Izzet Boilerworks

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual 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

Izzet Boilerworks

Land

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.

Price & Acquistion Set Price Alerts

IMA

C17

C16

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Izzet Boilerworks Discussion

PI3L0V3R on Wouldn't It Be Fun If Nobody Else Had Fun?

2 weeks ago

Finally got a chance to sit down and edit the decklist. I removed Izzet Boilerworks, Call the Skybreaker, Inexorable Tide, Syncopate, and Clash of Wills. Tezzeret's Gambit, Diminishing Returns, Fuel for the Cause, and Mystic Remora were put in. I see what you mean about the X counterspells, but having a few to generate experience counters are nice. If the deck runs correctly, Master the Way should be dealing an absurd amount of damage as long as I'm not top decking. Ravaging Blaze is just good budgeted spot removal and burn. Spelltwine happens to be super versatile when it comes to my graveyard, and there is going to be at least 1 good sorcery and instant in 3 other plays graveyards. I'm on the fence on Wild Ricochet as I see what you are saying.

I sideboarded Pyroblast and Red Elemental Blast as we only have 3 blue decks that aren't mine in our playgroup.

freakingShane on Wouldn't It Be Fun If Nobody Else Had Fun?

2 weeks ago

So this will be the same as my above comment. Anything I mention here does not mean that they are bad cards, rather I personally think they are less efficient for your deck's goals and strategies.

These are some cards I would look into cutting/replacing: Show

I won't suggest any more until you see these and gauge whether or not these would be good cuts and replacements. I know there is more you could do if you wanted to, so let's just see what you think so far before we get too crazy here! Haha. Keep me updated on what you're thinking, man! Always enjoy helping other players.

Gottsplitter on Intet, the Top Deck Queen

4 weeks ago

Hi RagingRevine,

and thank you for your feedback. You're absolutly right about my slow lands.

I instantly replaced:

I will give my lands a another close look, and decide if I can spare/afford some more of the good Fetchlands like Wooded Foothills and the like.

Just yesterday, when I played Commander FNM in the store I got kind of run over by Arahbo, Roar of the World who in a 6-player-game somehow thought than only I needed savage beating of 7+ damage starting from turn 3. With faster lands maybe I will in the future have a quicker response...

Thanks again for your feedback!!


Also I'm not quite happy with the really big creatures in my deck. The Preators especially Jin-Gitaxias, Core Augur are good but draw a lot of hate in multiplayer games an don't kill the oppoments. I need some real finishers. If anyone has some good suggestions besides Craterhoof Behemoth, which I already plan to aquire, please let me know.

RagingRevine on Intet, the Top Deck Queen

4 weeks ago

Hey! Thanks for checking out my deck. I've taken a couple of the suggestions. Yours is a lot more creature heavy, much more aggressive than mine it seems. I like the take. What i suggest for you is mainly on the landbase. You have a LOT of powerful creatures to cast with intet, but the landbase slows you down on playing her and ramping out to get them out or intet herself in order to do it quickly or more efficiently i should say.

You run a bit too many tap lands. Each one slows you down by a turn. Turn 1 spells are turn 2, turn 2 are 3 depending on how many you have in the opening and etc. I know some of them have pretty decent abilities, but they run the risk of being destroyed by other lands or creatures. Izzet Boilerworks,Gruul Turf and Simic Growth Chamber are by far the worst. Unlike the other tap lands, these have a great potential to slow you down by 2 turns instead of one and actually don't help with ramp at all. They are good in decks that can abuse them but otherwise should be replaced by a basic or fetch. You run 3 of the original dual lands which you can fetch with them, Taiga,Volcanic Island and Tropical Island. Or just with regular shock lands.

Suns_Champion on Freedom Police's Missile Silo

1 month ago

Hi! Fun deck in my favorite tri-color combo! Let's see if I cant't help ya out!

usually I give suggestions for decks as a whole, but seeing how your mana base is just basics, I'll focus on that instead so as not to info dump haha

This is the basic template for a mana base that I use. It's consistent but not optimal; it gets the job done.

this list will run you around $50, which is very budget relatively but I understand if that's too much for you at the moment. Investing in your mana base is the safest thing to invenst in because you can use all of these for any other Jeskia build, or scrap the parts for 1-2 other multicolor decks. If you stick with this deck forever that's okay too, because even though you may change the decks' parts, strategy, and synergies, your mana base will remain relatively intact.

