Mizzix's Mastery

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Rare

Combos Browse all

Mizzix's Mastery

Sorcery

Exile target card that's an instant or sorcery spell from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.

Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each".)

Price & Acquistion Set Price Alerts

C15

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Mizzix's Mastery Discussion

MarvelousBreadfish on Melt Banana

2 weeks ago

Sweet list, I came up with something not dissimilar a while back. One of my all stars is Mizzix's Mastery. All the copies are cast and therefore added to storm count. With Aetherflux Reservoir in play they all see the stack at the same time so 15 spells in yard is adding 15 to the storm count and then multiplying storm count by 15 spells on Aetherflux Reservoir after the fact due to them all resolving at the same time gaining a minimum 240 life. It makes for some pretty epic wins and even enables me to run some other storm cards as well. That might be changing the core of your list and I am not telling you to change the list but if you haven't tested with Mizzix's Mastery yet I encourage you to do so. If you have a reason for not running it I'd be very curious as to what it is and would love to discuss it.

JXB on Tibor and Lumia take to the sky!!

3 weeks ago

Since Tibor and Lumia are very much centerpieces of your deck, you need to be able to do three things with them. - Get them out reliably - Protect them once they are out - Utilize their unique strengths. You did a good job on point three with providing a lot of ways to get value out of them, mainly by loading up on mass flyers. However, your deck seems to struggle with ramp and protection. As such, I would recommend Izzet Signet, Basalt Monolith, Fire Diamond, Sky Diamond, Talisman of Impulse, Mind Stone, Thought Vessel, Swiftfoot Boots, and Lightning Greaves. As for your spells, in my experience spellslinger decks need two things: Fuel and Hands. Fuel means they need a lot of mana while hands meaning the ability to draw cards effectively. Some good cantrips that could help you are Gitaxian Probe, Ponder, Preordain, Opt, Serum Visions, Cathartic Reunion,Tormenting Voice, Impulse, Mystical Tutor, Whir of Invention and Frantic Search. You also should have a backup plan. In spellslinger decks this means at least two ways to win out of nowhere. Enter the Infinite + Laboratory Maniac+ Omniscience, Dramatic Reversal + Isochron Scepter + Manarocks + Comet Storm Jace, Unraveler of Secrets's ultimate, and my favorite Dualcaster Mage +Fated Infatuation can do miracles. Also for fun, adding in Beacon of Immortality, Blue Sun's Zenith and a few mass draw spells can really kick things up a notch. As for removal Cyclonic Rift, Blasphemous Act, and Chain Reaction are the best ramp spells, while Mystic Confluence is one of the best modal spells ever printed. Tormod's Crypt can destroy decks with ease while Mizzix's Mastery makes life a lot more fun for you. I have never regretted running Sentinel Tower, Aetherflux Reservoir is a massive wincon, The Mirari Conjecture, Swarm Intelligence, and Metallurgic Summonings can win games by themselves. Also look at Jace's Sanctum for more fun and games.

Suns_Champion on

4 weeks ago

Chill dawg. Sorry it took so long to respond. School has just started.

Again, I'm not a cEDH player. Strictly casual. It is simply my opinion that Firesong and Sunspeaker aren't competitive, and would have a hard time dealing with tuned 2.5 decks. Boros in general will never be competitive because it's missing all of the following things:

  • Good Tutors.
  • Good Card draw.
  • Good Ramp.
  • Good Counterspells.
  • Good Combos.
  • Good Recursion.
  • Good Generals.

... all of which seem to be staples in cEDH for as far as I can tell.

Look man, no one loves Boros more than me, but even I know it's the worst EDH color pair haha

Anyway, that's not the point.

It wouldn't take to much effort to make a deck more competitive than mine. Mine is sub-optimal on purpose. Just fill your deck with as much card draw and ramp possible instead of my preferred Sunforger package.

I don't know of any infinite damage combos you could use. You'd probably be better served by a Google search.

There isn't any "single card" that can loop damage and life...without decking out? Not sure your query makes any sense.

Burn spells: Again, you can't just google/gatherer search red burn spells? Or look at my two decks I linked for ideas? But also: Price of Progress.

Cuts and Curve: I think you're gonna have a real hard time making a 2 average CMC deck that can still hit hard in the late game.

Cut Felidar Sovereign. Cut Test of Endurance. They will never resolve/be exile before your upkeep. Cut Etali, Primal Storm, cut Stolen Strategy, they are too random and wont do anything in a competitive environment... divining top makes them near useless.

Your focus should be on Aetherflux Reservoir, Neheb, the Eternal, and Repercussion. So get Enlightened Tutor and Inventors' Fair in here.

Try out The Immortal Sun. Maybe Mizzix's Mastery. Generator Servant is a pet card and also pretty good. Return to Dust. Dispatch if you up the artifact count. Swords to Plowshares and Path to Exile.

That's all for now. Remember, this is your deck, so you have to do most of the leg work. And please have patience with those you've asked for help. They will come or they won't, that shouldn't stop you from finding stuff on your own.

Also try looking at some other Fire&Sun decks? I looked at your most recently view decks and it's just mine and yours.

Also, test out people's upvote buttons. That goes a long way in getting people to like and help you.

JakeHarlow on Jori En, Ruin Diver: Spellslinger

1 month ago

@ Annexus:

Thrilled to hear that you enjoyed the explanation!

