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Chaos Warp Discussion
7 hours ago
I also have a WIP competitive mizzix deck and was hoping to pick your brain a little bit.
I noticed you kept your curve down rather low with very few exceptions such as things that are mitigated elsewise like Treasure Cruise and Time Spiral. As well as the instant win that is Enter the Infinite. I was wondering what your logic was behind that.
I was also wondering if you've considered cards like Time Warp or Expropriate. The former is essentially a free experience counter early-mid game, and late game it's a way to untap your lands. It also synergizes with things like Past in Flames or even Mystic Retrieval in a pinch, as well as Enter the Infinite if you don't have the availability to win on the spot. Say perhaps you have 2 colored 0 drop ramps left, but not enough for the Laboratory Maniac. Use the two colored to cast Time Warp and win next turn. I also have Time Stretch in my list since it can function as a better Time Warp if the game manages to go very long. The latter mentioned Expropriate is a rather hefty drop, but when it resolves it is always a game winner in group play for me (the looks on people's faces at a turn 5 expropriate is also a bonus.) It usually gives you all the time you need to either tutor up, or draw into a tutor. If not, you've stolen your opponent's ramps or maybe even commanders, slowing them down considerably, as well as potentially giving you more mana to work with.
I also noticed a lack of Firemind's Foresight. Again, a high drop, but in some ways better than Intuition. Also being at instant speed so an easy way to get your combo right before the turn you go off, it doesn't require you fetching your pieces with Mystic Retrieval on the turn you go off, saving you colored mana, which I find a problem with going off on turn 4. On top of that, it gives you an outlet for your infinite mana which I find can be a problem. In case you were unaware, the play is making the 3-drop reiterate, 2-drop reality spasm, and 1-drop brainstorm. If your brainstorm is out of reach, High Tide or even Mystical Tutor are good calls. The former being obviously good, the latter letting you get a different outlet if you happen to be able to cast the FF with a blue to spare.
Have you thought about Pull from Tomorrow? It's almost an objective upgrade from Braingeyser being at instant speed. Discarding one card is not a big deal at all. Especially if you're going for that Laboratory Maniac win, discarding one out of 20 cards is fine. I'm not a huge fan of Braingeyser in general since it's done on your turn. There are strategies to do with that, but the instant speed option right before your turn is really nice.
Why the Future Sight? It's a very high drop that isn't mitigated by Mizzix and I don't see how it's worth a slot in the deck. I would suggest Mystic Remora instead. In a group game it very quickly becomes an Ancestral Recall.
This one's kinda mundane, but Thought Vessel instead of Chromatic Lantern is what I'd go with. It's basically a lower drop + inf hand size vs. color fixing. My problem with a 3 drop ramp is the fact that it doesn't help you cast Mizzix faster. The way I see it, once Mizzix resolves, it's merely two turns before you win the game, provided you have a decent hand. I'd rather have that one turn early Mizzix than color fixing. While I'm talking about ramp, Lotus Petal? Yet another way to get a turn earlier Mizzix.
I assume Temporal Fissure is for a little control, as well as Chaos Warp. I prefer Capsize for the reusability, plus I don't need to get Storm up first. Capsize also synergizes with extra turns spells like Expropriate. If you get those turns but no card advantage due to sheer bad luck, you can at least make your opponent's lives misery until you do get that card advantage. It also works as a crappy Temporal Fissure in a pinch.
I've also considered using a Scroll Rack, I just haven't gotten around to testing it. I was wondering if you have tried/considered one.
For counters, I never understand the lack of love for Counterflux. For only one more mana, it's a consistant tempo-stopper. Also Fuel for the Cause I find to be good. With at least two expirience, it's just a counterspell+.
Hope this comment wasn't too much of a read, I'm just rather passionate about Mizzix as a commander and I'm always looking to improve and learn.
1 day ago
I really like your attempt to put together a deck with this very powerful commander. I'll give you a +1.I think the black has the best creatures sac-outlet (something I really miss in my Marath deck, but I saw that you miss Viscera Seer, is it a choice or an oversight?Also I would try to avoid Chaos Warp for its unpredictable consequences.I think your main Rector target is Pattern of Rebirth, so here is my question: Do you find easy to cast Necropotence with BBB in its cost?Why so many reanimation spell?
