Council's dilemma - Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.
Price & Acquistion Set Price Alerts
2 days 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.
4 days ago
My main EDH deck is Mizzix and I love it. There is a danger with having Mizzix as your only creature. I run into a lot of people that have creatures or spells that "every sacs a creature" and it really hurts the deck. Commander tax can really add up and make the deck a lot less fun. I play with Young Pyromancer, Talrand, Sky Summoner, and others like it just for the extra creatures. I'd look into extra turn spells as well. You can get them out for cheap so you can do some other stuff one turn, and then Comet Storm everyone. Mirrorpool is a must add land as well. I've been able to copy Expropriate twice before getting 12 turns in a row, to which everyone conceded to me. I would take out Awaken the Sky Tyrant and Rite of the Raging Storm. They're off theme and aren't very good.
1 week ago
So I have quite a few ideas about this deck. First off i think you have too few mana sources, so i would go up to at least 34 lands. I think in addition to removing the mill strategy I'm not a fan of cards that steal a creature for only one turn and just return it. I would rather kill it. I would also cut all the targeted hand disruption and land removal because they have a very minor impact on the game most of the time. You can destroy important lands with cards like Strip Mine without needing to use up slots in your deck. Hand disruption in multiplayer needs to be repeatable or else it's not very good. In Commander I find people have such powerful topdecks that trying to control people's hands one card at a time doesn't really do much anyway because they will still just draw the most powerful card in their deck. Without a ton of countermagic and removal to stop what doesn't get removed from the hand it's hard to actually control the game this way. Most countermagic does not play well with your Commander's ability however. So I would just focus on ways to control and dominate the board. I also included some really good green hate cards and creature hate cards. Alright so I have way too many card ideas to use at once i think but here we go...
Hibernation, Perish, Slay, Chromatic Lantern, Rise of the Dark Realms, Commit / Memory has really impressed me recently, Fated Return, Necromantic Selection, Expropriate, Mystic Confluence & Cryptic Command are counterspells with other modes you can cast anytime, Mizzix's Mastery, Stolen Identity, Supplant Form, Worst Fears....
2 weeks ago
2 weeks ago
Jantun I took out Expropriate as I can't abuse it with Archaeomancer or Narset Transcendent. As far as imprinting legends, I built the deck short on legends so I can copy all of Them! What finisher could I use in Expropriate's spot?
3 weeks ago
Here are some suggestions: Phenax, God of Deception, Hedron Crab, Sewer Nemesis, Baleful Strix, Jace, Memory Adept, Ob Nixilis Reignited, Tezzeret the Seeker , Mind Funeral, Pilfered Plans, Psychic Strike, Mesmeric Orb, Lightning Greaves, Phyrexian Arena, Rhystic Study, Deep Analysis, Sire of Stagnation, Rune-Scarred Demon, Clever Impersonator, Diabolic Tutor, Dark Petition, Rise of the Dark Realms, Bloodgift Demon, Expropriate, Blatant Thievery, Solemn Simulacrum, Dread Return, Reanimate, Body Double, Monastery Siege.
3 weeks ago
Since you're playing 2 colors I don't think the vivid lands and the hideaway lands are very usefull (I'm not much of a fan of the hideaway lands). You can replace those with normal lands, maybe you could also drop to 37 lands.
Call the Skybreaker is very expensive for it's effect... even if you can cast it multiple times.
You could run Young Pyromancer to make extra tokens.
Otherwise: Spellheart Chimera, Mind's Desire, maybe also run Swiftfoot Boots to protect your commander from removal. You could also just run some extra counterspells together with Baral, Chief of Compliance as he reduces the cost of your instants and sorceries while also drawing cards when you counter something.
1 month ago
I don't think that counterspells work super well with this guy. Rebound's pretty useless with them :(
I also don't think that Dovescape works with Taigam.
Regardless, I like the deck! Perhaps add in an Expropriate to REALLY abuse extra turns mechanics :)