|Commander / EDH||Legal|
Printings View all
|Commander 2015 (C15)||Rare|
|Return to Ravnica (RTR)||Rare|
Combos Browse all
Counterflux can't be countered by spells or abilities.
Counter target spell you don't control.
Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
Price & Acquistion Set Price Alerts
1 week ago
Ravenrose first of, that 32 land count looks pretty scary to me. I run 36 in my Arjun deck (with 7 mana rocks) and even that is sometimes cutting it close. Seeing that you aim to cast a plethora of mid to high costed instants and sorceries, i'd suggest you use Metallurgic Summonings. Your spells give you an additional body to attack with or in the worst case a chump blocker. Experience learns me that this card can be very clutch. If you're interested in any more instant/sorcery triggers that produce usefull bodies, i'd like to suggest Young Pyromancer, Docent of Perfection Flip and Talrand, Sky Summoner. furthermore, the scry trigger on Jace's Sanctum can be very helpfull. now for the actual instant and sorceries. Ponder is one of my favorites and most used cards. The option to shuffle your deck if you can't find anything usefull has really helped me in the past. Mystical Tutor is a bit more expensive but it will find you whatever you need when you,re in trouble. Bonus Round, Swarm Intelligence, Melek, Izzet Paragon and my fovorite Primal Amulet Flip are absolute beasts when it comes to copying your cards, which can be very powerfull in the right deck. Will Kenrith and Rowan Kenrith have insane synergy together although they're a bit pricey. You're not running that many sorceries, but if you did Hypersonic Dragon is a very sollid card to include. Little can trips like Gitaxian Probe, Quicken, Impulse and Anticipate are quite usefull as well. I'd also suggest to add atleast one more spell that can really beef your hand (and a permanent that gives you no maximum hand size like Spellbook or Reliquary Tower) such as: Blue Sun's Zenith, Pull from Tomorrow, Mind Spring, Stroke of Genius or maybe a wheel effect if you want to possibly hurt your opponents as well. Windfall and Jace's Archivist fit this role very well. Lastly I'll name several other powerfull or usefull cards i forgot about. Psychic Corrosion and Sphinx's Tutelage for mill power, Mindmoil or even my trusty commander if you really like chaos (Teferi's Puzzle Box is an option if you want everyone else to join the madness), Laboratory Maniac is a really nice fail-save (Especialy if you want to secure your Niv-Mizzet, the Firemind/Curiosity combo), regular old Counterspell is always usefull, Counterflux is situation but can stop someone's stupid combo, Chaos Warp, Reality Shift, Pongify are Rapid Hybridization the best removal cards for izzet decks, i like Arcane Denial because it gives your opponent something back, Evacuation can save your beasts as well as fuck over any token decks, cards like Day's Undoing might save you if all goes south, ofcourse any mana rocks are always a welcome addition to a deck. And i guess that's all the suggestions and tips i can think of right now. I know it's a lot, but i live for Izzet decks and any time i get the chance to work on a new one my brain goes into overdrive. I understand what a spellslinger deck needs to dominate and i love to spread that knowledge. I hope i helped, have fun with the power of Izzet!
1 week ago
I really like most of the deck but there are for cards that seem out of place.
1: Runic Armasaur is more of a Sideboard Card and won’t do much in most matchups
2: Kalonian Hydra is a bit too costly. By T5, either you will have killed them or they will have killed you
3: Savage Knuckleblade is kinda just bad
4: Counterflux is also a Sideboard Card V storm
Other than that, great deck
2 weeks ago
I really like some of your ideas to produce mana and will be incorporating them into my version. It's Mizzix in the Mix if you would like to look and see if my ideas work for you.
I went more "all in" on the experience counters and have found that colored mana is at a premium. Therefore, I changed my counter spells from things like Counterflux, Dissipate, or Spell Crumple to things like Condescend, Power Sink, or Syncopate. That way I only need one blue open and I always get an experience counter. Mindswipe gives added burn value, and I like Spell Burst over Forbid as the game lock.
I also tried to replace creatures with spells where possible, so Archaeomancer turned into Mystic Retrieval and Recall, and Lunar Mystic turned into Whispers of the Muse. I also found that effects like Guttersnipe and Electrostatic Field didn't work as well for me as just having another burn spell. This may just personal style though.
Blasphemous Act takes out Mizzix with everything else. You could try Bonfire of the Damned, Sudden Demise, or even Rolling Thunder for some board control. Fanning the Flames looks even better in your list than mine I think.
You are right about there being a problem if Mizzix gets too expensive. I added Inexorable Tide to keep the experience counters coming even with Mizzix in the Command Zone. That allows you to just set up for one big turn where you recast him and win.
3 weeks ago
Sorry! I have been off since the 22nd until today, so here is a Christmas Present!
