|Commander / EDH||Legal|
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|Commander 2015 (C15)||Uncommon|
|Dark Ascension (DKA)||Uncommon|
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Return target instant or sorcery card from your graveyard to your hand.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
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Mystic Retrieval Discussion
8 hours ago
Hello there! Love to see any Mizzix deck as a Mizzix player myself. You say you want this deck to have a "tournament level" competitive approach, maybe I can help you out a little. With all due respect, I want to be frank and I don't think your deck can be called competitive at all right now. I don't know your budget situation, but I will try to break it down as much as I can and give a wide array of options.
- Mana situation: Let's start with the basics, namely your basic lands. As you can see on the nice pie chart, your cards are about 2/3 blue and 1/3 red. Still you have your lands almost at 50/50 islands and mountains. Only 4 lands can produce both and , consider City of Brass, Reflecting Pool and Forbidden Orchard. Moving on, your ramping mana rocks could be better too. Any cheap rock - cheaper than Mizzix herself - let's you cast Mizzix earlier and is a huge benefit to finishing faster. On top of that they can help you cast those big spells should your commander not be around for some reason. Consider any rock that costs 2 or less. Another way to solve the mana issue involves ritual effects. Cards like Seething Song or Turnabout, just to name a couple, give you a sudden burst of resources but demand a combo oriented setup and play style. Although if you want the fastest way to win, rituals are the way to go.
- Curve: Overall your spells are quite expensive. Now I know Mizzix makes casting big spells almost trivial, but if you really want to field this deck in a competitive environment, you should not count on having her out at all. People will target you, just because of your commander. Consider cards with lower cmc to stay relevant when you are under pressure, even if that means giving up on splashy spells. Many cards you are playing now, could be replaced by strictly better ones. Especially look out for cards with as few and in their casting costs as possible.
- Bulk goods: Some of your cards weigh down on your deck like a boulder. I myself like to call them "do-nothing-cards". Cards like Eye of the Storm or Thrummingbird do nothing on the turn you play them and after that only do something your deck already does on it's own. It's almost like you are playing an extra turn for your opponents. Cutting those kind of cards will streamline your deck and minimize awkward turns where nothing happens to progress your position.
- Win conditions: If you want to go for a competitive deck, having your deck trimmed towards as few win conditions as possible is of utmost importance. The most common ways to win with Mizzix are storm, burn, infinite mana & draw and taking turns (all of them). Pick 1 or 2 ways to win but build the whole deck around them. If one way to win supplements the other, even better. But spreading yourself thin over too many ways to win only slows you down.
- Key cards: I see you aren't playing some of the most played and best cards in any Mizzix deck. I'll list some, in no particular order of importance. Merchant Scroll, Gamble, Expropriate, Treasure Cruise, Dig Through Time, Fact or Fiction, Frantic Search, Faithless Looting, Reiterate, Mizzix's Mastery, Past in Flames, Mystic Retrieval, Increasing Vengeance, Chaos Warp, Bonus Round, Goblin Electromancer, Epic Experiment, Aetherflux Reservoir.
- Budget: Just as a heads-up, if you really want to make your deck competitive, you have to consider investing a good amount of money. Most of the time the best cards are the most expensive ones. While you can get by with some budget replacements here and there, at some point only the best cards are good enough. This isn't something you need to force right from the start, but can work towards over time.
Finally, I really hope I gave you some helpful advice and that you are not intimidated by my wall of text. Mizzix is a great commander and if you want, you can transform the deck into a fearsome weapon. Cheers!
1 week ago
Day's Undoing seems bad beacause you just want one super sick turn so ending it not ideal. The extra turn cards are not actually super good because storm count doesn't carry over across extra turns. Turnabout and Palinchron are like free storm count that make high tide insane, palinchron gives you infinite storm count with lands and a mana doubler. Mana Flare is basically another high tide. Seething Song is the best red ritual. Sentinel Tower is another wincon, so are Grapeshot, Empty the Warrens, and Temporal Fissure.
4 months ago
cdkime I definitely hear you when it comes to Dark Ritual not fitting any more. It would be more of a “sacrifice a resource for the energy,” sort of, think like Culling the Weak. The whole MOAR POWER thing. You know “greatness at any cost.” So the lifedrain is fitting in and hurting allies for gain works too. I’m even using status effects, so stuff like Smallpox that goes after their resource, leaving them poisoned or ill in some way, and yes, raising minions from dead foes.
