I play Mizzix with a storm win condition and without endless or "I win" combos. With this deck I'm able to abrutly win games from an apparent "small" board and I'm able to stand a chance against tier 1 decks.
Here is my decklist, do you guys have any suggestion?
I personally think your creature density is pretty high, I'd look to the main page for some swap ideas, you can add a few staples that're pretty cheap
This is my first spell-centric deck (I usually play aggro or midrange) and I'm still attached to the creatures, which ones should I remove? I really like the creatures that generates tokens like talrand, Sky Summoner and Docent of Perfection as they create chump blockers on the go.
Yup, chump blockers are the ones to keep. I personally run Guttersnipe because of all the Purphoros that can show up in the meta I run Mizz. Either way you want as few as possible, I'd even prefer something like Darksteel Plate or protection over some of them, but those flying blockers are awesome and I'm sure necessary in some metas.
So Mettalurgic Summonings is the kind of card that makes me want to revamp this into a more casual, exciting, thematic, and less abusive deck. How do people feel about some of the cards coming out? I think a variation of the deck is viable that doesn't push for any spells to abuse her ability or presence, but use her as a way to just discount regular spells. I want to try something with artifacts, as every time I build a new deck, artifacts always come first to mind, but the idea obviously took the back burner here. I had to abandon the idea with the new Marchesa and wanted to spread it here as Mizz has moved out of my competitive meta now that everyones deck is a real tuned threat.
I, for one, will absolutely be trying out Metallurgic Summonings as an alternate win condition. It rewards you for doing what you're already doing (casting spells). And I hear it's pretty darn good with Call the Skybreaker or Capsize.
And not only as a win condition, it also helps against faster and more aggro decks. Love it.
Between This and Metallurgic Summonings this seems a good set for Mizzix.
Yeah, I was thinking the same, I'm going to try out more cards. She's floating in a casual-ish meta and the biggest issue has just been recurring chip damage, this is actually an insane life source since we can cast 3-4 not really doing anything functional, which is 6-10 life, and that'd honestly be enough in most games. I personally don't face much artifact board wipes so I feel like once this was resolved it'd almost always stick, it flies low on the kill radar. I def approve and it's exactly what I wanted. I've realized it isn't so much I want casual as it is to not just counter/draw/combo the whole game. Honestly giving up a turn lowers your threat and games I've been playing that arent super competetive tend to go to 15-20 turns so I think I'd be comfortable with this at any time too.
Edit: Paradoxical Outcome also makes me want to lean back on the rocks that tap for more than their casting cost, this reminds me of Hyrkul's Recall, but being a ramp spell/protection wasn't enough. This hits Mizz for protection, will probably be 1-2 mana, and could generate 3-4 mana and 3-4 cards. Either way the low cost rocks has always been viable and this should be great in a build running them. Delving back into artifacts I'm going to look mine over again.
Aetherflux Reservoir seemed very strong to me at first too. After testing it as a proxy, I found it a cool way to win, but ultimately unnecessary.
To make the most out of it, you'd have to be casting multiple spells a turn, which means that your Mizzix is at a good number of counters. At that point, life gain is not something I would want, but rather a kill card - and almost every card in the deck is already a kill card once 2-mana Reiterate is online.
It is a kill card with Reiterate. I'm too drawn to the life-gain to not let it stay for a while even if it isnt impactful. It's slow, but that's what I want to make room for.
I apologize man, I didn't even see this haha. Yea it's some My Hero. That show tripped me out lol - it's good stuff.
I recently took the deck apart because there was like 3 other Mizzix decks in my meta, so I just converted mine to mono blue storm with Arcanis haha. That being said, I'm definitely excited about this set for Mizzix, because, as we've mentioned, at least 2 aLtd win cons are in this new set that synergies with the deck without the Goblin, and are pretty busted with her.
My new favorite, and Ive been reading/watching manga/anime since I was a little kid.
I really think its putting the nail in the coffin for the artifact build. Stuff like Voltaic Key were awesome and I'd like to get back into it. I think there's a lot to the fact we could play the deck using Mizz less as the main aspect and more as a 4-5 discount each turn, which could just let us get a "free" spell in a permanent rather than just trying to discount spells and cast wildly each turn. Don't get me wrong it's the best build and I'll keep 2 separate lists on the main page, but it deserves as much attention as the one tuned to win fast and competitively.
Yea I really like the depth of the story and You Say Run gets me hype to save the world hahaha. It's my new favorite as well.
