Dizzy Spell

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Ravnica: City of Guilds Common

Combos Browse all

Dizzy Spell

Instant

Target creature gets -3/-0 until end of turn.

Transmute (1)(Blue)(Blue) ((1)(Blue)(Blue), Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)

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Dizzy Spell Discussion

erty1468 on Pila Pala Combo

10 hours ago

I found Dizzy Spell which in this deck can be used to delay death against infect and transmute for Banefire lowering the risk of mill and avoid counter spells.

SpaghettiToastBook on Azami the Tsunami

1 month ago

Mind Over Matter is the best combo with Azami; it's a must-have. Since you have Intruder Alarm, I think Cryptic Gateway is worth running. It gives you tons of cards and often just wins outright.

I really like Teferi, Mage of Zhalfir. Limiting your opponents to sorcery speed is very powerful -- not only do you not have to worry about other players' spells on your turn, but you can also counter other players' spells without interference. Flash is also really nice -- so much so that I recommend Leyline of Anticipation or Vedalken Orrery. Another great wizard is Glen Elendra Archmage. It's great for preventing your opponents from stopping your win, and just for slowing them down.

Dizzy Spell and Drift of Phantasms are great tutors. Delay is a nice cheap additional counterspell.

I don't like Deranged Assistant because there is a chance you'll mill Laboratory Maniac. Realmwright, Sage of Epityr, and Dakra Mystic seem pretty ineffective. How well does Psychosis Crawler work as a win condition?

I also have an Azami deck: Amazing Azami.

VesuvanDoppelbanger on Niv-Mizzet

1 month ago

How about a Dizzy Spell for an uncounterable tutor for your Curiosity?

Drift of Phantasms could do the same for your Ophidian Eye.

MagicalHacker on Nekusar infect

1 month ago

Awesome!

Okay so if we are going to aim to win with Nekusar dealing lethal infect to each opponent, we obviously need ways to give Nekusar infect, and like we mentioned before, there are only five ways to do that, so we will make due with what we got. That's six cards done, but what about the rest of the deck?

Well, if we think about Nekusar getting infect, we can guarantee that our opponents will try everything in their power to kill Infeckusar as fast as possible, so based on that, Howling Mine effects are basically worthless. What we need are wheels. Play Tainted Strike and follow it up with a Wheel of Fortune and a Burning Inquiry.

The wheels we can add include Burning Inquiry, Commit / Memory, Dark Deal, Diminishing Returns, Incendiary Command, Jace's Archivist, Magus of the Jar, Magus of the Wheel, Memory Jar, Molten Psyche, Reforge the Soul, Runehorn Hellkite, Standstill, Teferi's Puzzle Box, Time Reversal, Time Spiral, Timetwister, Wheel of Fortune, Whirlpool Warrior, Whispering Madness, Windfall, and Winds of Change. That gives us 22 wheels, which I will recommend each one being used here. (Many of these are very expensive, so if you aim to build a budget deck, I completely understand dropping some of them, and that's rings true for all of my suggestions actually.)

So infect and wheels gets you about 1/3 through the deck, so what do we do about the rest of the deck? A small portion of the deck should be devoted to protecting the commander, and those are best done with counterspells, because they double as ways to shut down massive plays by opponents. Based off of MagicalHacker - List of All Counterspell Cards, I think the best 7 counterspells for this deck are Swan Song, Arcane Denial, Counterspell, Countersquall, Mana Drain, Memory Lapse, and Negate.

Next, we can definitely get use of a couple tutors to really make sure the deck fires off consistently. We have both wheels and infect pieces, that can be found with a various array of tutors. The seven I am going to recommend are Dizzy Spell, Demonic Tutor, Dimir Infiltrator, Muddle the Mixture, Shred Memory, Dimir House Guard, and Clutch of the Undercity.

That puts us 42 cards into the deck, and just 21 cards away from the 63 nonlands I want to see for the deck. These cards can be whatever you think is necessary, such as maybe 7 ramp cards, 7 draw cards, and 7 ways to destroy permanents, like board wipes and spot removal. As for draw, I highly suggested perusing through MagicalHacker - List of All Draw Cards (Burst) for cards like Treasure Cruise and Ancestral Vision.

As xander11 suggested, I think that proliferate would be a fantastic inclusion.

I do want to mention one last option. If you build just right, you can basically use rituals like Desperate Ritual and Dark Ritual to play your hand to make lots of mana, then spam out wheels and more rituals. It's a very risky play, but if you can get it to work, it can be brutal. In terms of low risk, going with wheels, tutors, infect, and counterspells is going to be your best bet an effective build of Infeckusar.

What are your thoughts?

Master_Of_Obscure_Blue_Spells on Niv-MIzzet Competitive Duel Commander

1 month ago

I ran a Niv-Mizzet deck that, until recently, was a janky, group hug, spellslinger deck. Then I spilled tea all over it. This made me reconsier my card choices, and now the deck is a lot better. Cut Howling Mine, add Dizzy Spell. Out with Talrand, The Sky Summoner, in with Gamble. However, I still have trouble with my creature base. Outside of my 'mander, I'm only running 14 creatures, and they all tutor/draw cards. What are some good creatures that can help my survive long enough against aggro decks to combo off? Any other random spell suggestions would also be appreciated. I know it's hard to reccomend things without seeing the decklist, but I don't have it at hand. Just assume I don't have anything.

Thanks!MOOBS

KarnAgGolem on Circu, Fateseal Lobotomist

1 month ago

Caeruleus I've considered Trinket Mage since it gets multiple options of 1 cmc artifacts. Dizzy Spell seems ok, but I'm not sure I can find a place for it. I'm already running Psychic Surgery, although the cage might be an interesting alternative to Mindlock Orb

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