|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Uncommon|
|Beatdown Box Set (BTD)||Common|
|Classic Sixth Edition (6ED)||Uncommon|
|Urza's Saga (USG)||Common|
|Fifth Edition (5ED)||Uncommon|
|Ice Age (ICE)||Common|
|Fourth Edition (4ED)||Common|
|4th Edition Foreign Black Border (4EDFBB)||Common|
|Revised Edition (3ED)||Common|
|Revised Foreign Black Border (3EDFBB)||Common|
|Unlimited Edition (2ED)||Common|
|Collector's Edition (CED)||Common|
|International Collector's Edition (CEI)||Common|
|Limited Edition Beta (LEB)||Common|
|Limited Edition Alpha (LEA)||Common|
Combos Browse all
Counter target spell unless its controller pays . If he or she doesn't, that player taps all lands with mana abilities he or she controls and empties his or her mana pool.
Power Sink Discussion
2 months ago
3 months ago
Let me start by saying I've been playing Mizzix since he was released, and I've constantly strived to make my [[Primer]] Knowledge & Flame deck the best it can be. I'd like to believe with a 96% competitive rating, and the fact that I RARELY lose with the deck means it's a solid deck. As such it has seen several iterations and I've tried playing all kinds of cards... So here's a bit of advice.
I only have 17 cards that aren't spells that Mizzix can discount, 6 of which is Ramp. I only have two creatures, Niv-Mizzet, Parun (I'm testing him for extra draw power and secondary win con) and Laboratory Maniac as one of my main win cons. Of the 9 cards remaining 2 cards help me with consistent draw power, 2 are to protect Mizzix, 2 win me the game, and the rest are just there. Now I'm telling you all this because even with me having so little cards that aren't reduced by Mizzix I STILL end up with them sitting in my hand for ages for fear of tapping out and not having a counterspell up. So there are a lot of cards you have in this deck that do not directly add to your winning... And some cards that just don't play well with a deck that wants to either combo out or burn everyone into the ground.
Here are some suggested cuts:
- Invert // Invent: Invert does nothing really, and Invent is WAY too expensive for what it does.
- Seething Song: Just trade it out for Desperate Ritual so that you can tutor Reiterate and Desperate Ritual with Firemind's
- Keranos, God Of Storms: Great card, but honestly it's just a win more card, this won't win you the game.
- Melek, Izzet Paragon: I played with this for awhile but at the end of the day it's the same as Keranos
- Blatant Thievery: It's a great card, but it always felt lackluster for me because it requires your opponents to have a good board state, which obviously you don't want. I'd suggest Aethersnatch in it's place because then your opponent just plays a spell for you.
- Ignite Memories/Mind's Desire: Storm cards are good but they don't get you the game. In fact I have whiffed both of those spells more times than I can count! I'd say go for something a bit more certain.
- Mizzium Mortars: I just think that this doesn't kill a LOT of creatures in this format Blasphemous Act is strictly better.
- Stolen Goods: It's too easy for this to be a bad card. what if it's a Rampant Growth or vanilla 2/2 or a lord that doesn't do squat for you. Just too RNG
- Temporal Fissure: Too expensive and again it's too easy to whiff the storm aspect
- Sentinel Tower: It just makes you a target, unless you are committing to storm.
- Future Sight: As a blue player you always want people to assume you have a counterspell, or don't want others to know you have a counterspell... This crushes that. If you REALLY need this effect, which I think isn't worthwhile, Precognition Field is better.
- Sunbird's Invocation: WAY TOO EXPENSIVE, and it's strictly just a win more card.
I know I stated a lot of cards are too expensive and you are playing mizzix but assume mizzix isn't on the table because he will be killed or a target 90% of the time.
Here are some cards I'd highly suggest playing:
- The Usuals: I know it's expensive but... Mana Drain , Force of Will , and Pact of Negation I feel are absolutely necessary for this deck.
- Lightning Bolt : I know someone told you to take this out... but... Firemind's plus 4 experience counters means you win the game. You dig for infinite mana with Reiterat+Reality Spasm/Desperate Ritual and grab lightning bolt to copy infinite times with infinite mana casting reiterate on it infinitely. It's a one card combo basically.
- Mission Briefing
- Power Sink : At worst its a counterspell at best it forces someone to pass turn.
- Disallow : One of the best counters in the game.
- Fuel for the Cause
- Increasing Vengeance
- Nexus of Fate
- Scour from Existence
- Coldsteel Heart
- Pyromancer's Goggles
- Darksteel Plate
- Fanning the Flames
- Mana Geyser
- Time Stretch
- Mystic Retrieval
- Mystic Speculation
Sorry I know I posted a lot but I'm really passionate about this deck, and I love to see mizzix players succeed.
4 months ago
Anyway, it depends on what you want from your deck! But strip mine is a white bordered must have. +1 for the nostalgia
4 months ago
I really like some of your ideas to produce mana and will be incorporating them into my version. It's Mizzix in the Mix if you would like to look and see if my ideas work for you.
