Hey guys, just thought I would throw this up here for some discussion about a non-storm build for this cool lady. X spells basically ensure an experience counter every turn, and obviously scale throughout the game. Thoughts?
Volt Charge + Radiate = Fun with Experience Counters and Planeswalkers if decide to use some Chandra Ablaze is really cool if you can proliferate her to Ultimate fast.
Every Time Warp effect would make the deck effective but more than likely very unfun. Still a thought to consider.
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Kozilek, Butcher of Truth / Kozilek, the Great Distortion Omnath, Locus of Mana Rhys the Exiled (Elves) Progenitus (Planeswalkers) Mizzix of the Izmagnus (Time Walks) Mayael the Anima
Sliver Overlord Kaalia the Vast Elesh Norn, Grand Cenobite Teferi, Mage of Zhalfir Lazav, Dimir Mastermind
Maren of Clan Nel Toth (to replace Rhys as a general) Roon of the Hidden Realm
Enter the Infinite I feel is a perfect win condition for a deck like this. Basically get 8 or more counters on yourself so you can cast enter the infinite for UUUU then cast Inner fire for R and use the mana from inner fire to Comet Storm everyone. (Make sure to have some number of "free" counterspells in this deck to protect this combo, like Force of Will, Pact of Negation, Disrupting Shoal, Thwart, and Foil.)
Fanning the Flames seems very good for Mizzix. Buyback can be reduced by the experience counters. Same deal with Capsize. Unfortunately it seems there aren't a lot of playable buyback cards in UR. Capsize,Spell Burst, andFanning the Flames is about it for UR cards with colorless buyback.
Cards are game pieces, and should be treated as such, easily replaceable.
Cards are not money, investments, or a retirement fund, and should never have been treated as such.
Wizards made a mistake caving to speculators once, and we still pay for that mistake 19 years later.
Happy is the man who has broken the chains that hurt the mind and given up worrying once and for all. Be patient and tough. One day this pain will be useful to you.
Inner Fire and Meltdown sound like good additions. I agree that the 2 counter spells are too limited.
I want to add radiate, but I don't have enough spells that target only 1 thing to really justify it.
My first draft had all the extra turn spells, and it was gross. I was going upwards of 8 turns in a row a game. Not fun for others, so I took it out.
I added Fanning the flames, having a burn spell always in hand sounds good to me.
For the free counter spells, I am kinda broke so those are way out of budget for me. I might be able to add the last 2, but so far ive never been hurting for mana availible to counter things with, so they might not be necessary. I will try out enter the infinite and see how it works, thanks for the tip!
Mineswipe is ok but the card is kind of awkward. On one hand you only want to make X big enough to get the spell countered but you also want to maximize it for more damage. I feel like a Mizzix deck will usually have better things to cast.
A couple of things. In decks like these I found Young Pyromancer to be invaluable. It fits comfortably as a 2 drop and gives you a board presence while you go crazy with spells.
I also think this list focuses too much on the best case scenario; i.e., there are too many X spells and not enough ways to get to them. Unless you want to cast X spells for 2-3 early on when you have few-to-no counters. I suggest taking out some of the weaker spells such as Seething Song(not a combo/storm deck),Increasing Confusion(not gonna mill in EDH without a dedicated deck), orProsperity and put in some mana rocks to accelerate a bit. Izzet Signet, Fellwar Stone, Thran Dynamo, Worn Powerstone, etc. Another concern is that you seem to be running 35 lands if I counted correctly. Again, this focuses a lot on assuming you get to have lots of experience counters. I'd say add in a Temple of Epiphany and an Izzet Boilerworks and beef up the manabase a bit. Oh, also Blue Sun's Zenith instead of Prosperity
Cards are game pieces, and should be treated as such, easily replaceable.
Cards are not money, investments, or a retirement fund, and should never have been treated as such.
Wizards made a mistake caving to speculators once, and we still pay for that mistake 19 years later.
Happy is the man who has broken the chains that hurt the mind and given up worrying once and for all. Be patient and tough. One day this pain will be useful to you.
Uhm I dont think, Mizzix is that great with x spells. She checks for "converted mana cost" - and those are rather low because x=0. sure they`ll get cheaper, but they won't trigger experience counters for every bigger x spell than the last one.
anyway have fun building that deck, thinking, of it too!
No, X spells count as cmc equal to whatever you paid when you play them. A Fireball x=5 is a 6 CMC card on the stack and counts as playing a card of that CMC. So, yes, X spells work wonderfully with Mizzix.
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Cards are game pieces, and should be treated as such, easily replaceable.
Cards are not money, investments, or a retirement fund, and should never have been treated as such.
Wizards made a mistake caving to speculators once, and we still pay for that mistake 19 years later.
