Izzet Charm

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica: Guild Kit (GK1) Uncommon
Modern Masters 2017 Edition (MM3) Uncommon
Return to Ravnica (RTR) Uncommon
Duel Decks: Izzet vs. Golgari (DDJ) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Izzet Charm

Instant

Choose one &mdash

  • Counter target noncreature spell unless its controller pays .
  • Izzet Charm deals 2 damage to target creature.
  • Draw two cards, then discard two cards.

Price & Acquistion Set Price Alerts

MM3

RTR

DDJ

Ebay

Izzet Charm Discussion

multimedia on is-it?

1 week ago

Hey, nice start for a budget Commander deck. All my card suggestions are budget, no card over $4 and most are less than $1.

Consider Curiosity and Ophidian Eye? Either one goes infinite when Niv is enchanted by one of them. When Niv is enchanted do attack damage to an opponent or draw a card to do 1 damage to opponent this then draws you a card thanks to Curiosity or Eye. When you draw a card Niv does 1 damage to opponent and it now loops because doing any amount of damage to your opponent with Niv lets you draw a card thanks to Curisoity or Eye and when you draw a card you then do 1 damage to an opponent thanks to Niv.

Niv-Mizzet's mana cost is very difficult to make with the current manabase. To help to cast Niv consider more mana fixing and ramp?

Mana rocks to consider adding:

Cheap mana cost draw is great with Niv, there's already a few a good cards here that draw, but consider more draw?

Draw to consider adding:

Other cards to consider adding:


Cards to consider cutting:

  • Fire Urchin
  • Firebrand Archer
  • Jhoira of the Ghitu
  • Kiln Fiend
  • Mercurial Geists
  • Narcomoeba
  • Nivmagus Elemental
  • Scribe of the Mindful
  • Wall of Mist
  • Chandra, Pyrogenius
  • Dragon's Claw
  • Blazing Salvo
  • Cancel
  • Countervailing Winds
  • Rakshasa's Disdain
  • Rift Bolt
  • Sinister Sabotage
  • Unsummon
  • Blazing Volley
  • Drowned Secrets

Good luck with your deck.


GoblinsBeatElves on Wake N Drake

2 weeks ago

Why is Goblin Electromancer in here, with the deck the way it is? All your instants and sorceries either cost 1 mana, or have double colored mana (Izzet Charm). Either way, the cost can’t get reduced, so Electromancer is effectively a vanilla 2/2 for 2, which isn’t very good. I would try 2 more Crackling Drake and 2 of whatever spells you want in place of them. Also, Smelt is better than Crush in the Sideboard, since it can heat any artifacts. Hope that helps!

eliakimras on Vial Smasher & Kraum EDH

2 weeks ago

May I suggest Shadowblood Ridge instead of Temple of the False God. This filter land may help you pay for a turn 2-3 Vial Smasher the Fierce. Also Exotic Orchard and Shivan Reef are not expensive. You might want Ancient Excavation, Steam Augury, Fact or Fiction instead of Frenzied Fugue, Thought Scour and Extract from Darkness for fuel for Delve. Mind's Dilation, Sunbird's Invocation, Stolen Strategy, Fury Storm and Fevered Visions can often win the game by themselves. You might want some counterspells which can also be card advantage: Izzet Charm and Arcane Denial. Disdainful Stroke and Swan Song stop almost everything for cheap. Have you tried Phthisis? Bojuka Bog and Rakdos Charm are good against graveyard decks (which is a popular theme). You may also consider Brainstorm for better control of your draws.

Liquidbeaver on Argent Moon: Liquimetal Control

1 month ago

Pheardemons: I like a lot of your suggestions, but I am going to try switching stuff little by little, because I think a mix of cards I am running and cards you are suggesting will be the right middleground.

Because of Liquimetal and Scepter the deck plays at a weird pace. If I go too far towards one end end of the spectrum where I have no creatures I need harder control to make up for not having blockers/attackers, and the deck relies even more on the few wincons to stick.

If I go more aggro, then the control becomes weaker and the Coating/Scepter become huge liabilities instead of little ones. So far, a good mix of threats that must be answered has worked out best, even if it messes with the raw tempo of the deck to do it.

Having 0 power is a valid criticism of Spellskite, but I think it needs to stay in the 75 for a few reasons. It can protect my few artifacts, it can redirect burn aimed at me or a planeswalker (one of my hardest matchups), it can soak up auras and pump spells that opponents cast, it doesn't get bounced by TiTi flipping, and it chump blocks a huge majority of the creatures in the format without dying. I would be okay with it being in the SB for the exact reasons you said though, if I play a deck that has no interaction or combos off, it is a dead card.

