Gamble

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Rare
Vintage Masters (VMA) Rare
Urza's Saga (USG) Rare

Combos Browse all

Gamble

Sorcery

Search your library for a card, put that card into your hand, then discard a card at random. Then shuffle your library.

Price & Acquistion Set Price Alerts

EMA

USG

Ebay

Gamble Discussion

blazestudios23 on Mono red card advantage

3 days ago

I'm not sure why no one is mentioning this but the best way to get draw in Red or White for that matter other than wheel cards, which you should run, are artifacts.

There are many artifact cards that let you draw an extra card each turn, even the ones that make everyone draw a card each turn seem to give Red more advantage than other colors as your burn and copy spells are very strong.

Mind's Eye is 100% worth it. Howling Mine and Font of Mythos are both actually very good in mono red. I run all of the above plus these: Coercive Portal, Coveted Jewel, Endless Atlas, Temple Bell, and The Immortal Sun

Lands can help you draw too: Arch of Orazca, Geier Reach Sanitarium, Mikokoro, Center of the Sea, Sea Gate Wreckage, and Treasure Cove

If you run out of cards before you opponent Ghirapur Orrery, would be a great card. Red is all about taking huge risks/gambles which pay off in the end. And you should run Gamble too by the way.

If you run Wheel effects or effects that make everyone discard and draw, Geth's Grimoire, can give you huge advantage.

If you are having trouble with lands I also recommend running more mana rocks.

Cards that make Red spells cost 1 mana less to cast are very helpfull as well as anything that will double your mana.

I also highly recommend Mizzix's Mastery, very powerful when combined with wheels and copied. You can recast the wheel cards on the first go and then use the cards you discarded from the wheel for the second go. I've cast over 20 spells in one turn doing this and managed to cast 3 cards that made me empty my hand end redraw that many cards or 7 cards using Mizzix's Mastery.

I have two Red & White decks, one uses Wheel type cards heavily, the other uses Mana Rocks and Artifacts to make you or everyone draw cards.

hkhssweiss on Izzet Artifacts You Wanted?

4 days ago

Some suggestions that might help.

Krark-Clan Ironworks Gains you plenty of mana and also protection from your artifacts getting exiled.

Codex Shredder Self mill as well as recursion, combined with Scrap Mastery and mana rocks that are able to produce double red produces infinite recursion.

Izzet Signet Since you are running Paradox Engine it makes sense to run all the rocks

Fellwar Stone Ditto

Gilded Lotus Ditto

Mind Stone Ditto

Mana Vault Ditto

Grim Monolith Ditto

Isochron Scepter You can copy spells that you should run such as Cyclonic Rift, Gamble, Brainstorm, Hurkyl's Recall, Faithless Looting, Careful Study, Thoughtscour.

Sensei's Divining Top Staple in artifact decks

Dramatic Reversal Can lead to overwhleming advantage plus go infinite mana with Isochron and mana sources that provide 3 or more mana.

Hope that helps!

Flooremoji on Does this deck have a ...

6 days ago

Like has already been said, WO is not modern. Also Gamble is not modern legal. I would suggest you find a different shell with different hate cards. the closest I can think of is Grixis Whir, and Mono-Red Prison. Both are extremely over your Hate Combos decks budget.

Monti_Jones on Time Lord Mizzix

6 days ago

Hello there! Love to see any Mizzix deck as a Mizzix player myself. You say you want this deck to have a "tournament level" competitive approach, maybe I can help you out a little. With all due respect, I want to be frank and I don't think your deck can be called competitive at all right now. I don't know your budget situation, but I will try to break it down as much as I can and give a wide array of options.

- Mana situation: Let's start with the basics, namely your basic lands. As you can see on the nice pie chart, your cards are about 2/3 blue and 1/3 red. Still you have your lands almost at 50/50 islands and mountains. Only 4 lands can produce both and , consider City of Brass, Reflecting Pool and Forbidden Orchard. Moving on, your ramping mana rocks could be better too. Any cheap rock - cheaper than Mizzix herself - let's you cast Mizzix earlier and is a huge benefit to finishing faster. On top of that they can help you cast those big spells should your commander not be around for some reason. Consider any rock that costs 2 or less. Another way to solve the mana issue involves ritual effects. Cards like Seething Song or Turnabout, just to name a couple, give you a sudden burst of resources but demand a combo oriented setup and play style. Although if you want the fastest way to win, rituals are the way to go.

