Izzet Boilerworks


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

Printings View all

Set Rarity
Iconic Masters (IMA) Uncommon
Commander 2017 (C17) Uncommon
Commander 2016 (C16) Uncommon
Commander 2015 (C15) Common
Modern Masters 2015 Edition (MM2) Uncommon
Commander 2013 (C13) Common
Duel Decks: Izzet vs. Golgari (DDJ) Common
MTG: Commander (CMD) Common
Guildpact (GPT) Common

Combos Browse all

Related Questions

Izzet Boilerworks


Izzet Boilerworks enters the battlefield tapped.

When Izzet Boilerworks enters the battlefield, return a land you control to its owner's hand.

: Add to your mana pool.

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Recent Decks

Izzet Boilerworks Discussion

enpc on Cheerio, Govna!

1 week ago

Why are you running Izzet Boilerworks? A deck that has ABURs in it should not be running ravnica bounce lands.

K1ngMars on Nekusar, the Mindrazer

2 weeks ago

Seems to be a really fun, low budget Nekusar, the Mindrazer deck.I'd suggest removing Izzet Boilerworks, Rakdos Carnarium and Rupture Spire, since those, in certain situations could screw you up, and instead add a Temple of Epiphany(to complete scrylands cycle), Sulfurous Springs(to complete painlands cycle). For a further upgrade there consider Mikokoro, Center of the Sea.

I like the instant speed Tainted Strike that could kill some unwilling opponent, great pesky move.On the other hand I'd probably remove Glistening Oil, since it really doesn't have a specific use in this deck.

Since you are going about this on a budget, I'd suggest really fun cars that combo with Nekusar like:

Soulquake(Mass bounce + your foes will probably discard most of their graveyard in terms of card amount... just be sure that this move doesn't allow them to come back);

Guiltfeeder(Since it has fear, if it swings on an opponent that can't block it, it could deal lethal damage. Absolutely reliable win condition);

Dragon Mage(Though it has to connect);

Day's Undoing(You need to play around the fact that it ends your turn);

Wheel of Fate(Nothing to say, simply great);

Wheel and Deal(Wheel of fortune just the opponents you choose);

Raiders' Wake(Great synergy);

Hotspeed10 on Jhoira of the Ghitu

2 weeks ago

I might would add Izzet Boilerworks and Temple of the False God there good lands.

P.s. thought about what to say for about 5 minuets and the best I could come up with was both grammatically incorrect and dumb.

Lurac on Blood Sun and taplands

2 weeks ago

As I see it, Blood Sun's static ability can't affect lands before they come into play, which would mean that a land that "enters the battlefield tapped" will still do that, while any triggered etb ability that a land may have is disregarded.This seems intuitive to me, but I hear other people saying otherwise. If I'm wrong, I'd be happy if someone explained to me [i]exactly[/i] why.

To make it clear: What happens when Blood sun is in play and I play a bounceland, like Izzet Boilerworks?

Does it enter tapped? (I think yes)

Does it return a land? (I think no)

OpenFire_V2 on Valued Momentum

1 month ago

My suggestions: Cut Deprive, Nimble Obstructionist, Cryptic Serpent, and Noxious Revival and move Echoing Truth to your sideboard. All these cards are just too slow or too ineffective for what you want to be doing. I think Izzet Boilerworks is far too slow for this type of deck and should be either basics or ideally some Spirebluff Canal or Steam Vents. Some inclusions you should look into are the 4th Serum Visions, maybe Young Pyromancer, and maybe some Spell Snare or Mutagenic Growth depending on what your metagame looks like

Suns_Champion on Tharr be Pirates

1 month ago

Alright! Hi! Since this is your first EDH deck I'll start with a lot of basic/staple things to get you up to speed :)

First, welcome to the best magic format! If you haven't already, check out the rules website here.

Back? Alright! We need to get you up to 100 cards my friend! Let's start with your lands.

For any average EDH deck, you need 35-38 lands. This depends on a great many things(like curve, strategy, ramp, card draw, ect) but something in that range is what you should shoot for.

Going all basics is very risky because there's no guarantee you can get all three colors on turn 4. It's also hard to cast stuff with double or triple colors in their mana costs. So here are a bunch of $5 and under suggestions to get you up to ~37 lands. I like to do things in cycles, so I have the same amount of each color available.

Fetches: Evolving Wilds, Terramorphic Expanse, Grixis Panorama.

