated castings of Niv, lessening the need to run multiple flicker effects/recursion effects for Niv since the natural mechanic of the Command Zone can act as their substitute. Land-based ramp has the bonus of removing lands from your deck, and while that's a fairly small impact on a card by card basis, multiple of those effects + fetchlands can significantly increase the likelihood of finding gas in the late game.
- I think Niv decks should generally run a healthy amount of lands (my build plays 37 lands + 2 nonlands that function as Lay of the Land effects). Running more lands does mean you'll be drawing less cards with Niv on average, but if you don't have the mana to cast those spells efficiently, what's the point?
- I don't think it's necessary to run 100% multicolour spells to make Niv effective. From a bit of goldfishing with a simulator using my deck that runs 48~ guild cards, as long as you have a relatively even distribution of guild cards, you can often draw 4-5 cards off of Niv which should be more than enough of a refill to continue your gameplan. Playing medium guild cards over stronger non-guild cards just so that Niv can draw them makes sense up to a certain point, but I think once you start playing cards that don't necessarily even mesh well with your strategy or are significantly weaker than non-guild options, you'd be better off running the more powerful, non-guild cards.
If you want some more ideas for potential avenues the deck can go, here's my first attempt at a goodstuff-ish/control Niv-Mizzet Reborn deck with a combo/voltron/Gate-based finish. I put a star next to each non-guild nonland card if you're curious what cards I decided were good enough to run over other potential guild-coloured options.
1 Niv-Mizzet Reborn
Ramp/Mana
1 Chrome Mox (*)
1 Bloom Tender (*)
1 Three Visits (*)
1 Nature's Lore (*)
1 Farseek (*)
1 Wargate (*) (also a tutor)
1 Circuitous Route (*)
1 Hour of Promise (*)
1 Oracle of Mul Daya (*)
1 Life from the Loam (*)
1 Mirari's Wake
1 Safewright Quest
1 Manamorphose
1 Mina and Denn, Wildborn
1 Deathrite Shaman
1 Coiling Oracle
1 Growth Spiral
1 Kiora's Follower
1 Arixmethes, Slumbering Isle
Removal
1 Pyroconvergence (*)
1 Rakdos Charm
1 Kolaghan's Command
1 Hostage Taker
1 Knight of Autumn
1 Duergar Hedge-Mage
1 Wear // Tear
1 Anguished Unmaking
1 Utter End
1 Vona, Butcher of Magan
1 Assassin's Trophy
1 Windgrace's Judgement
1 Decimate
1 Fire Covenant
1 Last One Standing
1 Supreme Verdict
1 Time Wipe
1 Merciless Eviction
1 Gaze of Granite
1 Pernicious Deed
Card Advantage/Tutor
1 Eternal Witness (*)
1 Sunforger (*)
1 Tome of the Guildpact (*) (also ramp)
1 Bounty of the Luxa (also ramp)
1 Thrasios, Triton Hero (also ramp)
1 Eladamri's Call
1 Captain Sisay
1 Mnemonic Betrayal
Blink/Copy
1 Mistmeadow Witch
1 Turn to Mist
1 Brago, King Eternal
1 Dack's Duplicate
1 Evil Twin
1 The Scarab God
Protection
1 Izzet Charm
1 Ionize
1 Counterflux
1 Render Silent
1 Boros Charm
Combat
1 Rhythm of the Wild
1 Samut, Voice of Dissent
1 Xenagos, God of Revels
1 Aurelia, the Warleader
Gates
1 Maze's End
1 Gateway Plaza
1 Azorius Guildgate
1 Boros Guildgate
1 Dimir Guildgate
1 Golgari Guildgate
1 Gruul Guildgate
1 Izzet Guildgate
1 Orzhov Guildgate
1 Rakdos Guildgate
1 Selesnya Guildgate
1 Simic Guildgate
1 Gemstone Caverns (also ramp)
1 Command Tower
1 Arid Mesa
1 Bloodstained Mire
1 Flooded Strand
1 Marsh Flats
1 Misty Rainforest
1 Polluted Delta
1 Scalding Tarn
1 Verdant Catacombs
1 Windswept Heath
1 Wooded Foothills
1 Blood Crypt
1 Breeding Pool
1 Godless Shrine
1 Hallowed Fountain
1 Overgrown Tomb
1 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Temple Garden
1 Watery Grave
Utility Lands
1 Kessig Wolf Run
1 Volrath's Stronghold
1 Kor Haven
This version is running 37 lands, 14 non-guild cards, and then either 6, 5 or 4 cards of each of the ten guilds. A challenge for anyone building Niv is going to be finding enough cards of each guild that fit your strategy, with some guilds being worse for certain strategies than others (not a lot of Izzet cards fit my gameplan) or some guilds being worse in general (Rakdos and Boros...).