I think this set is just what the deck needed to help Mizzix transition from the end all in the competitive scene to more of 1 sided Arcane Melee at more casual circles, and that is awesome. Looking at Mizzix in that light will also help keep the deck from just degenerating back into the competitive version
So, Kaladesh gave us a ton of options, most of which have led me to try and artifact build. I won't finalize it until I have the cards in my hands, but here's what I want to try out, as well as old cards that may come in.
Metallurgic Summonings: We've already had cheaper cards that give us bodies on spell casts, but those were creatures, that you know, die to the same clear as the tokens. In my meta, bigger bodies are better than flying just because a lot of decks are like ours and offer few defenders. The 5 cmc is rough but, that's what I've wanted to make room for. Mid-game I can afford to drop a 5 cmc and have counter mana. In theory, at this point we don't always generate experience counters and we'd just be gold fishing anyways. I also really like the idea of being able to do something like Firemind's foresight with max counters....a 7/7 and tutoring three cards at instant speed is just....what commander should be doing. That whole return all instants and sorceries to hand may not be too bad as well...
Paradoxical Outcome: Kind of exactly what I wanted Hurkyl's recall to be here. The extra generic mana means nothing to us, and if we run a lot of the cheap mana rocks, this can both ramp and draw us lots of cards. I'd also like to think this could let us cut Command Beacon, I haven't needed to use it in a while.
Glimmer of Genius Worth mentioning. With all our draw scry can be as good as draw in a sense. If energy sees one or two more decent spells, it may be worth considering. The flavor part of me screams yes but I don't wanna lean that far from competetive.
Carthic Reunion If the artifact idea becomes relevant, looting will be important. I'll probably grab a foil of this just in case.
Aetherflux reservoir: Life gain is awesome for me and we've never had access to a decent recurring source. I know it may seem like a dead card to some, but outside of combo heavy metas, life gain is underrated.
Alhammarett's Archive: Doubling our draw was insane, but with a possible life source now this is worth it.
Trash for Treasure: Giving this another shot. Turning a rock into one of the powerful artifacts coming in could be worth the investment.
Tezz: Obv inclusion if we roll artifacts. Prob top 3 walkers in EDH, both his untap and tutoring abilities are super relevant.
I know I missed some, but this is what I've been brewing. More spells that have been in before are likely to come back to. This is essentially going to a whole new start to it. The only thing I want to see stay in tact is the high tide and Reiterate based cards.
Reshape usually is used to grab Lotus bloom, or Sensei's top, but it also scales really well if Mizzix is in play. It always triggers mizzix because it searches for X or less, and i have been able to use it to grab Gilded lotus pretty frequently.
The only really big downside of Lotus bloom that I have noticed is when we draw it, it's usually a dead card unless we draw Thirst for Knowledge.
I've also been wanting to add a Magus of the Future as a redundant Future Sight, but I haven't been able to get my hands on one.
I'm excited for Kaladesh and the new cards we are getting, I would love to hear people's opinions on these additions, or if anyone has any ideas that could make this combo more consistant let me know! Thanks for reading!
I was thinking more of a heavier artifact build. I think that route is risky just because Lotus Bloom is something I'd prefer in Sharuum since she can reanimate it and combo off the mana. Other than opening hand, it's pretty bad. However, Future Sight combo may make it in if the other 5 cmc testers flop.
Lotus bloom is pretty bad if you draw it late, but anytime you can reshape into it it goes straight into play so you ignore the suspend cost. Which is why I like it. Sometimes the triple blue, or triple red helps a lot when comboing off. Or if I play two island and a mana rock, and then miss my third land drop I could reshape the mana rock into a lotus bloom and cast mizzix the next turn with an extra blue open. There's a lot of little things like that that come up which make the card playable in my opinion.
Edit: I see the card as comparable to sol ring, and mana vault. Which are also pretty dead late game as the colorless is pretty redundant a lot of the time. But I still don't think I would ever cut them
The difference with those is we can cast them for storm. The colorless is actually becoming less redundant for me now that I'm casting things like Spellburst and not trying to squeeze out early leads. After enough draw, it's pretty easy to sculpt a hand that can control the board and what comes out. If I was running Reshape, I'd also prefer to ramp for something besides mana. I'm not knocking the idea at all, just that the direction we're trying to go with this list is the opposite. If I can ever find the time to learn to put together a proper primer, I want the list to run a little more of a tempo game. The deck has become a lot more interesting and gained more lines of play since I drew back on the push for early wins. I think my win ratio hardly changed either. Without that element she falls on removal priority, which honestly, if she gets through that first window it is very easy to keep her on board, and rather than tutor early for specifics, I prefer to wheel and draw, playing what in the hand is valuable and continuing on. I've been thinking of Call to Mind, just because Wheeling may be redundant enough for us to want to reliably be doing it. Few decks can burn through their hand like we can and of course, provides an awesome mixed bag or reactions from the table.