Thing in the Ice  Flip I think is something vital to the deck. Being able to chump until it flips, and then getting rid of all other creatures on the battlefield, killing all the tokens, and getting around indestructible and hexproof is huge. Quite a few times I've won games against Humans and Stompy purely on TiTi, Bolts, and a counterspell or two. The fact that it flips so steadily while I am just do my thing and interact is a huge benefit. I think I could easily operate on a creaturebase of just TiTi and Spellskite (or Young Pyromancer) in the MB, and if they bring in more creature removal just for that, they are playing to the impact of just 5 of my cards, which aren't my only wincons if I add Keranos/Ral/Jace, they are just secondary ones.

Shrapnel Blast was an addition to act as more of a mainboard Roast, but with the potential for a lot more reach. It also helps quite a bit to limit the drawbacks of running Coating/Scepter, as they can both have a huge impact if I draw supplemental spells at a good time, or they can be terrible if I don't. Since I don't run Faithless Looting or anything besides Mission Briefing/Izzet Charmto pitch those away, I wanted to get more use out of them. Even just adding 1 to the mainboard did a lot for limiting the liability of running Coating and Scepter. Since I'm not willing to remove those two cards, I wanted to make sure I always had something to do with them. MB Spellskite also helps to reduce the negative aspect of those pet cards, as blocking with a Spellskite in an instance where it would die, then saccing to Blast at either a */5 creature, or sending 5 at a player/planeswalker can be huge.

Mission Briefing going down to 3x is probably something worth doing regardless. As cool as it is to Scry a bit, and then recast something from my GY, there are a number of times I drew into multiples where I rather have just had interaction in my hand. 2x would probably be too few since I don't run Snapcaster Mage, but I think 3 may be just right.

Thanks for suggesting Sweltering Suns, I didn't know about that card. I am going to pay attention to how often the exile clause on Anger of the Gods would actually matter (Finks, Dredge?). Right away I think 2x Anger/1x Sweltering would have no negative impact on me, and I can spend some time seeing if I want to switch to the full 3x Sweltering.

I ran different combinations of Blood Moon for a while, and 3 total always felt great, where 4 total felt like I was always drawing multiples, or I would have 2x in the side and never want to bring in more than 1. I think an extra 1 in the SB, in conjunction with some Damping Sphere like you suggested, would be a great way of covering all my bases without overcommitting.

I think I've been thinking of my MB bounce and SB bounce in the wrong way. I want to be able to have the most impact, and hit the highest number of things with my MB spells, and use the SB to refine it if needed. 2x Echoing Truth in the MB, and having 1-2 Expel from Orazca/Boomerangin the SB would be a much better way of making sure my Game 1 potential is highest. Expel/Boomerang in the MB isn't as effective in games where I don't know if I will even land 10 permanents, or if I need to be worried about multiples of permanents coming out.

How do you think Grafdigger's Cage compares to Relic of Progenitus/Tormod's Crypt? Those two were my first thoughts when I was thinking of adding more Dredge and GY hate (besides wanting a second Surgical Extraction in the side), but I completely forgot about the Cage.

I've avoided cards like Pithing Needle for a long time because of my limited knowledge of what cards in other decks I should be worried about, and the sheer card pool that Modern has. I think Sorcerous Spyglass is a great alternative to that for me. I think that would also compliment having Clique as well, as I can choose which one to cast based on boardstate.

Negate is a great suggestion for the SB. I've had a number of games where I wanted to board out Remand against low CMC decks, or board out Mana Leak against big mana decks, but had nothing in the SB to switch it with. Getting it imprinted is also really cool, as it can protect me and itself on every turn.

Thanks again for your perspective on the deck and the general meta! It is very helpful early on in the deck creation like this.

Liquidbeaver on Argent Moon: Liquimetal Control

1 month ago

Pheardemons: I like a lot of your suggestions, but I am going to try switching stuff little by little, because I think a mix of cards I am running and cards you are suggesting will be the right middleground.

Because of Liquimetal and Scepter the deck plays at a weird pace. If I go too far towards one end end of the spectrum where I have no creatures I need harder control to make up for not having blockers/attackers, and the deck relies even more on the few wincons to stick.

If I go more aggro, then the control becomes weaker and the Coating/Scepter become huge liabilities instead of little ones. So far, a good mix of threats that must be answered has worked out best, even if it messes with the raw tempo of the deck to do it.