Brago, King Eternal and Aurelia, the Warleader are both cards that fit the strategy of the rest of the deck that also happen to combo together to kill the whole table. Just putting them both into play isn't enough, of course: Brago needs haste (of which the deck has 3 different sources) and (at least in general) Brago needs to connect in the air with each player that I want to kill (Kessig Wolf Run and the bevy of removal/wraths the deck runs are a big help there). Those same cards also help Niv beat down people, with Sunforger (and a naturally occurring Sunforger package) and Boros Charm as compact ways of dealing lots of damage with Niv. Finally, since the deck doesn't mind being a bit slow, and grinding everyone out of resources is its plan A, Maze's End is a thematically appropriate way of ending a prolonged game, with multiple ways to make additional land drops to turbo out the Gates (Mina and Denn, Wildborn, Oracle of Mul Daya, Growth Spiral).
Finally, here's some individual card notes/cards that missed the cut.
- Chrome Mox/Gemstone Caverns are great at accelerating and their downside is minimal thanks to Niv. Sol Ring isn't in here since the green ramp is superior and less vulnerable (my meta doesn't play MLD but does have the occassional Vandalblast), plus with the number of mana-intensive cards the deck runs, it seems like I'll have turns where I don't have a use for colourless mana.
- Pyroconvergence/Tome of the Guildpact are both gimmicky and slow and probably not worth running, but I want to give them a shot since I love Pyroconvergence and there aren't that many decks that can justifiably run these cards.
- In a similar vein, Mnemonic Betrayal would probably be better served as a card that more directly supports the main winconditions of the deck, but I like the card too much and it seems workable with some of the deck's mana production capabilties.
- I tried my best to avoid mana dorks like Zhur-Taa Druid and such since my deck plays so many wrath effects that they'd likely have a few turns of use before getting blown up, and that's ignoring possible wraths from opponents as well. However, a couple dorks were good enough to stay in: Deathrite Shaman is both extremely cheap (not many 1 drops you can run in this deck) and offers much needed graveyard hate, Kiora's Follower has a number of strong interactions with some of the tap effects the deck runs + untapping a big creature that attacked can help protect my life total, and Bloom Tender just provides an insane amount of mana.
- Captain Sisay is probably the best card in the deck; she can tutor up removal (Vona, Butcher of Magan, Kor Haven), ramp (Arixmethes, Slumbering Isle, Mina and Denn, Wildborn), card advantage (The Scarab God, Thrasios, Triton Hero) as well as both Brago and Aurelia and a haste enabler to do the combo in one turn (Xenagos, God of Revels, Samut, Voice of Dissent - Samut in particular can let her tutor up all the pieces within 2 turn cycles).
- Some cards that ultimately got cut (though it's possible they end up back in):
1 Double Negative
1 Absorb
1 Spitting Image
1 Kaya, Ghost Assassin
1 Venser, the Sojourner
1 Dack Fayden
1 Sire of Insanity
1 Lim-Dul's Vault
1 Baleful Strix
1 All Suns' Dawn
1 Saffi Eriksdotter
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
Shuffle him back into the library and do it again.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
I've appended and posted a new deck called "Astral-Living-Genesis" and really the only thing to do is read the full description in the original post, by clicking here.
It's a very spicy brew, and honestly I surprise myself sometimes by the depths I go.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Aside from that, I think you want to run a lot of good cards from each of the 10 color pairs. Cards that let you blink Niv are great, so Brago, King Eternal, Kaya, Ghost Assassin, Oath of Teferi, Turn to Mist, Venser, the Sojourner...
The rest is really up to you. You can have removal spells and interaction (Assassin's Trophy, Anguished Unmaking, Bedevil, Counterflux, etc). You can do cycles (Tarkir Dragons, Ravnica guild leaders, etc)
Unfortunately, there are not many good ramp spells in 2 colours... Growth Spiral.
Maybe Karametra, God of Harvests is worth playing.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
https://tappedout.net/mtg-decks/fc-niv-mizzet-cedh/
/respect-knuckles
I've been testing and tweaking a 4 color cycling deck with a similar idea. I applaude your ingenuity.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Or, how about this! You use that combo to put an Epic Experiment into your hand amongst other things, AND set up your next 5-6 cards for an immediate game win via Epic Experiment into a bunch of copy instant/sorcery cards like Bonus Round, Doublecast, Howl of the Horde, or Reverberate, etc into a card that if copied a million times will just win you the game like Chandra's Ignition, Breath of Malfegor, or Glimpse the Unthinkable.
Also, for backup, in case something happens and your combo gets countered or milled off the top after you've set it up, run Mizzix's Mastery to cast your full combo straight out of your graveyard.
And how about the flavor?! a Niv-Mizzet combo deck that wins with EPIC EXPERIMENT! Come on!