Niv-Mizzet, the Firemind
Legendary Creature — Dragon Wizard
Whenever you draw a card, Niv-Mizzet, the Firemind deals 1 damage to target creature, player or planeswalker.
: Draw a card.
|Have (4)||winterwind10 , gildan_bladeborn , metalmagic , orzhov_is_relatively_okay819|
|Want (5)||Koromu , soccer6 , HoosCrazy , villa1n , aloeliger|
Printings View all
|Commander 2020 (C20)||Rare|
|Guilds of Ravnica: Guild Kit (GK1)||Rare|
|Masters 25 (A25)||None|
|Commander 2017 (C17)||Rare|
|Modern Masters 2015 Edition (MM2)||Rare|
|Duel Decks: Izzet vs. Golgari (DDJ)||Mythic Rare|
|From the Vault: Dragons (DRB)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Niv-Mizzet, the Firemind occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
UR (Izzet): 0.9%
Niv-Mizzet, the Firemind Discussion
1 week ago
Wow, great work MagicalHacker. Reformatted with card links and averages (rounded up) of the range of decks the combos are in. I figure a single number for each 2 card combo makes it easker to tally up and figure percentages later. So 120,411 two-card combos total.
6255 Exquisite Blood + Sanguine Bond
3 weeks ago
multimedia Thank you for the suggestions! I've definitely had my eye on those three dragons, none of my local game stores have them so I may have to get them online. Also, most of your suggestions for cards to cut make sense, but I don't quite understand on some of them. For example, I thought that Gateway Plaza, Prismatic Geoscope, and Rupture Spire would be good color fixing lands? And I added in Niv-Mizzet, the Firemind to add some card draw, which this deck was lacking in previous incarnations. I guess you're saying Elemental Bond would work better for this? I also thought Vanquisher's Banner would be good for card draw plus some extra oomph from it with the +1/+1's on my dragons.
3 weeks ago
Hey, good start.
Sol Ring, Command Tower and Arcane Signet are three staples in Commander that are within the budget here. Scion of the Ur-Dragon, Utvara Hellkite and Lathliss, Dragon Queen are Dragon upgrades. Dragon Tempest has powerful effects with Dragons. Elemental Bond is good repeatable draw with Dragons.
Ketria Triome and Raugrin Triome are the other two Triomes and Ketria is good in combination with Indatha Triome with Skyshroud Claim which can give you all five colors from two Triomes. Nature's Lore is another land ramp spell that can search for a Forest Triome or Forest Shock land. Crop Rotation is a land tutor for any land and puts the land onto the battlefield. Haven of the Spirit Dragon is another Rainbow land for Dragons.
Cards to consider cutting:
1 month ago
Ok, the main problem I see here is the mana base. There are a lot of budget lands that will help you cast what you want in the deck, especially because our commander is Niv-Mizzet, the Firemind. Izzet Guildgate, Swiftwater Cliffs, Temple of Epiphany, Gateway Plaza, Rupture Spire, Terramorphic Expanse are just a few examples. +1
1 month ago
Niv-Mizzet, Parun + Niv-Mizzet, the Firemind + Torbran, Thane of Red Fell +Pull from Tomorrow + Isochron Scepter + Dramatic Reversal underneath the scepter + mana rocks = killing everyone 5x as fast. I think
3 months ago
3 months ago
Alright fair enough. I think it’s most of the way there already.
Personally, I don’t like Niv-Mizzet, the Firemind or The Locust God from my experience with The Mad King of Tristram. I prefer Runehorn Hellkite since most of my cards end up in the yard after a certain point. You’re not running Memory Jar, Wheel of Fortune, Chandra Ablaze, Incendiary Command (which I should see if I can squeeze back in) or Reforge the Soul though. These cards make your Liliana's Caress and Megrim way more impactful. There’s also that new shade that has the same ability on it too...Fell Specter.
3 months ago
I would cut the following:
Kami of the Crescent Moon, Dictate of Kruphix - Both of these are traps. They seem like they should be good with Nekusar, but, in actuality, will probably get you killed. They add no damage for themselves, so, if you cannot keep Nekusar or Spiteful Visions fielded, they are just pure card advantage to your collective opponents. Yes, each player is getting only a single draw, but you have to look at them as a whole unit--in a four-person pod, you get 1 chance to draw a card you need to win; but you're giving up 3 chances that someone will draw the card they need to stop you. Without built-in damage effects, they are simply not worth it. Likewise, I must disagree with TheOtherHand's suggestion of Howling Mine and Underworld Dreams.
Forced Fruition - much the same problem. Often this means they cast their piece of removal, draw 7, then combo out and win the game that turn.
Here are some things I would recommend adding:
I agree, partly, with TheOtherHand's suggestion on running more wheels. Wheels are the bread and butter of Teferi, allowing you to crank out significant amounts of damage. Howeverm Day's Undoing does not work with Nekusar. When Day's Undoing ends the turn, it also exiles all spells and abilities on the stack--that includes Nekusar's damage triggers. So, by using it, you just caused everyone to draw 7 cards, without actually taking any damage.
I would also add Teferi's Puzzle Box to the list of wheels worth adding. It can disrupt direct-to-and tutors and also does not provide actual card advantage. The repeatable wheel effect can get brutal very quickly. Dark Deal, Molten Psyche, Reforge the Soul, Whispering Madness, and Winds of Change are some other wheel effects not already mentioned.
You should also include more artifact ramp, such as Sol Ring and the talismans and signets.
Curiosity allows you to go near-infinite (can keep combo up until you run out of cards) with Niv-Mizzet, the Firemind and is a solid choice to put on Nekusar as well. Helm of the Ghastlord also combos with Niv, and has the added advantage on Nekusar of forcing them to discard any card they draw, locking them into just playing instant-speed spells.
Hope some of that helps!