|Commander / EDH||Legal|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Common|
|Commander 2018 (C18)||Common|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2015 (C15)||Common|
|Duel Decks: Izzet vs. Golgari (DDJ)||Common|
|MTG: Commander (CMD)||Common|
Combos Browse all
, : Gain .
Price & Acquistion Set Price Alerts
Izzet Signet Discussion
1 day ago
2 days ago
Cards like Overburden , Storm Cauldron , and Mana Breach all fall into the category of what you want to do, I think. If you are looking to cast Wildfire every game, consistently, then you need some tutors, like Mystical Tutor and Gamble , and if there are others, you need them, too. If you lean too heavily on Wildfire , though, people will figure it out an hold up counters or other answers. Sunder is good, too, if you can run ways to get your lands back on the board.
Other than that, card draw and ramp are your two best friends. Jam in all the good draw you can, and probably ramp with artifacts, like Grim Monolith and Basalt Monolith , Mox Diamond , Lotus Petal , Mana Vault , along with your package Sol Ring and Izzet Signet , and those other staple mana rocks. If you end up going artifact heavy, Metalworker might be worth fitting in.
Good luck with your build. Do you have a list yet you could share? I'd like to see it.
2 days ago
You should run more ramp, because Izzet has trouble with that. Stuff like Sky Diamond , Fire Diamond , Mana Vault , Mana Crypt , Izzet Signet , and Thran Dynamo are all mana rocks, so they replace themselves when you cast them when Jhoira is out, plus they will allow to consistently get more mana available
2 weeks ago
You'll probably want as much Ramp as possible for this theme.
Isochron Scepter is also a must. You'll probably also want to drop in Dramatic Reversal. You can make copies of Isochron Scepter with a different imprinted spell on each copy by using Copy Artifact, Copy Enchantment (use it on Copy Artifact) and Sculpting Steel.
You might also find this theme fun to combine with taking extra turns. Blue has a LOT of extra turn spells but, red also has a few however, they are a little more difficult to use because you lose at the end of the extra turn unless you have a way to stop the extra turn before the end step such as using Sundial of the Infinite. The red extra turn spells are:
- Final Fortune which, is the best of the 3 since it is an instant and can be imprinted onto Isochron Scepter
- Warrior's Oath
- Last Chance
Galvanoth is an interesting creature that could work with this deck.
2 weeks ago
I would cut these cards. All of these cards have strictly better versions, Ponder for example, Counterspell and Lightning Bolt - Bolt is not even playable in commander because its impact is just way to low and narrow, and Lightning Strike is even strictly worse than that card.
League Guildmage has awesome artwork, but its activated abilities cannot be used right away, can only be used once per turn and are very expensive for little gain, so I would suggest cutting it aswell, in favour of some mana rocks like Izzet Signet, which your deck ist very much lacking.
1 month ago
You need more lands. 38 is a good number to aim for, and there are some really cheap dual lands (Particularly lifegain and guildgates). Rakdos Signet, Izzet Signet, Dimir Signet, Commander's Sphere, and Darksteel Ingot are mana rocks that help ramp you to be able to cast bigger spells quicker. Also, you need the mana rock,Sol Ring (I don't care about your budget turn one Sol Ring literally wins games)
1 month ago
Thanks for a detailed reply!
What I was expecting in the ramp section is more rocks, signets specifically (Simic Signet, Izzet Signet and Gruul Signet). Having 34 lands is fine, but rocks make it more likely for you to hit your land drops past t2-3 since you're not stripping your deck bare of lands. Also they make hands without green sources much easier to keep since rocks can cover you up if you end up needing green. If your meta has a lot of Vandalblast effects it would make sense, but other than that (over)reliance on green in 3+c, especially with a fine budget like yours, doesn't make sense to me personally. Also, and this is a smaller concern, at Mana Vault starts to look quite appealing as a pseudo-ritual to enable intet t2/3 more reliably.
As for counters, I'm a blue mage at heart and I might be biased here. But from your description it seems like your counters package could've been better when you played it. Cheap and efficient counters, such as Dispel, Flusterstorm or Mana Leak, are the best at protecting combos and keeping you in the game. Much better than Counterflux or Misdirection. Their low cmc makes it easier to leave mene open for them. And though paying for 1 or 2 mana counterspell is a feels bad moment, when you take into account that you spent that mana to both "draw" a counter (so it's a clear +1 instead of +0 when cast) and to pay for it in advance (which is very useful bc with just 2-3 cards exiled, any form of counterwars math on your opponents' part falls apart. This also makes tapping out much easier, making it possible for you to milk all the value from the mana available to you). In my opinion it's good. Just "good" is nothing compared to a Expropriate of course, but being a blue player that I am I tend to evaluate cards depending a lot on their floor value instead on their ceiling. If you don't cast your counters, either your manabase/your sequencing/opponents' sequencing got better of you OR there was nothing to counter. In the first scenario counters are not to blame, s**t happens, and in the other one you're probably in a good shape counters or not. But if you can/have to expend your counters, if they were used well, they either saved your butt or handed you the win. In both cases they're literally deciding the game. Again, though casting a counter for is a feels bad moment, even greater feels bad moment is having no response at a game-deciding play or, even worse, having a response, but being 1-2 (colored) mana short to cast it.
Again, my blue devil (TM) horns might be showing too much. I'm not saying you should cram in a dozen of the most popular counters in the game, there is neither such need nor space, but maybe you could use few really efficient ones. My personal recommendations would be;
- Flusterstorm - this bad boy gets better the more competitive your meta gets. In a meta where people are likely to cast multiple spells per turn and to do it early, this practically becomes an uncounterable counter that dismantles storm by itself. All for a low low price of
- Negate - is a very reasonable mana cost even in 4c decks, and the non-creature drawback is minimal
- Counterspell - the classic. In hyper-competitive metas might be pushing it too far, but in 3c it's still reasonable enough to be considered
- Dispel - great for coutnerwars and dealing with non-wrath removal, especially in competitive
- Spell Pierce&Mana Leak - these get worse as the game drags on so evaluate these with a grain of salt. But if you're up against fast decks a lot, these might be the silver bullet you need
- Stubborn Denial - this one is great if you get Intet to stick, and even before that having a bit worse Force Spike isn't the worst thing in the world, especially in competitive
Just so that we're clear; I like the deck. And I don't doubt it works for you in your meta. I also think that its perfectly fine if someone wants to build their deck their way, it's their deck after all. But the moment I see something referred to as "competitive", I hold that deck to a very high standard to the point of becoming stingy. I'm sorry if what's written or the amount of it left a different impression.
1 month 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:
- Faithless Looting
- Serum Visions
- Izzet Charm
- Frantic Search
- Dig Through Time
- Treasure Cruise
- Mystic Remora
- Mystic Confluence
- Chemister's Insight
- Blue Sun's Zenith
Other cards to consider adding:
- Niv-Mizzet, the Firemind
- Reliquary Tower
- Arcane Denial
- Swan Song
- Mystic Retrieval
- Fact or Fiction
- Talrand, Sky Summoner
- Murmuring Mystic
Cards to consider cutting:
- Fire Urchin
- Firebrand Archer
- Jhoira of the Ghitu
- Kiln Fiend
- Mercurial Geists
- Nivmagus Elemental
- Scribe of the Mindful
- Wall of Mist
- Chandra, Pyrogenius
- Dragon's Claw
- Blazing Salvo
- Countervailing Winds
- Rakshasa's Disdain
- Rift Bolt
- Sinister Sabotage
- Blazing Volley
- Drowned Secrets
Good luck with your deck.