1 day ago
My first thought is that I'd drop all the lands that ETB tapped for no benefit. Temple of Malice, Bojuka Bog, Canyon Slough get a pass. Along with cards like Rocky Tar Pit and even Terramorphic Expanse/Evolving Wilds. When you're a mana hungry control deck, you can't afford to take turns off because your lands aren't untapped.
Illusionist's Bracers is totally worth taking a look at. You have several powerful vampires that would only be better with a double use of their abilities. Not to mention your commander. Always worth it.
Patriarch's Bidding might be worth looking at if you're not in a tribal heavy meta.
How about cards like Call the Bloodline and Stensia Masquerade to get some more utility for your vampires. Also, with Call, you can slowly stockpile your yard to get a huge swath of creatures with a mass rez, while defending yourself. Would also benefit to look at Skullclamp if you decide to go that route.
Enchantments will wreck you. Chaos Warp might be worth it to get past pesky ones that are locking you down. Red will give you all the artifact destruction you need, and I love Rakdos Charm for this and other flexibility.
Aggravated Assault seems weird in a more control oriented deck. It might be best to figure out if you want to go all in on attacking or build your vampires up over attrition...which reminds me Attrition, Grave Pact/Dictate of Erebos are super strong. Vampiric Rites can also help trigger the Pact/Dictate and get you some cards off your vampires/tokens.
Your deck is overwhelmingly black, so you can't go wrong with Jet Medallion, Ascendant Evincar or other cards that focus on the benefit to playing a single color. Like running Hero's Downfall over Dreadbore instant speed is going to be so much better, unless you decide to run Vedalken Orrery.
Okay, that's a lot of stuff, so I'll cap it off there. One last thing though, and this is kind of pricey so I get why this might not be in your deck: Volrath's Stronghold. It works great with Vampire Nocturnus by being able to chunk a dead vamp on top to get the boost when you don't have it naturally. Mortuary Mire can work in a pinch, but you only get one shot at it.
2 days ago
"Destroy all artifacts" is a thing I do face, and I have two options: either outrace them so they're within lethal range without my buffs, or prioritize tutoring for Sunforger so that I can access Boros Charm at will.
Thank you for your interest in my deck! ;)
2 days ago
This deck is also lacking card advantage, it will play out all the cards in its hand too quickly and you will not have enough gas to finish off everyone. for that I would look at Solemn Simulacrum and Chandra, Torch of Defiance again, as well as Outpost Siege, Forgotten Cave, Smoldering Crater, Buried Ruin, Mutavault, Ghitu Encampment, and Grenzo, Havoc Raiser.
Other cards to consider:
3 days ago
The deck looks great!
This is the swap that you ended up allowing you to keep Verduran Enchantress...
There's nothing wrong with that adjustment. It's probably better anyways.
But if you wanted to add a removal spell back in, the best adjustment would probably be...
4 days ago
4 days ago
I had forgotten that fetches could pull dual lands, and I'm all for deck-thinning: that being said, I'll still have to wait a bit before I can purchase them. I'll wait until I acquire these cards before I update the lands in my deck list: that way I can test them out, though I'm pretty confident that they should work just fine.
Perhaps you could explain something else to an amateur like myself: I would have thought that because Chaos Warp is lower in cmc that it would be the superior choice to something like Cast Out, but maybe I just don't understand the curve.
Considering your idea of using oppression to incapacitate your opponent into submission, as opposed to relying on defensive cards like Dueling Grounds, do you feel like Constant Mists and Red Elemental Blast don't do do enough? Would something like Choke be superior to Pyroblast, due to its more devastating, long-term impact?
Cool, Angelic Destiny works great.
I kinda like the staxy approach of layering one type of prison on top of the other, in addition to the inherent diversity involved, but preventing your opponents from drawing/tutoring cards is a powerful effect. I had considered using Nevermore to oppose more commander-centric strategies, but that could possibly be a dead card, though Stranglehold rarely would be.
This is off-topic, but one of the reasons voltron is so fun for me is because it's so different from the standard decks that most players use and creates fun interactions. I like being able to humble the snobby spike player (not saying all spikes are snobby) that I occasionally play against and level the playing field so that other people can actually have fun, and while I wouldn't consider voltron entirely unorthodox, it is pretty uncommon to see it played.
Anyway, I guess what I'm asking is: are there are any other unorthodox deck types that you would recommend? I get tired of seeing the same decks all the time, so playing something both unique and competitive would be a lot of fun, and most people wouldn't know how to react to something like that. At heart, I'm probably a Timmy player, which is partly why voltron appeals to me.