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 symbol:5[[symbol:R (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each".)
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Mizzix's Mastery Discussion
1 day ago
Also Thought Reflection, Consecrated Sphinx, Jace's Archivist, Whirlpool Warrior, Whirlpool Drake, Whirlpool Rider, and maybe Diviner's Wand and Mizzix's Mastery. My friend plays a degenerate Arjun deck, and I feel a lot of the same principles carry over, albeit with a more powerful payoff in The Locust God.
1 day ago
I'd swap out Blaze for Fanning the Flames. It lets you recur the burn, and build it bigger & brighter. Spell Burst, Reiterate, Forbid, and Capsize are all solid choices for recurring spells, as are Arc Blade and Reality Strobe, getting more bang for your buck, as it were. not sure if I'd run all (or even that many of) them, but figured I'd point them out.
you seem to be excessively interested in the opponent's hands, with all the Peek cards you have. I'd probably swap them for better drawing options - Sleight of Hand, Telling Time, Opt, Peer Through Depths, Serum Visions and Think Twice all seem like better fitting options here.
lastly, Recoup for an earlier version of Past in Flames that's single target, Mizzix's Mastery because holy overload batman, and Increasing Vengeance because if its worth casting, its worth casting more than once.
sorry to dump a wall of links on you, been looking at making a similar deck for a while, so had most of these on my mind. best of luck!
3 days ago
1 week ago
So I have quite a few ideas about this deck. First off i think you have too few mana sources, so i would go up to at least 34 lands. I think in addition to removing the mill strategy I'm not a fan of cards that steal a creature for only one turn and just return it. I would rather kill it. I would also cut all the targeted hand disruption and land removal because they have a very minor impact on the game most of the time. You can destroy important lands with cards like Strip Mine without needing to use up slots in your deck. Hand disruption in multiplayer needs to be repeatable or else it's not very good. In Commander I find people have such powerful topdecks that trying to control people's hands one card at a time doesn't really do much anyway because they will still just draw the most powerful card in their deck. Without a ton of countermagic and removal to stop what doesn't get removed from the hand it's hard to actually control the game this way. Most countermagic does not play well with your Commander's ability however. So I would just focus on ways to control and dominate the board. I also included some really good green hate cards and creature hate cards. Alright so I have way too many card ideas to use at once i think but here we go...
Hibernation, Perish, Slay, Chromatic Lantern, Rise of the Dark Realms, Commit / Memory has really impressed me recently, Fated Return, Necromantic Selection, Expropriate, Mystic Confluence & Cryptic Command are counterspells with other modes you can cast anytime, Mizzix's Mastery, Stolen Identity, Supplant Form, Worst Fears....
1 week ago
I would highly suggest as a win condition to run storm cards. Ignite Memories, Mind's Desire, Empty the Warrens, Grapeshot, and Mizzix's Mastery are all good win conditions for the deck, storm-y cards such as Baral's Expertise, Gitaxian Probe, Mana Geyser, Time Spiral, Frantic Search, Seething Song, Turnabout, Pyretic Ritual to keep the engine running
1 week ago
Hands down this is my favorite of all the decks you've done! I love playing Mizzix, but she can draw a lot of hate. Your deck takes all of the stuff I love from Mizzix and puts it in a less suspicious shell. I figured I'd throw out a few of my favorties from my own experiences, although not all of these are budget options.
- Turnabout - helps power-up your experiment by untapping your lands
- Past in Flames - why return Epic Exp to your hand when you can just cast it from the GY?
- Capsize - spells with buyback work great with Epic Exp
- Mizzix's Mastery - incredible useful as long as Epic Exp is NOT in your GY
- Mystic Confluence - not budget, but fantastic utility card
- Part the Waterveil - you can't awaken it off Epic Exp but it's still a free extra turn
- Walk the Aeons - extra turn, and with all your fetching you might have the islands to buy it back
- Firemind's Foresight - a severely underrated tutor, especially with the amount of ramp at your disposal. I'd recommend fetching Swan Song for protection, Epic Exp, and Reiterate for the payoff.
- Snap - if you hit it with Epic Exp then you get free mana!
- High Tide - I dont think there are enough islands in here to justify it, but it's really sweet with some of the untap effects
- Sphinx of the Final Word - meta-dependent, can help make sure your Epic Exp doesn't get countered
- Pyromancer's Goggles - great way to copy your Epic Exp, and it's just a great card to own in general
- As Foretold - I'm not sure if it's great in this deck, but it DOES let you cast spells for free, which means you have extra mana available for the Epic Exp
- Isochron Scepter - so many good targets for this one
- Dissipation Field - helpful defensive tech
- Everflowing Chalice - Pairs really well with Kruphix to power-up your Epic Experiments
1 week ago
1 week ago
Rhystic Study and Mystic Remora for cheap and efficient card-draw engines. They would draw less hate than Jace, Unraveler of Secrets, and since you only have two creatures in your deck, they would allow you to draw more cards than Skullclamp.
Mizzix's Mastery for graveyard recursion.
Do you have enough land to justify Doubling Cube?
Do you have enough card-draw to justify Thought Vessel?
With a counterspell to back it up, you can play Impending Disaster.
Ruination is a good way of getting rid of those annoying lands, and if your opponents are running four colors or more, it could potentially take out everything. It blows up annoying stuff like Boseiju, Who Shelters All, which could also be a great inclusion in your deck.
Land Equilibrium would be great, since your opponents will probably be playing more lands than you.