Dizzy Spell

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ravnica: City of Guilds (RAV) 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

SynergyBuild on Beware the Shrubbery (Competitive Lands Matter)

2 days ago

Before I get started, I recommend Autumn's Veil, Pyroblast and Red Elemental Blast as good ways to protect combo-turns from countermagic!

Well, I have always been a fan of lands-matter builds, you know The Gitrog Monster or Tatyova, Benthic Druid, fast-paced combo decks with large amounts of card draw and speed.

Tatyova, Benthic Druid supports lands on the battlefield, The Gitrog Monster supports them in the graveyard, and with Borborygmos Enraged we now have a commander in good colors that supports lands in your hand. Well, almost.

Tatyova, Benthic Druid and The Gitrog Monster support your lands by drawing you cards, which is a very valueable commodity for decks that run a ton of lands, as lands give mana, but not exactly card draw, the two most important resources. Borborygmos Enraged is a tad different, instead it pumps out Lightning Bolts!. This makes it great removal in a competitive scene with a lot of dorks and hatebears if you have the lands to support him blowing everything up, and he can be used to win given enough lands.

Instead of being a commander that cycles through your deck, you are now running a commander that is a win condition if you can cycle through your deck, while also eliminating pesky Spirit of the Labyrinths and Notion Thiefs occasionally. This is not worse by itself, just different to the other "land-storm" strategies that have existed before.

Well then, if you are in colors that make it easy to cycle through your deck, it shouldn't be a problem to pull this off. This would work if you were in or , however you are not, you are in . This will make it harder to make this kind of deck viable, except wait! You aren't a landstorm deck, you are a combo deck that is running Keen Sense and Snake Umbra, which will allow you to turn your commander into a drawing machine!

Okay, then there is a very clear deck in the meta to compare it to, Niv-Mizzet, the Firemind, a powerful Tier 2 list, running Curiosity and Ophidian Eye, which can allow for the commander to deal damage, drawing a card, dealing damage, and so forth, and with the commander costing 4 devotion like this one, it would make sense to compare them, even the enchantments costs are the same!

On the side of Borborygmos the enraged, he is in green and so has tons of ramp, along with being a allied color to red, so there is better lands for him, and also has access to land destruction and some better stax effects.

On the side of Niv-Mizzet, the Firemind, she is 2 mana less, has blue, which allows access to much better card draw, has Tandem Lookout and Mind Over Matter as well, and so has a couple more options than green for combo-pieces, and also has a commander that can draw cards (getting closer to the combo) than Borborygmos Enraged. It has better tutoring options, as Long-Term Plans, Intuition, Dizzy Spell, etc. It has better interaction in the form of countermagic and removal (Chain of Vapor, Cyclonic Rift, Pongify etc.). This is all good and everything, but what Niv-Mizzet, the Firemind truely has over Borborygmos the enraged is that she can win without being lucky on the draw (doesn't need to find a land to trigger again), and can run a 30-land landbase instead of a 42-land landbase to be consistent.

With all of that stacked against Borborygmos the enraged, does that mean he isn't a competitive commander? Not nessecarily, I personally believe every commander could be competitive. No, I think this deck has taken what Borborygmos the enraged is trying to do incorrectly.

I have been working on a primer for making any commander competitive, Why Every Commander is Competitive, and when I looked through the advice I would give others, I would turn this list into a stax list, you run a couple stax cards, like Destructive Force and Wildfire, and I think it is something that this list should do much much more of.

Imagine if instead of this combo-oriented list (which I hope I have explained why it isn't competitive as a land-storm/combo build at this point), was instead a stax build. You ramp into a Ruination, drop a Trinisphere, and your opponents have nothing. Null Rod there artifact mana, Cursed Totem there dorks, and ramp basic lands to win. Blood Moon them, Magus of the Moon them (tutorable via Imperial Recruiter), and eventually, once you have run all of your opponents out of gas, you plop your commander, and play out a Storm Cauldron, taking everyone down in a turn or two. Maybe you run a Kiki-Jiki, Mirror Breaker + Zealous Conscripts combo in the list as a backup.

A deck like that doesn't sound like a deck like The Gitrog Monster or Niv-Mizzet, the Firemind, and I promise it is a competitive list. If it sounds like the commander isn't necessary, you wouldn't be wrong. I could build it with Jerrard of the Closed Fist minus the Storm Cauldron part, and it would do about as well.

See Gruul Stax (WECIC) for what I am talking about! That list is a tad different though, it runs dorks and no Cursed Totem, because green dorks are really fast mana.


I want to apologize if it sounds like I am ramming your deck, this is simply what I see. If you would rather me not criticize your list or suggest improvements, I won't do it any more, just say it.

defwalter_white on Jhoira of the Ghitu EDH: Suspend to the End

2 months ago

why include the greaves and boots when suspended creatures get haste? also what's the win con for enter the infinite? i don't see a reason not to run time stretch either. no shame in running a few counterspells for personal protection, or tutors for protection or bigger spells you want to cast. Mystic Remora and Rhystic Study are excellent card draw cards for gas, and no edh deck is complete without some kind of card draw. Personal Tutor Mystical Tutor Merchant Scroll and Gamble are great includes maybe even Drift of Phantasms to find rhystic study or Dizzy Spell to find remora. and ill assume some of the eldrazi aren't in here cause you can't afford them. other than that awesome deck dude looks fun to pilot i might build one myself

Ornge on Heartless Retriever! (turn 2 win possible)