Scry lands: Temple of Deceit, Temple of Epiphany, Temple of Malice

Bounce lands: Dimir Aqueduct, Izzet Boilerworks, Rakdos Carnarium

Fast lands: Blackcleave Cliffs, Darkslick Shores, Spirebluff Canal

Extra mana: Temple of the False God

Checking Taplands: Dragonskull Summit, Drowned Catacomb, Sulfur Falls

Lifelands: Akoum Refuge, Dismal Backwater, Swiftwater Cliffs

Painlands: Shivan Reef, Sulfurous Springs, Underground River

Any color: Path of Ancestry, Reflecting Pool, Mana Confluence, Command Tower

So those are all a bunch of relatively budget options you can use. I usually keep all of those the same and change the number of each basic land to match the color ratio of the deck.

Next I want to talk about ramp. Any EDH deck should have about 8-10. You don't have green so most of it will be artifact ramp. Your commander has a CMC of 4 so it's important to use 2 cost artifact ramp to get her out on turn 3.

Dimir Signet, Rakdos Signet, Izzet Signet, Fellwar Stone, Mind Stone, Thought Vessel, Talisman of Indulgence, Talisman of Dominance.

Sol Ring goes in pretty much every EDH deck. If you think you'll be playing EDH for a while I'd buy at least 5 haha

Chromatic Lantern costs a lot but is really important for anything with 3+ colors. Commander's Sphere, staple.

Thran Dynamo and Hedron Archive will give you a mid-game boost.

That'll give you a solid playable mana base, whith with you can do anything with the rest of the deck and still play normally. You could even change commanders if you want!

For the rest, I'll turn to the pros: This is the Command Zone Episode 151 where they talk about their template and how much ramp, lands, board wipes, spot removal, card draw, creatures, etc etc etc you should have in your average deck. Definitely watch it all but here's a summery I found in the comments:

Mana Ramp - 10Card Draw - 10Single Target Removal - 5Board Wipes - 5

Standalone - a card that works on it's own or in concert with your commander. (25)Enhancer - a card that either amplifies or is amplified by your commander, standalone cards or other enhancers. (10-12)Enabler - a card that covers a weakness or a fills a gap in your strategy. (7-8)

Then head over to EDHREC and pick out cards that interest you!

One last peice of advice, don't go and buy all this shit yet. Wait a while, craft the deck, continue getting advice on it, then buy the cards you know you want. Don't be like me and but 200 cards for a 100 card deck haha

Good luck!

familyguy666 on Goblins

1 month ago

Looking at it, you may want to add in a little more support for blue. It would not hurt to power the blue a little more with cards like Swiftwater Cliffs, Highland Lake or Izzet Boilerworks. It would certainly open up more options for defending an enchantment from being Cancelled or Negated when running against blue as you could add in your own counters, and it can also save your strategy from being boardwiped by cards like Merciless Eviction and others. In addition to adding protection to your enchantment that is crucial to your strategy, it can open up new avenues of hurt in the form of cards that bounce attackers that can be used in to take out your Krenko, Mob Boss by using Prey Upon, Rabid Bite or Pounce. The overall concept is an awesome strategy and I'll probably build myself a deck to spam infinte goblins, but in going mono red and relying on two evolving wilds and a good draw to kick off your combo, you're leaving yourself open on a lot of fronts and for a lot of things to go wrong.

xyr0s on Modern Control/Burn

1 month ago

A couple of basic things: 3 cmc counterspells aren't really viable in modern. Remand, Mana Leak, Spell Pierce,Deprive, Squelch... there are many others, you could play. Of course there's an exception: Cryptic Command - it's good, and playing it from the graveyard with gearhulk is pure value. Anyway, the modern format is fairly fast, and if counterspells is your main way of interacting with your opponent, in the games where you are on the draw, they get 3 turns to just do their thing, as long as you play 3 cmc counters.

Also, Izzet Boilerworks and the other karoo lands are only for those who use their bounce ability for something (like amulet-titan). Otherwise, it's too much of a risk, as it could be bounced or destroyed (and many decks have anti-land cards at least in their sideboard, due to tron). But since you have a very high land count, just remove them, and add 4 Opt/Serum Visions instead. Since you play control, you need some way of digging for answers, and these are good for that.

Last thing: Add some Anger of the Gods. currently you don't have the greatest game against go-wide aggro, and anger would help on that.

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