Happy is the man who has broken the chains that hurt the mind and given up worrying once and for all. Be patient and tough. One day this pain will be useful to you.
That's what i thought x is only zero in your library or hand.
I get your point about mindswipe being awkward, and this is not being a card you want to tap out for but if you have four or five experience counters it's not that hard to cast for like 10 and still have mana available.
Do you think the storage lands might be a good idea for this deck as back up?
I would run some more mana generating artifacts, either in land fetch or just mana rock form. This deck needs Mizzix in order to function, and unless you are lucky enough to see one of your shroudenablers early there is a high chance of her dying to spot removal, and that is not even speaking of her being countered early. Of course I cannot speak to your group, so maybe it is not so much an issue, but in my group decks that cannot function without their general suffer to spot/mass removal or countermagic. Remember, you need to get through threeish other people's turns in order to start building experience counters, and in that time people can remove her and force you back to square one. More mana would ensure you are able to cast your general once she gets up there in price.
As was said before, this list focuses too much on the best case scenario.
And just to echo some things said by other people, Essence Backlash and Overwhelming Intellect could probably be replace by more general counterspells. Sure those spells are do cool things, but only hitting creatures can be rough. A good ol' Counterspell would be useful in more scenarios. Also, cheaper general countermagic has the added bonus of being easy to pair with a low cost Mizzix; if you can cast her for four and leave some mana up you can easily protect her til it gets back to your turn. You do not even need the spell in your hand, it is totally reasonable to suspect the blue deck with two mana up has countermagic in hand, mind games are a big deal.
Last thing. Thirty four lands seems a bit low. I know Mizzix makes your spells cheap, but you need to stick her first then start casting x spells. You said you had tested the deck before, did that many lands do the job?
Last thing. Thirty four lands seems a bit low. I know Mizzix makes your spells cheap, but you need to stick her first then start casting x spells. You said you had tested the deck before, did that many lands do the job?
Thing is that it's not like X spells get worse with more mana. Running fewer lands in a Mizzik deck revolving around X spells doesn't make a whole lot of sense. If the deck was just a kind of "make spells cheaper in general" that ran things like Searing Wind that would make sense(though, that deck is kind of bad) but more lands just means the X spell you get are going to be better quality. You'll almost always have a dump for excess mana. I can't imagine a scenario where 34 lands here would "do the job".
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Cards are game pieces, and should be treated as such, easily replaceable.
Cards are not money, investments, or a retirement fund, and should never have been treated as such.
Wizards made a mistake caving to speculators once, and we still pay for that mistake 19 years later.
Happy is the man who has broken the chains that hurt the mind and given up worrying once and for all. Be patient and tough. One day this pain will be useful to you.
My YouTube Channel: The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
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1x AEtherspouts
1x Capsize
1x Clash of Wills
1x Comet Storm
1x Commune with Lava
1x Condescend
1x Cyclonic Rift
1x Essence Backlash
1x Firemind's Foresight
1x Frantic Search
1x Fuel for the Cause
1x Logic Knot
1x Mindswipe
1x Overwhelming Intellect
1x Power Sink
1x Prophetic Bolt
1x Reality Spasm
1x Reiterate
1x Seething Song
1x Shattering Pulse
1x Spell Blast
1x Spell Burst
1x Steady Progress
1x Street Spasm
1x Stroke of Genius
1x Syncopate
1x Turnabout
1x Volcanic Offering
1x Volt Charge
1x Whispers of the Muse
1x Goblin Electromancer
1x Guttersnipe
1x Hypersonic Dragon
sorceries
1x Banefire
1x Blast of Genius
1x Blaze
1x Braingeyser
1x Call to Mind
1x Curse of the Swine
1x Demonfire
1x Devil's Play
1x Distorting Wake
1x Fireball
1x Firecat Blitz
1x Goblin Offensive
1x Illuminate
1x Increasing Confusion
1x Invoke the Firemind
1x Mana Geyser
1x Mystic Retrieval
1x Mystic Speculation
1x Prosperity
1x Red Sun's Zenith
1x Rite of Replication
1x Rolling Thunder
1x Skyscribing
1x Sudden Demise
1x Tempt with Reflections
1x Tempt with Vengeance
1x Tezzeret's Gambit
1x Vandalblast
1x Chromatic Lantern
1x Crawlspace
1x Lightning Greaves
1x Meekstone
1x Sol Ring
1x Swiftfoot Boots
lands
1x Command Tower
1x Evolving Wilds
12x Island
1x Izzet Guildgate
14x Mountain
1x Reliquary Tower
1x Shivan Reef
1x Steam Vents
1x Sulfur Falls
1x Swiftwater Cliffs
1x Terramorphic Expanse
enchantments
1x Inexorable Tide
1x Jace's Sanctum
1x Propaganda
Kozilek, Butcher of Truth / Kozilek, the Great Distortion
Omnath, Locus of Mana
Rhys the Exiled (Elves)
Progenitus (Planeswalkers)
Mizzix of the Izmagnus (Time Walks)
Mayael the Anima
Sliver Overlord
Kaalia the Vast
Elesh Norn, Grand Cenobite
Teferi, Mage of Zhalfir
Lazav, Dimir Mastermind
Maren of Clan Nel Toth (to replace Rhys as a general)
Roon of the Hidden Realm
Cards are not money, investments, or a retirement fund, and should never have been treated as such.