The fact that in the late game colorless mana is almost useless got me thinking about removing Sol Ring.
From personal experience Call to Mind and similar are pretty good and can "storm" even with few cards: storm card n°1-> Call to Mind picking the same card -> storm card n°2 (storm card copied 3 times) it's good for me, but I also play against Nekusar (I can't shape my hands after 2 or 3 wheels) so getting spells back from the graveyard while getting EXP counters and growing the storm count it's a great play.
I think Hyrkul's Recall and the new card that can bounce our permanents for mana makes them worth it, as well as the new option I want to open where we can sacrifice them to try and cheat in our bigger artifacts or help pay for them, keeping colored mana open. I'm seeing it as a cog that just needs more pieces around it to be effective. However, I will certainly add a rockless build to my list. I actually play a super casual meta with a table of the last commander set leaders, and the Mizzix player has weak early game because of the lack of good ramp it came with and the bad rocks are what he cut. Late game he always wins or decks himself because everything he casts is gas. I guess it is certainly looking into.
PS everytime I post here I'm reminded of dozens of other options. With Final Iteration and the new Metalurgic Summonings, we have 4 cards that can produce chump blockers off spell casts, or if built right a proper army. I know it sounds janky, but Mass Polymorphing Mizz and three artifact tokens from Metallurgic Summonings and grabbing all 3 of the other token producers is really a play I want to see in commander.
I just noticed Fateful Showdown is instant...This is a win condition in the right circumstances isn't it? RR for 6+ is totally worth it, I think my magic number is probably 5, so that's perfect. Another cool card to let Alhammaret's work.
Dramatic Reversal how many rocks you running? I would def consider it if I go back to more artifacts. Sculpting SteelVoltaic Key are at the top of my list to come back in, and with how often Coalition Relic and Gilded Lotus turn up it could certainly be worth it. Do you have a link to an updated list Gerbil?
Edit: Torrential Gearhulk....So, I know it's 6 cmc and not an actual instant but I can actually see a ton of lines of play with it. It's easy enough to leave 6 mana up anyways, and it lines up with the Enter the Infinite from the yard scheme. My reasoning for taking it seriously was that I realized I always end up sitting on Snapcaster. Moving further away from heavy combo, his 2 cmc may not outweigh the value of making the spell free. It'd actually be interactable with in the yard, tutorable, it opens up new Intution piles, and for me politically, having my metas eventually think 6 open mana means I could easily trade for certain creatures that were always a ok attacking me for triggers or w/e reason smaller creatures have a hard time getting through a normal EDH board.
I don't currently have updated list - i'll try and get the old one up to date in a bit. They're largely similar. I just added extra turn effects a few weeks ago when I got a Temporal Manipulation in trade and I don't run any storm cards - that's the most noticeable difference.
Also - try Ertai's Meddling. It's a tremendous card and can effectively counter uncounterable stuff.
Man I think I've thought Power Sink and that card were the same thing. I totally had one of those set aside for Tiny Leaders when that was a thing, and that pile vanished. I guess "interesting XU counterspell" is broader than I thought. I will certainly test it, if only because I love having answers to things my opponents think have no answers. Gather Specimens to steal is totally awesome, but actually saying no to a card that says you cant say no is awesome, especially since late enough that'll prob never get to its turn to resolve.
Here is my decklist, do you guys have any suggestion?