I’m unsure how to facilitate bounce spells in an environment like this. It’s hex-based movement with table-top d6 combat mechanics. I have a number of status effects like Frost Breath that are tempo oriented, but the game is intended to be co-operative, with the option for PvP in the future, so bouncing/flickering bad guys has interesting implications. Limitations on the number of spells that can be cast a turn, and the way the hand is handled has made draw kind of irrelevant but I’m using a return to hand “Mystic Retrieval” style of CA to make up for it. I am using an enchantment style counter spell at this time, but at this stage in development don’t have any bad guys that cast spells. I’m sure they will exist though.
Making attacks unblockable/hit automatically could fit ala Aqueous Form. I like that.
For green, Giant Growth and Rancor fit great! Rampant Growth/Explore are useful ideas. I’m considering a cycle or partial cycle of “you may cast an extra spell this turn,” cards to make something that creates resource more useful, and the ramp cards can make resource for the resource intensive spells. I’m also considering green to be a bit Plant/Animal/Elemental Summoner-y, so that will fill any holes.
Direct damage in red makes a lot of sense.
I think a “nuke the board” spell could be too powerful for the format, but how can a board wipe fit into White without saying outright “destroy/Exile all creatures?” I’m considering some sort of “Consecrate Earth” style AOE spell, but I’m open to suggestions.
I can’t believe I forgot Dismember, straight up killing stuff with flavourful names is juicy. What about other black enchantments or status effects that could be useful?
5 months ago
Thought Vessel is a great mana stone because it provides no maximum hand size, which in Izzet that's handy. And it's a mana stone so it doesn't hurt just accelerates.
Turnabout is a very easy card to abuse here, it's with 2 Experience. It's pretty much Infinite with Reiterate. Seething Song too, goes Infinite pretty easily with Reiterate. Infinite mana enables casting things like Blue Sun's Zenith to win. Guttersnipe can enable a Reiterate into a win-con too, Also works with Reset but have to exclude any sorcery spells you may want/need. Mana Geyser decent here too, but it's sorcery speed and only good for 4-Player Multi pod play. Reality Spasm is a quasi-Turnabout too but a little more mana to kick it off.
Laboratory Maniac is a common win-con with Enter the Infinite, can be tutored with Imperial Recruiter if you like too. Although not needed because I know your going to Beacon of Tomorrows infinitely, you'll need to rely on some protection being drawn, like Pact of Negation at minimum, preferably a Force of Will as well.
I love Jace, the Mind Sculptor, all the modes are amazing.
Foresee feels to high a CMC for me, and a sorcery. I dislike the uncertainty of Steam Augury can toss a combo, I know you have recursion Mystic Retrieval, Past in Flames etc, but I like to control my own destiny.
I'm pretty sure there's better than Meteor Blast? I think.
I don't think Rise from the Tides will win you the game, you don't output much damage along the way, plus how many are you going to get, especially if your using Flashback, etc, you're not really playing a mill yourself base either. You have much better like Mizzix's Mastery. Tunnel Vision perhaps could enable this, also Tunnel Vision has nice synergy with Jace, the Mind Sculptor, If you +2 him and it's not a basic land, you basically Tunnel Vision their entire library. Also, Tunnel Vision is really just another Tutor ability, because it finds a card in your deck (like Mizzix's Mastery for example) and put's it ontop, then draw it Brainstorm, you're already pre-loaded (a little random albeit for the Mizzix's Mastery to go off).
Definitely have lots of other ideas too, you can checkout my deck if interested has some discussion / combo / synergy. I just started working on my Mizzix of the Izmagnus again, he kind of got lots with me working on some Budget EDH decks, but now I'm back into playing him (and then tweaking him). Mine is different strategy, it's definitely more Infinite focused.
6 months ago
I like the deck, but isnt it a little heavy on creatures to support cards like Enigma Geists and Wee Dragonnauts? I suggest cutting some of the weaker creatures (Ornithopter, Surveilling Sprite, Spiketail Hatchling, etc.), and add some more cheap cantrips or spells with Flashback, Buyback, or Rebound Reckless Charge, Artful Dodge, Distortion Strike, Mystic Retrieval, Deep Analysis.
6 months ago
This isn't super sorted, but I tried to keep similar effects together, sorted by cost as well.