Wizards made a mistake caving to speculators once, and we still pay for that mistake 19 years later.
Happy is the man who has broken the chains that hurt the mind and given up worrying once and for all. Be patient and tough. One day this pain will be useful to you.
I want to add radiate, but I don't have enough spells that target only 1 thing to really justify it.
My first draft had all the extra turn spells, and it was gross. I was going upwards of 8 turns in a row a game. Not fun for others, so I took it out.
I added Fanning the flames, having a burn spell always in hand sounds good to me.
For the free counter spells, I am kinda broke so those are way out of budget for me. I might be able to add the last 2, but so far ive never been hurting for mana availible to counter things with, so they might not be necessary. I will try out enter the infinite and see how it works, thanks for the tip!
A couple of things. In decks like these I found Young Pyromancer to be invaluable. It fits comfortably as a 2 drop and gives you a board presence while you go crazy with spells.
I also think this list focuses too much on the best case scenario; i.e., there are too many X spells and not enough ways to get to them. Unless you want to cast X spells for 2-3 early on when you have few-to-no counters. I suggest taking out some of the weaker spells such as Seething Song(not a combo/storm deck),Increasing Confusion(not gonna mill in EDH without a dedicated deck), orProsperity and put in some mana rocks to accelerate a bit. Izzet Signet, Fellwar Stone, Thran Dynamo, Worn Powerstone, etc. Another concern is that you seem to be running 35 lands if I counted correctly. Again, this focuses a lot on assuming you get to have lots of experience counters. I'd say add in a Temple of Epiphany and an Izzet Boilerworks and beef up the manabase a bit. Oh, also Blue Sun's Zenith instead of Prosperity
Cards are not money, investments, or a retirement fund, and should never have been treated as such.
Wizards made a mistake caving to speculators once, and we still pay for that mistake 19 years later.
Happy is the man who has broken the chains that hurt the mind and given up worrying once and for all. Be patient and tough. One day this pain will be useful to you.
No, X spells count as cmc equal to whatever you paid when you play them. A Fireball x=5 is a 6 CMC card on the stack and counts as playing a card of that CMC. So, yes, X spells work wonderfully with Mizzix.
Cards are not money, investments, or a retirement fund, and should never have been treated as such.
Wizards made a mistake caving to speculators once, and we still pay for that mistake 19 years later.
Happy is the man who has broken the chains that hurt the mind and given up worrying once and for all. Be patient and tough. One day this pain will be useful to you.
I get your point about mindswipe being awkward, and this is not being a card you want to tap out for but if you have four or five experience counters it's not that hard to cast for like 10 and still have mana available.
Do you think the storage lands might be a good idea for this deck as back up?
As was said before, this list focuses too much on the best case scenario.
And just to echo some things said by other people, Essence Backlash and Overwhelming Intellect could probably be replace by more general counterspells. Sure those spells are do cool things, but only hitting creatures can be rough. A good ol' Counterspell would be useful in more scenarios. Also, cheaper general countermagic has the added bonus of being easy to pair with a low cost Mizzix; if you can cast her for four and leave some mana up you can easily protect her til it gets back to your turn. You do not even need the spell in your hand, it is totally reasonable to suspect the blue deck with two mana up has countermagic in hand, mind games are a big deal.
Last thing. Thirty four lands seems a bit low. I know Mizzix makes your spells cheap, but you need to stick her first then start casting x spells. You said you had tested the deck before, did that many lands do the job?
Thing is that it's not like X spells get worse with more mana. Running fewer lands in a Mizzik deck revolving around X spells doesn't make a whole lot of sense. If the deck was just a kind of "make spells cheaper in general" that ran things like Searing Wind that would make sense(though, that deck is kind of bad) but more lands just means the X spell you get are going to be better quality. You'll almost always have a dump for excess mana. I can't imagine a scenario where 34 lands here would "do the job".
Cards are not money, investments, or a retirement fund, and should never have been treated as such.
Wizards made a mistake caving to speculators once, and we still pay for that mistake 19 years later.
Happy is the man who has broken the chains that hurt the mind and given up worrying once and for all. Be patient and tough. One day this pain will be useful to you.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!