I think I actually showed you these drops:
Tide of War, Scrambleverse, Warp World, Risky Move, Grip of Chaos, Savage Beating, Chandra's Ignition, Mystic Retrieval, Wild Ricochet, Fury Storm, Wild Wurm, Molten Sentry, Ral Zarek, Helm of the Host, Bottle of Suleiman, Crooked Scales, Sorcerer's Strongbox, Fatespinner, Search for Azcanta Flip, Twincast, Reverberate, Reshape, Counterflux, Squee's Revenge, Chaos Wand, Goblin Lyre, Fling, Chaotic Strike, Aleatory, Winter Sky, Fighting Chance.
4 weeks ago
Hey if you are playing casually, it doesn't really matter.
Drops for casual fun:
Tide of War, Scrambleverse, Warp World, Risky Move, Grip of Chaos, Savage Beating, Chandra's Ignition, Mystic Retrieval, Wild Ricochet, Fury Storm, Wild Wurm, Molten Sentry, Ral Zarek, Helm of the Host, Bottle of Suleiman, Crooked Scales, Sorcerer's Strongbox, Fatespinner, Search for Azcanta Flip, Twincast, Reverberate, Reshape, Counterflux, Squee's Revenge, Chaos Wand, Goblin Lyre, Fling, Chaotic Strike, Aleatory, Winter Sky, Fighting Chance, Mana Clash.
1 month ago
Thanks for a detailed reply!
What I was expecting in the ramp section is more rocks, signets specifically (Simic Signet, Izzet Signet and Gruul Signet). Having 34 lands is fine, but rocks make it more likely for you to hit your land drops past t2-3 since you're not stripping your deck bare of lands. Also they make hands without green sources much easier to keep since rocks can cover you up if you end up needing green. If your meta has a lot of Vandalblast effects it would make sense, but other than that (over)reliance on green in 3+c, especially with a fine budget like yours, doesn't make sense to me personally. Also, and this is a smaller concern, at Mana Vault starts to look quite appealing as a pseudo-ritual to enable intet t2/3 more reliably.
As for counters, I'm a blue mage at heart and I might be biased here. But from your description it seems like your counters package could've been better when you played it. Cheap and efficient counters, such as Dispel, Flusterstorm or Mana Leak, are the best at protecting combos and keeping you in the game. Much better than Counterflux or Misdirection. Their low cmc makes it easier to leave mene open for them. And though paying for 1 or 2 mana counterspell is a feels bad moment, when you take into account that you spent that mana to both "draw" a counter (so it's a clear +1 instead of +0 when cast) and to pay for it in advance (which is very useful bc with just 2-3 cards exiled, any form of counterwars math on your opponents' part falls apart. This also makes tapping out much easier, making it possible for you to milk all the value from the mana available to you). In my opinion it's good. Just "good" is nothing compared to a Expropriate of course, but being a blue player that I am I tend to evaluate cards depending a lot on their floor value instead on their ceiling. If you don't cast your counters, either your manabase/your sequencing/opponents' sequencing got better of you OR there was nothing to counter. In the first scenario counters are not to blame, s**t happens, and in the other one you're probably in a good shape counters or not. But if you can/have to expend your counters, if they were used well, they either saved your butt or handed you the win. In both cases they're literally deciding the game. Again, though casting a counter for is a feels bad moment, even greater feels bad moment is having no response at a game-deciding play or, even worse, having a response, but being 1-2 (colored) mana short to cast it.
Again, my blue devil (TM) horns might be showing too much. I'm not saying you should cram in a dozen of the most popular counters in the game, there is neither such need nor space, but maybe you could use few really efficient ones. My personal recommendations would be;
- Flusterstorm - this bad boy gets better the more competitive your meta gets. In a meta where people are likely to cast multiple spells per turn and to do it early, this practically becomes an uncounterable counter that dismantles storm by itself. All for a low low price of
- Negate - is a very reasonable mana cost even in 4c decks, and the non-creature drawback is minimal
- Counterspell - the classic. In hyper-competitive metas might be pushing it too far, but in 3c it's still reasonable enough to be considered
- Dispel - great for coutnerwars and dealing with non-wrath removal, especially in competitive
- Spell Pierce&Mana Leak - these get worse as the game drags on so evaluate these with a grain of salt. But if you're up against fast decks a lot, these might be the silver bullet you need
- Stubborn Denial - this one is great if you get Intet to stick, and even before that having a bit worse Force Spike isn't the worst thing in the world, especially in competitive
Just so that we're clear; I like the deck. And I don't doubt it works for you in your meta. I also think that its perfectly fine if someone wants to build their deck their way, it's their deck after all. But the moment I see something referred to as "competitive", I hold that deck to a very high standard to the point of becoming stingy. I'm sorry if what's written or the amount of it left a different impression.
1 month ago
Hey thank for checking out my baby!
