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Firemind's Foresight Discussion
1 week ago
Focus on cutting down your cards to 100 first. From there test and revise, see which card is your weakest link. What card are you not happy to see and what card are you happy to see. Work backwards in terms of efficiency. What is your main storm combo? Your alternative?
Start with 36 lands, add in your main lines of winning, add in your back up line, than start adding pieces. The community here can help you as well but you have to know what you want to do. As for recommendation on cuts, here is a list that I see that is the weakest links.
Pyromancer's Goggles, Talrand, Sky Summoner, Archaeomancer, Rise from the Tides, Mystic Speculation, Mystic Retrieval, Mizzium Mortars, Invoke the Firemind, Infernal Plunge, Ignite Memories, Howl of the Horde, Empty the Warrens, Devastation Tide, Bribery, Blatant Thievery, Will Kenrith, Jaya Ballard, Jace's Sanctum, Metallurgic Summonings, Wild Ricochet, Opt, Insidious Will, Firemind's Foresight, Cryptic Command, Counterflux, Comet Storm
The above list is one of either things, it's too redundant, doesn't help your plan to storm, doesn't add any value, or it's too high cost on storm turns. Cut the cards first before thinking of swaps, if you keep on adding cards you won't be able to refine and get too clustered in deciding. Hope that helps.
1 month ago
Well, Mizzix storm's usual payoff is Aetherflux Reservoir, with the commander used as a cost-reduction effect with spells like Treasure Cruise, Dig Through Time, and many other giant spells that keep digging cards, as well as High Tide, Rite of Flame, Desperate Ritual, Pyretic Ritual, and Seething Song as rituals to keep making mana.
Mizzix can reduce the cost of mana-neutral cards like Snap or Frantic Search to net mana, and with effects like Reality Spasm that make a ton of mana on a large Mizzix, you can get a ton of mana and all of the card draw like Firemind's Foresight to get a ton of card draw spells, as well as effects like Stroke of Genius, etc. afterwards the deck commonly drops an Aetherflux Reservoir, then goes infinite with Reiterate and Desperate Ritual/Seething Song/Pyretic Ritual/Reality Spasm to win the game.
The rest of the deck is based on using cantrips like Ponder, Brainstorm, Preordain, Impulse, etc. as well as cards like Mind Stone, Izzet Signet, and other fast mana rocks, to make enough mana to win all in one turn, generally turn 4 after you drop Mizzix turn 3 off of a Fellwar Stone, etc. It is blisteringly fun and fast.
1 month ago
Squee Flavor Text Card:
The Great Burrows -- At the beginning of your upkeep, discard a goblin card or a random card, then return a card from your graveyard to your hand at random.
"I miss Squee. He never got lost in the burrows." -- Tuktuk, the Explorer
Wild card (i don't know what a wild card is, so i'm wingin' it):
Into the Wilds: Shuffle your library, then reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield, then put the rest on the bottom of your library in any order.
Never know what's gonna come out of the woods of Zendikar...
1 month ago
1 month ago
i would suggest Fall of the Titans over both Gut Shot and Lightning Bolt. i feel it much more flexible as it can be used as removal and to finish a player with low life total as well as be part of the infinite combo and tutorable by Firemind's Foresight
2 months ago
In the forum you asked about Seething Song, I do like it, and it goes infinite pretty easy with Reiterate. It's only CMC3 if you don't have Reiterate so it usually doesn't hurt you. Being all is not optimal, but can pay buyback, and costs efficiently. I would keep it in. Although Pyretic Ritual can too.
I play more of a copy/spellstorm strategy so a little different than you, but the deck looks good. In my deck description, I have lots of tutors and combo/synergy interactions if your interested. +1.
2 months ago
Bigant1: You should probably consolidate your forum threads into a "Help with Mizzix" Thread. It stops the forums from getting flooded all with help for the same deck. It also means that it provides people with more context about other changes which are happening.
On the topic of Seething Song - it's ok but I don't think it warrants a spot. It works in comob with Reiterate but you'd be better with Pyretic Ritual as it still net gains you one mana per cycle (assuming you can buyback for free) but can be fetched with Firemind's Foresight.
For ramp, I would recommend adding more mana rocks - you currently have very little in the way fo ramp for Mizzix which can make starving the deck of your commander quite easy.
Side note - I would look at either adding Lightning Bolt or more one drop card advantage spells for the Firemind's Foresight package. Currently you only have Brainstorm to dig with and if that's in the graveyard you have to have your mana sink in hand. Whispers of the Muse is very good with Mizzix as it can effectively be : Draw a card.
3 months ago
Thanks for the second great explanaton, and sorry for the late reply! Life's hectic. I understand the view on the rituals, being non-interactable. Last week, this was clearly shown in a local EDH tournament where someone just went ahead and played solitaire for a good 20 minutes. Felt kind of bad, so I'm questioning my inclusion of those in my deck as well. Some payoff cards seem to be cool, been thinking about Firemind's Foresight for the fun of it.
As to Mind's Desire, I'm currently on the fence about this card. I actually love this card and the janky combo's you can pull off with it. I actually play this in combination with Eye of the Storm, which is crazy when you're chaining scry's, draws and spells here and there. There's been a game where I've been able to storm infinitely due to a play of said Desire, not being able to win the game on the spot. A second spell was cast that turn, mine, and the stormcount went up to over 120. (We actually played it out for the lulz and it was hilarious). But, it can be a nasty one. I'm all for including it. It's the one storm card that's not a guaranteed win, in my humble opinion. And, let's not forget, you need some inevitability, it's a great way to win the game if there's over 15 turns in a game and things just stall.