- Curve: Overall your spells are quite expensive. Now I know Mizzix makes casting big spells almost trivial, but if you really want to field this deck in a competitive environment, you should not count on having her out at all. People will target you, just because of your commander. Consider cards with lower cmc to stay relevant when you are under pressure, even if that means giving up on splashy spells. Many cards you are playing now, could be replaced by strictly better ones. Especially look out for cards with as few and in their casting costs as possible.

- Bulk goods: Some of your cards weigh down on your deck like a boulder. I myself like to call them "do-nothing-cards". Cards like Eye of the Storm or Thrummingbird do nothing on the turn you play them and after that only do something your deck already does on it's own. It's almost like you are playing an extra turn for your opponents. Cutting those kind of cards will streamline your deck and minimize awkward turns where nothing happens to progress your position.

- Win conditions: If you want to go for a competitive deck, having your deck trimmed towards as few win conditions as possible is of utmost importance. The most common ways to win with Mizzix are storm, burn, infinite mana & draw and taking turns (all of them). Pick 1 or 2 ways to win but build the whole deck around them. If one way to win supplements the other, even better. But spreading yourself thin over too many ways to win only slows you down.

- Key cards: I see you aren't playing some of the most played and best cards in any Mizzix deck. I'll list some, in no particular order of importance. Merchant Scroll, Gamble, Expropriate, Treasure Cruise, Dig Through Time, Fact or Fiction, Frantic Search, Faithless Looting, Reiterate, Mizzix's Mastery, Past in Flames, Mystic Retrieval, Increasing Vengeance, Chaos Warp, Bonus Round, Goblin Electromancer, Epic Experiment, Aetherflux Reservoir.

- Budget: Just as a heads-up, if you really want to make your deck competitive, you have to consider investing a good amount of money. Most of the time the best cards are the most expensive ones. While you can get by with some budget replacements here and there, at some point only the best cards are good enough. This isn't something you need to force right from the start, but can work towards over time.

Finally, I really hope I gave you some helpful advice and that you are not intimidated by my wall of text. Mizzix is a great commander and if you want, you can transform the deck into a fearsome weapon. Cheers!

Njirk on ONE TRICK PONY - Godo and a hat

1 week ago

Magnificent!

I would suggest adding Gamble for an extra chance at Treasonous Ogre. (And if you want to throw more money at this deck, Wheel of Fortune.)

leven110 on Niv-Mizzet Loves his Spells

2 weeks ago

Cool Deck, still raw but like the idea Got a few Suggestion;

U need lots and lots of mana for this deck,

Brass's Bounty: is a lot of fun with thousand years storm, else you can copied it and have tons of mana next turn.

Search for Azcanta  Flip will help you filter lost of stuff

Mizzix of the Izmagnus might help a bit

Fire Diamond and Sky Diamond might wanna change it up to Ruby Medallion and Sapphire Medallion extra value in a long run for spells

Chromatic Lantern will help to cast niv

How are you gonna deal with enchantment or artifact;

e.g. you have lots of 2 cmc if an opponent play Chalice of the Void, your entire plan might go down hill. or Thorn of Amethyst, and etc. that have a lot of inst or sorc hate.

What about token decks or creature flooding deck?

aoe dmg spells might be good or return all permanents Cyclonic Rift, Blasphemous Act, Bonfire of the Damned

Extra win con:

Grapeshot might be fun i guess with thousand years

Firemind's Research stack up on those counters my dude

Extra tutor:

Gamble a neat card 1 red cmc

Extra turn jank maybe

Temporal Mastery, Karn's Temporal Sundering ect. combo with thousand years storm might be op, who knows

Deck cycle maybe? end game stuff;

Kozilek, Butcher of Truth or Elixir of Immortality

generalrenard on Should I think about including ...

2 weeks ago

Invent is a powerful and with Mizzix, cheap Tutor to grab a couple win-cons. Unfortunately, Invert is quite lackluster in EDH, because power/toughness switching has little uses (1 mana kill Doran?) I would run it only if you need another tutor effect or can’t afford better tutors like Intuition and Mystical Tutor. Depending on your tastes, Gamble is a the best mono-red Tutor.

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