Having 0 power is a valid criticism of Spellskite, but I think it needs to stay in the 75 for a few reasons. It can protect my few artifacts, it can redirect burn aimed at me or a planeswalker (one of my hardest matchups), it can soak up auras and pump spells that opponents cast, it doesn't get bounced by TiTi flipping, and it chump blocks a huge majority of the creatures in the format without dying. I would be okay with it being in the SB for the exact reasons you said though, if I play a deck that has no interaction or combos off, it is a dead card.

Thing in the Ice  Flip I think is something vital to the deck. Being able to chump until it flips, and then getting rid of all other creatures on the battlefield, killing all the tokens, and getting around indestructible and hexproof is huge. Quite a few times I've won games against Humans and Stompy purely on TiTi, Bolts, and a counterspell or two. The fact that it flips so steadily while I am just my thing and interacting is a huge benefit I think. I think I could easily operate on a creaturebase of just TiTi and Spellskite (or Young Pyromancer in the MB, and if they bring in more creature removal just for that, they are playing to the impact of just 5 of my cards.

Shrapnel Blast was an addition to act as more of a mainboard Roast, but with the potential for a lot more reach. It also helps quite a bit to limit the drawbacks of running Coating/Scepter, as they can both have a huge impact if I draw supplemental spells at a good time, or they can be terrible if I don't. Since I don't run Faithless Looting or anything besides Mission Briefing/Izzet Charm to pitch those away, I wanted to get more use out of them. Even just adding 1 to the mainboard did a lot for limiting the liability of running Coating and Scepter, two things that I'm not willing to remove, so I want to make sure I always had something to do with them. MB Spellskite also helps that negative aspect of those pet cards, as blocking with a Spellskite in an instance where it would die, then saccing to Blast to either the */5 creature, or sending 5 at a player/planeswalker can be huge.

Mission Briefing going down to 3x is probably something worth doing regardless. As cool as it is to Scry a bit, and then recast something from my GY, there are a number of times I drew into multiples where I rather have just had interaction in my hand. 2x would probably be too few since I don't run Snapcaster Mage, but I think 3 may be just right.

Thanks for suggesting Sweltering Suns, I didn't know about that card. I am going to pay attention to how often the exile clause on Anger of the Gods would actually matter (Finks, Dredge?). Right away I think 2x Anger/1x Sweltering would have no negative impact on me, and I can spend some time seeing if I want to switch to the full 3x Sweltering.

I ran different combinations of Blood Moon for a while, and 3 total always felt great, where 4 total felt like I was always drawing multiples, or I would have 2x in the side and never want to bring in more than 1. I think an extra 1 in the SB, in conjunction with some Damping Sphere like you suggested, would be a great way of covering all my bases without overcommitting.

I think I've been thinking of my MB bounce and SB bounce in the wrong way. I want to be able to have the most impact, and hit the highest number of things with my MB spells, and use the SB to refine it if needed. 2x Echoing Truth in the MB, and having 1-2 Expel from Orazca/Boomerang in the SB would be a much better way of making sure my Game 1 potential is highest. Expel/Boomerang in the MB isn't as effective in games where I don't know if I will even land 10 permanents, or if I need to be worried about multiples of permanents coming out.

How do you think Grafdigger's Cage compares to Relic of Progenitus/Tormod's Crypt? Those two were my first thoughts when I was thinking of adding more Dredge and GY hate (besides wanting a second Surgical Extraction in the side), but I completely forgot about the Cage.

I've avoided cards like Pithing Needle for a long time because of my limited knowledge of what cards in other decks I should be worried about, and the sheer card pool that Modern has. I think Sorcerous Spyglass is a great alternative to that for me. I think that would also compliment having Clique as well, as I can choose which one to cast based on boardstate.

Negate is a great suggestion for the SB. I've had a number of games where I wanted to board out Remand or against low CMC decks, or board out Mana Leak against big mana decks, but had nothing in the SB to switch it with. Getting it imprinted is also really cool, as it can protect me and itself on every turn.

Thanks again for your perspective on the deck and the general meta! It is very helpful early on in the deck creation like this.

Liquidbeaver on Argent Moon: Liquimetal Control

1 month ago

Logics: Thanks for the thorough comment! Here are my thoughts.

Lands: The landbase has been working out pretty well so far, but I cut a second Sulfur Falls for a 3rd Field of Ruin, and after a bunch of real playtesting last night (the first non-goldfish testing of the deck). I think that was a mistake. The Fields have been working out well as they are also effectively my 7th and 8th fetches as well. The more I cut them though, the stronger Blood Moon gets instead.

As for the number of lands, at 20 lands I was flooding pretty regularly, so I tried 18 and it was much more consistent. 19 is definitely a good place to settle to, as it would improve the mulligans. Also, I went from no cards above 2 CMC, to four cards at 4 for last night's playtesting, so it was a pretty big swing. I think that should be at most two of them, or take that down to cards that are 3 CMC.

