Hello everyone! This is one of my first posts on the salvation forums, and I wanted to share my Niv-mizzet deck. Now when looking at this deck list keep a few things in mind, its a casual deck, I don't like counter spells, and I don't like infinite combos. Given that, this is by far my favorite EDH deck to play, but I feel it's kind of at a weird point and I would love some constructive criticism or advice.
Some basic ideas behind the deck, I knew it would have problems not having some counter spells for control, so I replaced them with things like Fork and Redirect, which work really well and they're fun. I put some alternate win conditions in, which includes milling/decking people and beating them up with big flying creatures. Most of my games are won by drawing an absurd amount of cards and pinging health down with Niv-Mizzet or Psychosis Crawler. The deck is very hard to stop once it gets rolling.
I'm working on replacing the basic lands, and I know a good amount of the creatures could come out, but I'm not sure what to replace them with. I feel that the deck can be inconsistent at times. Some games it has very good synergy and it works like a machine, other times the deck stalls really hard and I spend most of the game on the defensive getting my stuff blown up.
Dwarven Warrior honestly isn't all that important, I find I can due well without dropping one, it usually just adds fuel to the blood boiler pump. But me personally I'd keep atleast 2 in a deck, because it is nice when you need to punch thru someones defenses with an unblockable you can pump.
As far as fling goes it works really good in duels for me, I play my dwarves all or nothing style, so hitting someone with 10/2 dwarf, then flinging at them wins me a lot of games. Plus it's funny.
On a side note I don't play my dwarves on a competitive level, it started out as a joke deck but turned out pretty well, so my opinion probably isn't the best to listen to
Makes for a fun deck and I win quite a few games with it, but it's not a serious power house deck. Dwarves simply don't have the cards to build a strong tribal deck with.
I've always liked Elvish Farmer in my fungus decks. I have an old school thallid deck though with mostly fallen empire thallids, I don't know how well he'd flow.
I'd have to agree with dropping Paralyze, Underworld Dreams, Seizan, and even the capsules/edicts. You have more than enough creature destruction and Underworld Dreams doesn't really do anything in a deck that barely forces opponents to draw. If anything for multiplayer games, I'd recommend some discard like Duress or Hymn to Tourach since you have no way of dealing with non-creature permanents. Night's Whisper or Phyrexian Arena for some safer card draw.
If you need a finisher for the deck, Mortivore might be nice. Otherwise if you need more evasion, Guiltfeeder or Nightmare should do the trick.
I'll definitely be trying some of these changes. I really like the idea of Mortivore, Guiltfeeder, Nightmare as finishers. I'll get a hold of some more of these assassins I din't know about and give it a try.
I really like Edict for getting around shroud and Indestructible, but I suppose if I pick up another Eradicate I can drop those.
Also I just thought Avatar of Woe might work good in the deck, I'm going to try to run some of those as well.
All great suggestions, I like the Scarblade Assassin. I din't play much in the Lorwyn so din't know he was around. Things like the Paralyze are just place holders really.
I know the underworld dreams arn't the most effective thing in this deck, I had a play set so I threw them in. It seemed a bit better then having to kill people slowly with 1/1 assassins while we gouged our eyes out at a drawn out game. I could throw in some better creatures for finishers but I want to try and keep the deck in the assassin feel, not that draw killing is all that assassiny.
Hey guys, I wanted to show off my Assassin deck I've had around and get some input on it. The deck idea came from my love of the Royal Assassin / Icy Manipulator combo that I loved when I was a kid back in the day. For fun I threw the deck together one day with random rares I had laying around and here's the result,
I play it purely casual, but It's a surprisingly fun and effective deck. The general gist is to lock the other player's creatures down and whittle them down with Underworld Dreams. It can hold it's own in multiplayer and duels. It has a good amount of weaknesses but it's still fun to play. I've made some changes to it recently that haven't been tested a lot, Seizan and Executioner's Capsule are new. The ring, Tutor, and Eradicate were just singles I threw in that I had laying around.
What do you guys think? Any suggestions? I'm sure there's a lot of room for improvement in the deck, but you got to admit, it's got style.