5 months ago

i've built this deck and absolutely LOVE playing with it, and I have some suggestions. first of all, I would take out the 4 Perilous Myr. it doesn't really do much, as this deck wins by mill. i would also take out the three Thought Scour. i feel there is just too big of a chance of putting something good into your graveyard. (i am supposed to be playing this on myself, right? to get Myr Retriever into my graveyard). I would also take out the Falkenrath Noble. I would also take out 2 Shred Memory. so now the things i would add. first off I would definitely put in 4x Grinding Station. it can also do the infinite mill and is fetchable with our transmuters. i would also add two more Muddle the Mixture. i would then add 2x Dizzy Spell as it can get Altar of the Brood and protect from early attackers. finally, I would add one more each of Dispel and Fabricate. but seriously, I LOVE THIS DECK

Droodkills on The Locust God AltarClamp Combo

5 months ago

+1 for the deck, I like how tuned it feels.

I've always been a fan of Dizzy Spell. It acts kinda like an uncounterable Trinket Mage without the body, and if you want to go super-deep into tutors, you could run Trophy Mage. Tezzeret the Seeker can also fill a lot of roles in this deck. Also, I don't know how counterspell-heavy your meta is, but it seems pretty cutthroat, and your commander seems vital to the strategy. If you can fit in Cavern of Souls despite the color concerns just for your commander, it might be worth it. Lastly, I have grown quite fond of Power Sink. In a situation where multiple players don't want to pull the trigger on casting a relevant spell, if someone does go for some kind of move, Power Sink can open the gates for you to cast your spells with slightly more than no worries, although maybe it will be less effective here with all the 'doesn't untap' artifacts.

Cool to see this commander get some love; it is my favorite design of the three grixis gods, and it is the only one I don't see any play from in standard lol.

Suns_Champion on Apostles, Chimes, and the Library of Jank

5 months ago

Love the combo! Gonna echo some thoughts here.

Razaketh's Rite, Demonic Collusion, Drift of Phantasms, Mastermind's Acquisition(Triton), Trinket Mage, Vedalken AEthermage, Dizzy Spell, Ethereal Usher, Netherborn Phalanx, Perplex are all a bunch of budget tutors you could consider. Many can do other things too which is nice.

Swan Song, Negate, Perplex, Lightning Greaves, Swiftfoot Boots may be a good start to a protection package for the combo.

Necrotic Ooze can act as a copy of the sphinx or Apostle if one of them is in the 'yard.

Also going to second cdkime. Thrumming Stone and a few big demons will serve as a good backup plan.

Hope some of this helps ya!

MrGirth_MTG on Moonfolk Blue Infinite Landfall EDH

7 months ago

@hookedonkronix: I like Spellskite, don't get me wrong, but Phyrexian Metamorph has too many juicy targets, such as the mana doublers, or the Amulet of Vigor, with which you can start stacking triggers from having two of them. Instantly enables going infinite.

@feyn_do_alduin: Drain Power isn't used much, probably due to being very situational. Weaker in multiplayer anyway, and I'd have to replace a counterspell to fit it in. I'd rather have a Counterspell.

@feyn_do_alduin: The deck has Roil Elemental...

@Mgsegal: This deck does have flavor, but not really on purpose. Tamiyo, the Moon Sage could be fit in I suppose, maybe replace Flow of Ideas, although I think that cards better, as you'll draw in insane number of cards off your many islands. So why spend way more money for Tamiyo?

@Basuei: Thanks! It's fun as hell to play, but not easy. it's almost like solving a puzzle every turn, seeing when and how you can go off with what pieces!

hfvalenz: This deck is mainly a combo deck, but Moonfolk Offering is pretty cool for sure. Terrain Generator is just not very good, considering the commander does it way better. As for Coral Atoll, I think it's worse than it looks, since you can't even tap the island it's going to replace. Pretty lame.

As for Dizzy Spell, I had looked at adding it, but it's just not worth a slot. The reason something like Muddle the Mixture is so good is because it's good on it's own, as a counterspell. Dizzy Spell just sucks on it's own. And there's a plethora of artifact tutors in this deck to find the Amulet.

hfvalenz on Moonfolk Blue Infinite Landfall EDH

7 months ago

I really like tribal decks, when building a new list I always tend to go tribal and I had not see a moonfolk deck yet, so kudos for that.

As for 'improvements':

  • I'd say Terrain Generator is a bit clunky but can help with all those "return x lands to your hand" costs.
  • What's your view on Coral Atoll? With Amulet of Vigor works well, but the 'untapped' part of its second ability bothers me a little. Still, once it's on the battlefield works pretty well I think.
  • What about Dizzy Spell as an aditional way to go for the Amulet? It can also fetch Training Grounds and Remora, quite relevant cards.

wonderboyrox on Sea creatures

8 months ago

Legoman18, out of curiosity, did you only put in a play set of Pipers? My original suggested changes were not only the Pipers but to give you "more room for counterspell control and less worrying about digging and scrying". If you are replacing spells like Dizzy Spell (which you no longer need to transmute for for Quest, if you are adding in the Pipers), Opt, or Tezzeret's Gambit (because you are no longer putting all of your eggs in one basket..) with counter spells, then you should see far less issues with keeping Piper out on the field for at least a single turn. Is he going to be a lightning rod? No doubt. But the idea is to keep him on the field for a single turn. That's all you really need. And the more control they waste on him or trying to bait your counterspells, the less control they have for your win cons when they hit the field.

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