I went more "all in" on the experience counters and have found that colored mana is at a premium. Therefore, I changed my counter spells from things like Counterflux, Dissipate, or Spell Crumple to things like Condescend, Power Sink, or Syncopate. That way I only need one blue open and I always get an experience counter. Mindswipe gives added burn value, and I like Spell Burst over Forbid as the game lock.
I also tried to replace creatures with spells where possible, so Archaeomancer turned into Mystic Retrieval and Recall, and Lunar Mystic turned into Whispers of the Muse. I also found that effects like Guttersnipe and Electrostatic Field didn't work as well for me as just having another burn spell. This may just personal style though.
Blasphemous Act takes out Mizzix with everything else. You could try Bonfire of the Damned, Sudden Demise, or even Rolling Thunder for some board control. Fanning the Flames looks even better in your list than mine I think.
You are right about there being a problem if Mizzix gets too expensive. I added Inexorable Tide to keep the experience counters coming even with Mizzix in the Command Zone. That allows you to just set up for one big turn where you recast him and win.
5 months ago
Maybe play Power Sink, it's tons of fun to your opponent realize they can't spells this turn because you have more mana.
1 year ago
I've played the deck in both 21 and 22 land builds, and it could be placebo, but I believe 23 suits me best. With 3 colors and the need to include artifact lands, and the fact that we want to make at minimum our first five land drops, I like having the extras. I very rarely find myself wanting LESS lands when I play, versus more, and even when I have extras, Brainstorm lets me shuffle them away. I could probably trade out Mulldrifter for other, cheaper cards like Thraben Inspector or Kor Skyfisher and cut to 21
I originally had Prohibit, but I have a top-heavy meta where it performed poorly. I love the idea of Power Sink for the Inside Out and Burn matchups, though, which are some of our worst. I'll give it a shot in testing.
Regarding Oblivion Ring, I think the only enchantment we really want to remove (at least, in my local meta) is Pestilence. I could see an argument for having enchantment hate MB, but would probably use a singleton Dispeller's Capsule since it can be fetched. Then again, we don't lose much with a single O-Ring... Hmmm. Are there other enchantments we need to worry about that get played?
1 year ago
I'll trust your judgment on Rewind, and it is marked to be removed. Not sure if Cryptic Command is where I'll end up going with that, maybe put in Condescend instead; which can be a low cmc counter when opponent taps out, but still will hold weight late game if I have mana to spare for the counter (also its like Power Sink light, and I love Power Sink). Cryptic Command is really great, but still not sure if it is best fit.
I looked at Spell Queller and for some reason passed on it before; I think it was because I assumed the creature would be removed and the spells would still resolve. Also, I like counters with less restrictions, and the 4 cmc makes it less appealing. That said, being a creature may make up for this too. Good suggestion and will reconsider.
I was also looking at Thing in the Ice Flip and Delver of Secrets Flip when I was finding the walls currently slotted (gatherer blue/white creatures sorted by casting cost). Delver of Secrets Flip would be a more aggressive low cmc card, and now I am running more instants than my initial build; and Thing in the Ice Flip I figured would be a great blocker (and removal magnet) but once again, I only had I think 8 instants/sorceries when I looked at it. More to think about. And thanks for these suggestions.
You and xyr0s both suggested Opt and Serum Visions and I am definitely thinking about those now currently too. Just not sure where to fit them in. They definitely do get more appealing if I decide to go with Thing in the Ice Flip or Delver of Secrets Flip.
Thanks again for the input. I really appreciate it.
1 year ago
I considered cards like Ghostly Prison for a bit, but thought between counterspells and battlefield control cards (I had Counterspell, Power Sink, Oblivion Ring and Pacifism in the deck when I decided not to do costs to attack, and I still have similar cards, although the counters are slower) I figured keeping the battlefield under control would be handled by limiting what makes it to the battlefield or chanting what does make it to the battlefield to make it essentially useless. I definitely like this style of card though for swarm decks, perhaps a good sideboard card. Since the intent of this deck is to slow the game down and make it to the late game, I kind of figured its draw back would mean, late game I'd lose that advantage and some of the control. Not sure if that is making sense.
I actually have Aegis of the Gods in my current build of this (I don't own all the cards yet for the deck you are helping me build, I'm doing this so I know what cards to buy); the only issue I have with it against a burn deck (my other favorite Archetype), is Aegis of the Gods doesn't hold up against burn at all; it buys 1 spell (if I could Aegis of the Gods and do something like Dense Foliage, then I'd be more inclined to use Aegis of the Gods in the final version). Leyline of Sanctity seems to be the better choice. I'm just not sure what to replace to add it. I'm already running mana tight and I'd have to remove something I that I think makes the deck work, to add it. Any suggestions? Actually, I could probably remove Drogskol Cavalry for them; those are only valuable if I have control and get them late game; but if I have control, my other spirits and Godhead of Awe should be able to do the beatdown. What do you think?
And yeah, Disenchant will definitely be in the sideboard. Great suggestion. I can't believe i forgot about it.
Power Sink occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%