In regards to your comments on rituals, it was my own choice not to play them in here. I was testing my list a bit against some of my other decks, piloting both and making the most optimum plays for each. The likes of Seething Song, Desperate Ritual, etc. really pushed things over the top and allowed for very consistent Storm plays on turns 4-6, which, in my admittedly subjective view, was about 1.5 to 2 turns too fast for a "75%" list to be going off. In my view, a 75% tuned Storm deck should be able to go off on Turn 5 off of its very best draw, but more typically go off Turns 7-9. I know that's a pretty subjective metric but it was my best estimate based on my own play experiences in my group's "75%" meta. I found in my testing that the rituals allowed me to push through interaction and provide enough mana to hit the few tutorable, big spells (such as the overloaded Mizzix's Mastery) with far more speed and consistency. So in answer to your question, I'd say yes, rituals certainly make the list stronger, to the extent that I preemptively chose not to include them during deck construction in order to keep with the "fair"/"75%" approach. In their place, I decided to play a few extra cantrips, some "spells matter" creatures (I believe I slotted in Thing in the Ice  Flip and Spellseeker, actually), and an extra counterspell (I think I chose Daze). Essentially, I slotted the rituals out in favor of some more interactable cards that were still strong, but a bit slower. The upside is that while they are slower than the rituals, they do act to stabilize the deck a bit and reduce variance. So, they're not strictly speaking worse. But they certainly are worse choices than the rituals, coming from a strict "building the best UR Storm deck" standpoint.

With regard to Mind's Desire, I really love the card and I wrestled with including it for quite some time. However, it's not quite as essential in this particular build, as it tends to shine best when you have "big mana" spells that it can find, instead of a bunch of cantrips (chaining a bunch of these can still be very powerful, though). It's also at its best when played very early, and this necessitates the use of rituals and cEDH mana rocks like Mana Crypt, etc., which I want to stay away from. Overall, in this particular deck, while it's still a very good card, it's not quite the sort of payoff card that I saw as best in a cantrip-centric deck. I chose to run the Aetherflux Reservoir type cards as payoffs instead. But the jury's far from out on Mind's Desire. It can still lead to some insane Storm plays in this list and I'm still wrestling with it. What are your thoughts on this card?

Spirits on Mizzix, the Storm EDH

1 month ago

Hi mith_mandos,

I've found Epic Experiment to be pretty good, exactly as you mention though, I am not themed, in an deck it wouldn't work very well because it would cast for =0. For me, it mostly draws, removals, and pulls me into my combos, even if it overloads my graveyard, I have quite a bit of graveyard recursion to get started if the combo pieces are in there, or even a Mizzix's Mastery. Totally makes sense why it's not an include in your build.

MatEffect on Narset, Enlightened Master

1 month ago

Hi! I'm glad you like my build. It's a competitive build trying to win (or at least to cast Narset) as fast as possible. I know the deck puts you a target since the first minute. In fact, because of that, I don't use to play it xDD only when my friends want to try more competitive decks, for fun. But I like to add better cards with each expansion, I love it.

I've made some tweaks to the deck some days ago, before your reply, but I didn't changed the list here, only to add Aminatou's Augury, so I edited the deck right now.

I've added more fetches and better ramp artifacts to go faster. Fetches will find the lands I need, I make the deck a little bit thinner when Narset attacks to exile less useless lands.

I knew Battle Mastery and Flickerform were not the best auras to play, so I've changed those and some more. Proteus Staff is a key card for my deck, because it will rearrange your entire deck to cast every single turn, combat phase and aura/equipment because there are no more creature in it, only Narset. The bad thing, if you have a really big Narset, you can't use the Staff to not lose the auras, but I think is a minor trouble here. But the fun thing is that when I cast the Staff and I explain what will happen, everybody scoops up. Added also Omniscience and Dream Halls (this last one only to test it).

I play with some proxies (buuu xD ) so that's the reason to play Capture of Jingzhou, and the original dual lands. Capture is nice with Mizzix's Mastery. Every turn and combat phase you may cast from your graveyard is gas to continue attacking. But if you prefer to use cheaper cards, you can play painlands and Savor the Moment or Karn's Temporal Sundering, but Savor is... meh, because you don't untap Narset.

SynergyBuild on Kess, Combo

1 month ago

Mizzix's Mastery? kess generally covers that job!

Last_Laugh on narset turns

1 month ago

Nice deck. I do have a few suggestions though.

First, a few mana rocks... Pentad Prism is really good here, ramps 2 colored mana and only costs 2, I prefer this over Darksteel Ingot (3 cost rocks that only add 1 mana don't belong here). Basalt Monolith is another possibility, I prefer it over Worn Powerstone due to entering untapped (granted I run both). I also run Copy Artifact as a more versatile 2 cost mana rock.

I'd also try to find more room for tutors and deck manipulation like Personal Tutor, Long-Term Plans, and Ancestral Knowledge.

I've also had good success out of Mizzix's Mastery and am playtesting Bonus Round (whiffed once out of about 10 games I've seen it. Other than that, it's purely disgusting here).

And I'll end with the low-hanging fruit... Nexus of Fate needs a spot.

Anyways, feel free to check out my Narset deck. Feedback, upvotes, and/or ideas are appreciated. Narset, American Beauty

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