4 Mizzix of the Izmagnus
Creatures (12)
2 Snapcaster Mage
2 Jace, Vryn's prodigy
2 Thing in the Ice
2 Curious Homunculus
4 talrand, Sky Summoner
4 Archaeomancer
5 Docent of Perfection
2 Young Pyromancer
5 Goblin Dark-Dwellers
2 Goblin Electromancer
3 jori En, Ruin Diver
6 Melek, Izzet Paragon
Spells (41)
1 Mystical Tutor
1 Swan Song
1 Gitaxian Probe
1 Ponder
1 Preordain
1 Brainstorm
2 Unsubstantiate
2 Cyclonic Rift
2 Counterspell
3 Stroke of Genius
3 Blue Sun's Zenith
4 Tezzeret's Gambit
4 Overwhelming Denial
4 Mystic Retrieval
5 Mystic Confluence
5 Temporal Fissure
6 Mind's Desire
6 Crush of Tentacles
8 Dig Through Time
8 Treasure Cruise
1 Faithless Looting
1 Fall of the Titans
2 Grapeshot
2 Pyretic Ritual
2 Mizzium Mortars
2 Recoup
2 Comet Storm
3 Seething Song
3 Geistblast
4 Mizzix's Mastery
4 Empty the Warrens
4 Past in Flames
5 Ignite Memories
6 Volcanic Awakening
7 Volcanic Vision
2 Epic Experiment
2 Izzet Charm
2 Mindswipe
3 Electrolyze
4 Brutal Expulsion
7 Scour From Existence
5 Tezzeret the Seeker
4 Chandra, the Firebrand
Artifacts (11)
1 Sol Ring
2 Ruby medallion
2 Sapphire Medallion
2 Izzet Signet
2 Thought Vessel
2 Helm of Awakening
3 Chromatic Lantern
3 Izzet Keyrune
3 Izzet Cluestone
4 Aligned Hedron Network
5 Pyromancer's Goggles
Lands (33)
1 Command Tower
1 Steam vents
1 Sulfur Falls
1 Temple of Epiphany
1 Wandering Fumarole
1 Highland Lake
1 Swiftwater Cliffs
1 Izzet Guildgate
1 Shivan Reef
1 Cascade Bluffs
1 Izzet Boilerworks
1 Vivid Creek
1 Vivid Crag
1 Oboro, Palace in the Clouds
1 Cephalid Coliseum
1 Tolaria West
1 Soldevi Excavations
1 Seat of the Synod
3 Island
1 Shinka, the Bloodsoaked Keep
1 Hammerheim
1 Great Furnace
3 Mountain
1 Flooded Strand
1 Polluted Delta
1 Riptide Laboratory
1 Desolate Lighthouse
1 Nephalia Academy
1 Reliquary Tower
Modern: UB Zombie hunt UB - WR Boros tokens WR - BGW Treefolk tribal BGW
Commander: UR Mizzix, a Storm of spells UR (Decklist)
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
Modern: UB Zombie hunt UB - WR Boros tokens WR - BGW Treefolk tribal BGW
Commander: UR Mizzix, a Storm of spells UR (Decklist)
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
This seems absurd
And not only as a win condition, it also helps against faster and more aggro decks. Love it.
Between This and Metallurgic Summonings this seems a good set for Mizzix.
Modern: UB Zombie hunt UB - WR Boros tokens WR - BGW Treefolk tribal BGW
Commander: UR Mizzix, a Storm of spells UR (Decklist)
Edit: Paradoxical Outcome also makes me want to lean back on the rocks that tap for more than their casting cost, this reminds me of Hyrkul's Recall, but being a ramp spell/protection wasn't enough. This hits Mizz for protection, will probably be 1-2 mana, and could generate 3-4 mana and 3-4 cards. Either way the low cost rocks has always been viable and this should be great in a build running them. Delving back into artifacts I'm going to look mine over again.
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
To make the most out of it, you'd have to be casting multiple spells a turn, which means that your Mizzix is at a good number of counters. At that point, life gain is not something I would want, but rather a kill card - and almost every card in the deck is already a kill card once 2-mana Reiterate is online.
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
I apologize man, I didn't even see this haha. Yea it's some My Hero. That show tripped me out lol - it's good stuff.
I recently took the deck apart because there was like 3 other Mizzix decks in my meta, so I just converted mine to mono blue storm with Arcanis haha. That being said, I'm definitely excited about this set for Mizzix, because, as we've mentioned, at least 2 aLtd win cons are in this new set that synergies with the deck without the Goblin, and are pretty busted with her.
I really think its putting the nail in the coffin for the artifact build. Stuff like Voltaic Key were awesome and I'd like to get back into it. I think there's a lot to the fact we could play the deck using Mizz less as the main aspect and more as a 4-5 discount each turn, which could just let us get a "free" spell in a permanent rather than just trying to discount spells and cast wildly each turn. Don't get me wrong it's the best build and I'll keep 2 separate lists on the main page, but it deserves as much attention as the one tuned to win fast and competitively.
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
I think this set is just what the deck needed to help Mizzix transition from the end all in the competitive scene to more of 1 sided Arcane Melee at more casual circles, and that is awesome. Looking at Mizzix in that light will also help keep the deck from just degenerating back into the competitive version
Metallurgic Summonings: We've already had cheaper cards that give us bodies on spell casts, but those were creatures, that you know, die to the same clear as the tokens. In my meta, bigger bodies are better than flying just because a lot of decks are like ours and offer few defenders. The 5 cmc is rough but, that's what I've wanted to make room for. Mid-game I can afford to drop a 5 cmc and have counter mana. In theory, at this point we don't always generate experience counters and we'd just be gold fishing anyways. I also really like the idea of being able to do something like Firemind's foresight with max counters....a 7/7 and tutoring three cards at instant speed is just....what commander should be doing. That whole return all instants and sorceries to hand may not be too bad as well...