1 Niv-Mizzet, the Firemind
Creatures
1 Arcanis the Omnipotent
1 Whirlpool Warrior
1 Psychosis Crawler
1 Vesuvan Doppelganger
1 Dragon Mage
1 Mindclaw Shaman
1 Kami of the Cresent Moon
1 Mulldrifter
1 Vedalken Mastermind
1 Clone
1 Archaeomancer
1 Fog Bank
1 Sturmgeist
1 Mercurial Chemister
1 Sphinx of Uthuun
1 Hoard-Smelter Dragon
1 Ryusei, the Falling Star
1 Bogardan Hellkite
1 Hypersonic Dragon
Instants
1 Capsize
1 Vision Skeins
1 Brainstorm
1 Twincast
1 Redirect
1 Fork
1 Reverberate
1 Swerve
1 Wheel of Fortune
1 Time Reversal
1 Invoke the Firemind
1 Stitch in Time
1 Prosperity
1 Braingeyser
1 Blasphemous Act
1 Drain Power
Artifacts
1 Ivory Tower
1 Howling Mine
1 Staff of Nin
1 Teferi's Puzzle Box
1 Library of Leng
1 Venser's Journal
1 Temple Bell
1 Isochron Scepter
1 Elixir of Immortality
1 Crystal Ball
1 Mirari
1 Sculpting Steel
1 Lightning Greaves
1 Mind Stone
1 Izzet Keyrune
1 Sol Ring
1 Darksteel Ingot
1 Izzet Signet
1 Gilded Lotus
1 Jace's Erasure
1 Volition Reins
1 Thought Reflection
1 Jace, Memory Adept
Lands
1 Ice Floe
1 Izzet Guildgate
1 Sulfur Falls
1 Temple of the False God
1 Soldevi Excavations
1 Reliquary Tower
14x Mountain
21x Island
Some basic ideas behind the deck, I knew it would have problems not having some counter spells for control, so I replaced them with things like Fork and Redirect, which work really well and they're fun. I put some alternate win conditions in, which includes milling/decking people and beating them up with big flying creatures. Most of my games are won by drawing an absurd amount of cards and pinging health down with Niv-Mizzet or Psychosis Crawler. The deck is very hard to stop once it gets rolling.
I'm working on replacing the basic lands, and I know a good amount of the creatures could come out, but I'm not sure what to replace them with. I feel that the deck can be inconsistent at times. Some games it has very good synergy and it works like a machine, other times the deck stalls really hard and I spend most of the game on the defensive getting my stuff blown up.
Some cards I've thought about putting in the deck are Enter the Infinite, Omniscience, Meishin, the Mind Cage, Mindmoil, Dream Halls.
Well there you have it, any input would be greatly appreciated!
As far as fling goes it works really good in duels for me, I play my dwarves all or nothing style, so hitting someone with 10/2 dwarf, then flinging at them wins me a lot of games. Plus it's funny.
On a side note I don't play my dwarves on a competitive level, it started out as a joke deck but turned out pretty well, so my opinion probably isn't the best to listen to
Makes for a fun deck and I win quite a few games with it, but it's not a serious power house deck. Dwarves simply don't have the cards to build a strong tribal deck with.
Edit; I noticed you left out Dwarven Lieutenant. I like him.
I'll definitely be trying some of these changes. I really like the idea of Mortivore, Guiltfeeder, Nightmare as finishers. I'll get a hold of some more of these assassins I din't know about and give it a try.
I really like Edict for getting around shroud and Indestructible, but I suppose if I pick up another Eradicate I can drop those.
Also I just thought Avatar of Woe might work good in the deck, I'm going to try to run some of those as well.
I know the underworld dreams arn't the most effective thing in this deck, I had a play set so I threw them in. It seemed a bit better then having to kill people slowly with 1/1 assassins while we gouged our eyes out at a drawn out game. I could throw in some better creatures for finishers but I want to try and keep the deck in the assassin feel, not that draw killing is all that assassiny.
4 Royal Assassin
4 Nekrataal
2 Kiku, Night's Flower
3 Sorceress Queen
2 Seizan, Perverter of Truth
4 Icy Manipulator
4 Executioner's Capsule
1 Sol Ring
Spells/Enchantments
4 Underworld Dreams
4 Paralyze
3 Diabolic Edict
3 Dark Ritual
1 Demonic Tutor
1 Eradicate
20 Swamp
I play it purely casual, but It's a surprisingly fun and effective deck. The general gist is to lock the other player's creatures down and whittle them down with Underworld Dreams. It can hold it's own in multiplayer and duels. It has a good amount of weaknesses but it's still fun to play. I've made some changes to it recently that haven't been tested a lot, Seizan and Executioner's Capsule are new. The ring, Tutor, and Eradicate were just singles I threw in that I had laying around.
What do you guys think? Any suggestions? I'm sure there's a lot of room for improvement in the deck, but you got to admit, it's got style.