General Tip - Since Narset can only cast things whenever they could be cast, instants are a big advantage
About Wraths - You won't want to cast them with Narset out, but it's better than dying(probably get 4-6)
Things to cut:
any equipment - equipment is okay, but since you don't get the equip cost for free you want to focus on low equip costs, or things that protect narset
about aura's - normally they're just card disadvantage but narset probably offsets that
bounce lands - (like Boros Garrison) are usually a little awkward and slow, in three colors you're better off with basics
Aether Gale - tricky since it needs six targets and that won't always be possible
Sea God's Revenge - bounce that only targets creatures usually isn't worth it in EDH, probably better to have hard removal
Breath of Fury - while decent if you have the creatures (and you have some token generation) it's probably not consistent enough, just run sorcs that give extra combats
Dissipation Field - often gives too much value to opponents, maybe even being a lure (lightmine field might be a decent replacement)
Dismiss Into Dreams - you're not targeting that often, and if you are it should be removal anyways
Assemble the Legion - Seems to slow to be effective
Throne of the God-Pharaoh - Need to go wide for this to be really effective
_cheap$$(around or less than a dollar): _
Swords to Plowshares(removal) - excellent creature removal, cheap if you happen to draw it
Crib Swap(removal) - still exiles a creature outright, but 3cmc
Banishing Stroke (removal, tuck, utility) - expensive hard cast without narset/miracle but tucking is often better than destroying(worse than exiling)
Relentless Assault(extra combats) - Extra attack steps with Narset is dumb, do it
Fury of the Horde(extra combats) - extra attack steps (they're the best)
Boros Charm(protection, burn) - versatile, keeps narset alive
Return to Dust(utility removal) - Exiling artifacts and enchantments is better than not
Vandalblast(Mass artifact removal) - not an exciting card, but taking out only opponents artifacts cripples some decks
Sunforger(tutor/equipment) - only good if you have enough cards it can search for, is mana intensive but if you have enough cards it can fetch it'll be worth it
Lightmine Field(pillowfort/defense) - Narset can attack through it, and keeps token swarms off your back
Crawlspace(pillowfort/defense) - Against, stops large swarms, still you'll probably get hit by the two biggest creatures
Counterflux(counterspell) - strong counterspell, wins counter wars
Render Silent(counterspell) - Makes people sad, locks them out of whole turns
Insidious Will(counterspell, spell copy) - versatile, let's you copy stronger effects from narset as well
Reverberate(spell copy) - often is what you need it to be, can be a counterspell or raw value, great for piggybacking on green ramp
Wild Ricochet(spell copy) - copy a spell, twice!
Spelltwine(spell copy, recursion) - recursion is great since you're putting so much stuff in your graveyard
Call to Mind (recursion) - you have spells, may as well re-use the best ones
Mystic Retrieval (recursion) - same but with flashback!
Mirari(spell copying) - copying any instant or sorcery for three is a pretty good deal if you don't have to pay for the spell already
Clone Legion(wincon) - With how many etb creatures people run, this can be a game ender, or enough raw value to put you ahead
Blatant Thievery(card advantage, removal) - stealing things makes people mad, but it's very effective
Journeyer's Kite(ramp) - slower than rocks, but more reliable, a slow and steady way to get mana
Brass's Bounty(ramp) - only good if you need a lot of mana one time
Chain Reaction(mass removal) - board dependent, and kills narset, sometimes you need more wraths
Day of Judgment(mass removal) - very strong
Final Judgment(mass removal) - against some decks destroying all creatures isn't enough, exiling is
_LANDS(can be boring, but are often a big part of how your deck performs): _
Command Tower - Must have in three colors
Mystic Monastery - Tapped lands aren't great, tri-color tap lands in your color are
Rogue's Passage(unblockable) - Being colorless is bad, being unblockable is good
not so cheap$$(around three or more dollars):
Path to Exile(removal) - a second StP, not all decks need it, but it is strong
Darksteel Plate(protection) - keeps your commander safer, isn't super powerful, cheap equip
Rite of Replication(wincon, value) - You still have to pay the kicker but this card is incredible
Waves of Aggression(extra combats) - take extra combats, plus you can play it from the graveyard
Wrath of God(mass removal) - it's the best, but day of judgment is as good 99% of the time
Austere Command(mass removal) - hit's only what you need it to hit, can ignore narset if necessary
Cyclonic Rift(mass removal) - one sided, but you have to pay for the kicker with narset, still can steal games
Blasphemous Act(mass removal) - often one mana
7 months ago
Depending on your Meta, don't use some of these spells (like spot removal that says "nonblack," if a ton of people play black itd be stupid to play it)