In regards to your question on the ramp, I am a bit confused by that as I am running quite of ramp in the form of Farseek, Nature's Lore, Rampant Growth, Cultivate, Kodama's Reach, as well as Search for Tomorrow. I also have the fast mana rock ramp in the form of Chrome Mox, Mana Crypt, and Sol Ring. I currently don't have Mox Diamond in the build due to it being swapped over to my Kess deck. In addition there is another form of ramp with lands with Exploration and Oracle of Mul Daya. Not to mention Carpet of Flowers as well. That's 12 instances of ramp and more than adequate as this is not a ramp.net deck, we only use the most efficient form of ramp. The only one that would be missing is Three Visits but I don't own one currently as of yet.
In regards to the lack of counterspells, this actually has quite of a history behind it. In the original V1 of this deck I used to run spells like Counterflux, Stifle, Misdirection, etc. however it doesn't help me to win. It just stalls this deck and slows down the speed of the combo, our main focus is to abuse Intet's ability and paying 2U to flip into a free cast counterspell is a feels bad. Most of the time we are tapping out quite a bit unless we have untappers in the form of Nature's Will or Bear Umbra or running tool box control. In the V2 I decided to go anti-counterspell route and that has actually worked out perfectly, in this iteration came in the package of Vexing Shusher and Boseiju, Who Shelters All along with tutors that can grab them reliably ex. Crop Rotation or Green Sun's Zenith. This improved the chances from our spells getting countered. The current iteration in V3 I was finally convinced that Mana Drain should be added in this deck no matter what as my friend convinced me that it is a ramp spell essentially and lo and behold it is the ONLY counterspell to make it in the deck as of now. There can be arguments where Pact of Negation can be fit in here, but when your going off on extra turns the paying 5 to protect your combo next turn is a detriment. Force of Will is actually not really good as well as most of the blue cards we are reluctant to pitch away whereas in the protection we only have to pay mana to make it uncounterable or life.
I play in a hyper competitive meta with optimized and tuned decks, this is the result of what I have currently for a "competitive" Intet deck. She is not a true competitive commander, but the deck build is competitive enough to go against other "true" commanders in a pod. She is easily cast on T3 or T4 but you have to be aware of the mindset as well, the turn you cast her, can you protect her? That's why we have cards like Autumn's Veil and Heroic Intervention. Our goal is to go off with Intet and one turn is all you need when you have any extra turn tutor in hand. We play with combat tricks and set up is important. All our early game plays is to set up overwhelming advantage and out value your opponents while disrupting them as well. We can play the long game as well, the Seasons Past combo takes 12 mana to execute, Intet short cuts this to 9 mana and we can easily achieve that by turn 4-5. Piloting Intet and decision making is also a core part of playing the deck as well as when your in the control pod you will go for the more stable route instead of burst.
I hope that clarifies some points for you, I'm always tuning and brainstorming to see how else I can perfect her, I still feel there is a better way to optimized her as I am still not fully satisfied with her yet like how I am with my Teneb deck. So I am open to any and all suggestions. This is my first EDH deck and it's been a wild ride refining her to this point. As of now the spellslinger/combo route is what I came up with as the most "optimized" version of Intet.
1 month ago
A player who drops a ton of lands onto the field with Sakura-Tribe Elder, Cultivate, Farseek, etc. and complains about Armageddon is just as much a hypocrite as the player who drops a Consecrated Sphinx and complains about the Swords to Plowshares, or the player who drops Counterbalance and Sensei's Divining Top and complains about Abrupt Decay, or the player who drops Expropriate and complains about Counterspell.
To run a game-winning effect, or an effect like Expropriate that helps you to win and claims players that run the appropriate answer is 'ruining their fun' is being hypocritical.
It isn't 'fun', generally predicated by the fact that they cannot play.
It stops players from winning, therefor isn't fun.
In that case, should we accept players frowing upon any deck that's goal is to stop others from winning or playing?
Well, on the surface, everytime a player wins the game, both conditions are decks. By a lot of the people on this forum's logic:
Banning winning is acceptable.
This is downright stupid. Even excluding this, any control deck is now banned, from permission to stax. Discard stops people from playing the cards they discarded, so it should be banned? Counterspells - banned. Removal - Banned, Hate - banned.
In fact pillow fort should be banned too, by the fact that it can stop your opponents from playing if their only play is to attack you, but your Glacial Chasm is stopping them or something.
At this point, by that logic, you can't defend youself, stop your opponents, or even win, when that is taken to its logical extremes.
Separately, even to slightly better variant on this argument, if stalling the game and not immediately winning is bannable, should every single board wipe be banned? They can also ruin people's fun, so can single target removal when in a specific situation.
In fact, a Blind Obedience, Stony Silence, Peacekeeper, Stranglehold, or any well-timed hatepiece can do this. Your argument would ban tons of normally played, fair, balanced cards. Unless you want every card like this to be banned or frowned upon, you are the hypocrite.
Even if you were to say these previously mentioned examples would only sometimes stall out a game, so would MLD, many times every player has an abundance of dorks or rocks, and wouldn't be affected in any meaningful way. Sometimes it accelerates the game, under effects like a Dingus Egg effect, or a deck aiming to abuse their own lands being destroyed, such as Titania, Protector of Argoth or The Gitrog Monster.