Bounce: Boomerang is really strong, especially when used on a land during the opponent's upkeep step. If it is imprinted, they are locked at that number of lands for the rest of the game, unless they can remove the scepter. That being said, I used to run 4x and it was way too many, and I constantly had multiples left in my hand and nothing constructive to use them on, so I cut them back to 2x. I added Vapor Snag to help with creatures, but effectively caused the 4x Boomerang problem again. I think I will at the very least sideboard the Snags, if not cut them altogether. Those slots would be better served by harder control, like you said, Remand or something similar.

Delay: Delay has been working really well on the scepter, and is awesome against counterspells because all of them except Cryptic Command fizzle when they get recast. I think Delay would be even better alongside a stronger counterspell package, not cut to make room for it. That would help the only real negative I see with Delay being creatures you counter having haste when they get re-cast.

Opt/Visions: I agree with you completely, I think my lack of digging is the biggest issue at the moment. The Izzet Charm and Mission Briefing being my only cards is definitely not enough. Between Opt and Visions I would lean more towards Opt, but I am also looking at Faithless Looting, which would let me pitch extra combo pieces that I don't want in hand.

Muddle: I think that is a fair statement, and although I don't want to cut it entirely, I think going down to a 1-of would be better. That way I still get a tutor if I need it, but I make room for a more versatile spell, and I never end up with 2 in my hand, which has really sucked when it happens. The statement about being good without scepter is spot on, and what I am hoping to accomplish with the deck. It needs to be a value engine, but not an integral part.

Coating: This is something I noticed a few times during my playtesting, so you are on the right track. Often enough I had a March of the Machines or a Liquimetal Coating out, but no removal in hand to use. I think a MB Shattering Spree is a great idea.

Again, thanks for the detailed comment. It really helps to get outside perspectives on this.

Let me know what you think of the newest revision!

Logics on Argent Moon: Liquimetal Control

1 month ago

I feel like your mana base is super greedy. First off, I don't think 18 lands is enough to reliably be able to cast 4 drops, especially because you don't have any way to dig deeper for the lands you need outside of Izzet Charm. I also think that 3 Field of Ruin in your deck with 8 cards that require only colored mana is going to cause a lot of cards to be stuck in your hand throughout games.

All the bounce all doesn't seem that great to me. I feel like putting Opt or Serum Visions in those slots would help smooth out your draws, and find you better removal. Remand is also probably better than Delay, and also helps you find lands.

Overall, I would probably cut the Field of Ruins for better lands, go up to probably 19 lands, and trade some of the bounce for cantrips, as those are way better at digging you to control pieces, and are much more synergistic with Young Pyromancer and Thing in the Ice  Flip. I'm also not crazy about Muddle the Mixture. I understand that it's pretty nice as a utility, and can sometimes counter things, but modern is a format where the most important things happening are happening on turn 3. Taking your turn 3 to tutor leaves your defenses down and likely puts you way too far behind. I get that a lot of these cards are for the Isochron Scepter, but I think for modern you need cards that will be good without it, because if you don't draw it you're stuck with a lot of bad cards in your hand.

You also seem to have a very small set of cards where Liquimetal Coating is actually any good. The 4 Abrade and 2 March of the Machines are your only payoff, and unless you draw March drawing more that 1 copy of Coating is likely useless. March also makes your Coatings very easy to kill. I don't know what to suggest, maybe a mainboard Shattering Spree or something similar.

At the end of the day, it's your deck so take anything I say and do whatever you want with it. Good luck with the deckbuilding and hope even a little bit of this helped.

SynergyBuild on Commanders by Power Level [EDH Tier List]

1 month ago

The reason is twofold, while the card draw is subpar, the ramp is worse, and countermagic isn't great either, you can makedo with subpar of all of those, given you can at least have some decent consistency with cards such as tutors, and good lands, while you can only run about 3 duals in Ravnica, Dissension, Guildpact, Return to Ravnica, Guilds of Ravnica, Gatecrash and Dragon's Maze for UR, there are also a few cards that help fix that cost some mana to do it, and so are filters, that alone won't let you averagely cast Niv Mizzet until turn 7 or so, and because of that, we can't rely on ever casting Niv Mizzet.

The second reason is that their is no real good two-card combo inset, and so with all of the digging, you won't get to a win, not to mention that controlling all three opponents with stax is something that the cards in those 7 sets can't do. Only ~25 cards in your colors could work from those sets, such as Izzet Charm, Steam Vents, and Cyclonic Rift, the rest are nearly unplayable.

Apologies, because the list sounds really vorthos and all!

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