Paradoxical Outcome: Kind of exactly what I wanted Hurkyl's recall to be here. The extra generic mana means nothing to us, and if we run a lot of the cheap mana rocks, this can both ramp and draw us lots of cards. I'd also like to think this could let us cut Command Beacon, I haven't needed to use it in a while.
Glimmer of Genius Worth mentioning. With all our draw scry can be as good as draw in a sense. If energy sees one or two more decent spells, it may be worth considering. The flavor part of me screams yes but I don't wanna lean that far from competetive.
Carthic Reunion If the artifact idea becomes relevant, looting will be important. I'll probably grab a foil of this just in case.
Aetherflux reservoir: Life gain is awesome for me and we've never had access to a decent recurring source. I know it may seem like a dead card to some, but outside of combo heavy metas, life gain is underrated.
Alhammarett's Archive: Doubling our draw was insane, but with a possible life source now this is worth it.
Trash for Treasure: Giving this another shot. Turning a rock into one of the powerful artifacts coming in could be worth the investment.
Tezz: Obv inclusion if we roll artifacts. Prob top 3 walkers in EDH, both his untap and tutoring abilities are super relevant.
I know I missed some, but this is what I've been brewing. More spells that have been in before are likely to come back to. This is essentially going to a whole new start to it. The only thing I want to see stay in tact is the high tide and Reiterate based cards.
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
It started with the Future Sight, Sensei's divining top, Helm of awakening combo, I was wanting ways to make it more consistant as a kind of "oops, I win" combo.
So I added Trinket mage, Fabricate, and Reshape to my deck as tutors, alongside with Lotus bloom, Seat of the synod, and Great furnace
Reshape usually is used to grab Lotus bloom, or Sensei's top, but it also scales really well if Mizzix is in play. It always triggers mizzix because it searches for X or less, and i have been able to use it to grab Gilded lotus pretty frequently.
The only really big downside of Lotus bloom that I have noticed is when we draw it, it's usually a dead card unless we draw Thirst for Knowledge.
I've also been wanting to add a Magus of the Future as a redundant Future Sight, but I haven't been able to get my hands on one.
I'm excited for Kaladesh and the new cards we are getting, I would love to hear people's opinions on these additions, or if anyone has any ideas that could make this combo more consistant let me know! Thanks for reading!
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
Edit: I see the card as comparable to sol ring, and mana vault. Which are also pretty dead late game as the colorless is pretty redundant a lot of the time. But I still don't think I would ever cut them
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
From personal experience Call to Mind and similar are pretty good and can "storm" even with few cards: storm card n°1-> Call to Mind picking the same card -> storm card n°2 (storm card copied 3 times) it's good for me, but I also play against Nekusar (I can't shape my hands after 2 or 3 wheels) so getting spells back from the graveyard while getting EXP counters and growing the storm count it's a great play.
Modern: UB Zombie hunt UB - WR Boros tokens WR - BGW Treefolk tribal BGW
Commander: UR Mizzix, a Storm of spells UR (Decklist)
PS everytime I post here I'm reminded of dozens of other options. With Final Iteration and the new Metalurgic Summonings, we have 4 cards that can produce chump blockers off spell casts, or if built right a proper army. I know it sounds janky, but Mass Polymorphing Mizz and three artifact tokens from Metallurgic Summonings and grabbing all 3 of the other token producers is really a play I want to see in commander.
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
Dramatic Reversal how many rocks you running? I would def consider it if I go back to more artifacts. Sculpting Steel Voltaic Key are at the top of my list to come back in, and with how often Coalition Relic and Gilded Lotus turn up it could certainly be worth it. Do you have a link to an updated list Gerbil?
Edit: Torrential Gearhulk....So, I know it's 6 cmc and not an actual instant but I can actually see a ton of lines of play with it. It's easy enough to leave 6 mana up anyways, and it lines up with the Enter the Infinite from the yard scheme. My reasoning for taking it seriously was that I realized I always end up sitting on Snapcaster. Moving further away from heavy combo, his 2 cmc may not outweigh the value of making the spell free. It'd actually be interactable with in the yard, tutorable, it opens up new Intution piles, and for me politically, having my metas eventually think 6 open mana means I could easily trade for certain creatures that were always a ok attacking me for triggers or w/e reason smaller creatures have a hard time getting through a normal EDH board.
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU
Also - try Ertai's Meddling. It's a tremendous card and can effectively counter uncounterable stuff.
URXSurf's Up, Mizz Magnus!XRU
URGWKynaios and Tiro's Multiplayer MenagerieWGRU