Adarkar Wastes x1

Azorius Chancery x1

Battlefield Forge x1

Boros Garrison x1

Clifftop Retreat x1

Command Tower x1

Evolving Wilds x1

Glacial Fortress x1

Island x3

Izzet Boilerworks x1

Mana Confluence x1

Mountain x3

Mystic Monastery x1

Needle Spires x1

Plains x3

Reflecting Pool x1

Rogue's Passage x1

Sejiri Refuge x1

Shivan Reef x1

Sulfur Falls x1

Swiftwater Cliffs x1

Temple of Enlightenment x1

Temple of Epiphany x1

Temple of Triumph x1

Terramorphic Expanse x1

Tranquil Cove x1

Wind-Scarred Crag x1

5x other utility lands, specific to your commander/strategy

Hope that helps you! Good luck!

Zelphyr on Nivvy Werbenfiremindjensen

1 month ago

I can't respond to your FB post so I'll do it here. With all the symmetrical draw you have I'd suggest running something like Mind's Eye and Consecrated Sphinx that way you always gain some value. I'm not a fan of the Ravnica bounce lands like Izzet Boilerworks because it's too big of a target for land destruction and unless you have a way to untap it multiple times in a turn it's rarely worth the risk instead i'd run something with more utility like a Riptide Laboratory also The land count is a little low at 36 (35 because maze doesn't tap for mana). If you do run Riptide Laboratory I'd consider a small package to make a lot of use out of it like Venser, Shaper Savant and Trinket Mage. Trinket Mage might as well be the new front man for smash mouth because he's an all star and can fetch up bombs like Sensei's Divining Top and Sol Ring. Don't underestimate Riptide Laboratory because being able to save your general in a pinch is great also you're already running a lot of wizards as well. It seems like you're running quite a few tax cards (study, kazuul, propaganda) I'd take a look at Crystal Shard because it's always fun to catch someone when they're being greedy also you can make good use out of it too. That being said it looks like a fun multiplayer deck :D

Byuante on

3 months ago

I don't think haste is your issue. Demons, like Angels (and Dragons) are all (For the most part) incredibly high in terms of CMC. Your land base can not support the "weight" of the high costing cards. I know you see these cards as essential, but they're not.

Let us start simple. (Pardon the Caps)

AVOID "ENTERS TAPPED" LANDS!!!!

Your deck lacks the necessary cards it needs to be allowed to have tapped lands. Lands that just produce a single mana (Don't care how many colors it can make) should be avoided here. Crumbling Necropolis, Rakdos Carnarium, and Izzet Boilerworks should all be removed and replaced with better lands. Crypt of Agadeem can stay, as it works well with what your deck is so far. I don't like Evolving Wilds & Terramorphic Expanse as the lands they bring have to be basic and enter tapped. (Good Early or Late game, but hurt if drawn Mid game) I especially don't like Myriad Landscape, enters tapped, fetches only for basic, and they enter tapped (In this deck, it doesn't matter if it's 2, it's still too "slow". Hell, it's not even a good mana fixer in certain situations)

I did the math for you. You require atleast 38 lands (That's personal experience)Out of those 38, atleast 32 should tap for colored mana. Out of those 32, 22 lands should be able to tap for black mana, 6 for red, and atleast 4 for blue. Some of these lands should be able to tap for atleast 2 of those colors.

Replacements for lands (These ain't cheap, but it fixing your mana base is essential to this deck running correctly, you don't have to take these suggestions, but your current choices are detrimental to your decks' current state: Cabal Coffers, Urborg, Tomb of Yawgmoth (Lots of Black Mana). Blood Crypt, Watery Grave, & Steam Vents are very very valuable in both senses, they will help fix your mana. Fetchlands are a maybe, but not a must if you can buy them, do so, otherwise, don't, same goes with the original duals (Underground Sea,Badlands, & Volcanic Island). You could use Battle Lands instead (There is no enemy colored cycle yet) those being Sunken Hollow and Smoldering Marsh.

If you don't want to get the shock's, you could try and removing the blue red cards that have more than 1 Red or Blue mana symbol. (As they seem like the two colors you are splashing, and having more than 1 mana symbol means more lands to generate that mana, or if you're cheap, more lands in general.

You're also gonna have to cut some of the more expensive cards that don't pull their weight or are not worth the expensiveness. I really think you run too many creatures and would recommend reducing the count to around 20/25.(Something like Bloodgift Demon for Phyrexian Arena)

Please consider these suggestions if you want this deck to function efficiently.

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