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Destroy target creature. It can't be regenerated. It's controller puts a 3/3 green Frog Lizard creature token onto the battlefield.
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Rapid Hybridization Discussion
1 day ago
I think One with Nature, Whirler Rogue, Awakening Zone, Behold the Beyond, Shamanic Revelation, Bow of Nylea and Bident of Thassa would all fit your deck very well.
Sundering Vitae is similar to Naturalize, but looks a lot better in the context of your deck.
I am not sure if Downsize, Reclaim, Primal Growth and the 1/1 fliers with no other abilities are quite good enough. Also, in your low curve 2 color deck, Chromatic Lantern seems unnecessary, Simic Signet is probably better if you need the ramp at all. Dissipate is expensive at 3 mana, i would play Unified Will or Arcane Denial instead.
You might want a couple of ways to answer an opponent's creature in case it becomes too threatening. Consider Pongify, Rapid Hybridization, Reality Shift, Lignify, Control Magic or Ulvenwald Tracker.
1 day ago
You definitely want some spot removal. However, it needs to be efficient, otherwise you'll end up wasting mana if you need to hold up lands in order to cast your removal during an opponent's turn. If you aggressively tutor for Murasa Pyromancer, then your blink effects can act as removal, but that still requires at least 6 mana to get the creature onboard.
Here's a list of removal spells that I like:
- Snuff Out: You never need to hardcast this. Being able to tap out and still kill a threat is awesome.
- Slaughter Pact: Kill a creature now, pay mana later? Sign me up!
- Swords to Plowshares: one of the best removal spells ever printed.
- Path to Exile: a worse version of Swords to Plowshares is still insanely good.
- Vendetta: It's Doom Blade, except you pay 1-7 life instead of an extra .
- Condemn: It's worse than Swords to Plowshares, but being able to remove a creature without letting it go to your opponent's graveyard (aka, their second hand) can be crucial.
- Prey Upon: This is pretty conditional, but if you consistently have big creatures onboard, then it's pretty mana-efficient.
- Pongify/Rapid Hybridization: Giving your opponent a 3/3 isn't really a big deal. Creatures get way too big in this format, and is way less than you should probably be paying for this effect.
- Go for the Throat: Kills more relevant creatures than Doom Blade, for the same price.
- Doom Blade: Kills things dead. Not hitting black creatures is a fairly large drawback, but as long as you're careful about how many "nonblack" removal spells you play, having a couple isn't an issue.
- Victim of Night: Vampires and Werewolves are basically non-entities in this format, so you basically only need to know that this card can't hit zombies. Given that 99.99% of zombies played in EDH are black, that means Victim of Night kills more relevant creatures than Doom Blade.
- Malicious Affliction: Doom Blade, except it can kill two creatures if you time it properly.
- Terminate: It's difficult to find a better removal spell than Terminate.
- Reprisal: I don't like this card, but it is cheap to acquire, so if you're operating more on a budget, Reprisal a reasonable choice.
- Dromoka's Command: Requires you to have a reasonable creature, but it's incredibly flexible.
- Reality Shift: Given how useless a single 2/2 is in EDH, Reality Shift basically reads "Exile target creature. Its controller draws a card about 20-50% of the time".
- Seal of Doom: This card requires some explanation. While it doesn't provide card advantage and it isn't as mana-efficient as Doom Blade, being able to pay for the card in advance is a reasonable tradeoff. However, the main reason I like this card is that it often discourages people from playing good targets for this spell (namely, dangerous creatures that threaten to take over the game).
- Beast Within: As with Rapid Hybridization and Pongify, a 3/3 isn't worth much in EDH. Being able to destroy any permanent is well worth the 3 mana spent on it.
- Crosis's Charm: Not the most efficient, but it is incredibly flexible.
- Sultai Charm: See above.
- Mortify: 3 mana is more than I want to spend when killing a creature, but being able to hit enchantments makes this card much more appealing.
- Putrefy: See above, but replace "enchantment" with "artifact".
- Anguished Unmaking: Nuke a permanent for almost no downside. What's not to love?
- Reckless Spite: Kills 2 creatures.
- Unmake: It's a little on the expensive side, but sometimes exiling is important.
- Silence the Believers: Having the option to Strive to hit multiple targets makes this card much more palatable. Silence the Believers isn't great, but it's useful.
Some of these cards might not be the easiest to acquire, especially if you're on a budget, but even the less expensive options are good cards.
2 days ago
So due to being less than thrilled with my Bant Token deck, I was thinking about rejigging it to be a voltron deck since my commander; Ishai, Ojutai Dragonspeaker is pretty good at powering themselves up since I often play multiple opponents in my local magic group, and was considering of changing it to a new theme.
Cards I own
I For control and disruption I have plenty of control cards like Convolute, Counterspell, Simic Charm, Spell Rupture, etc... Disruption includes Divine Reckoning, Pacifism, Diminish, Paralyzing Grasp, Rapid Hybridization, Defang, Cage of Hands As well as stuff that trashes enchantments and Artifacts.
For powering up my commander my Artifact pool is less than ideal, had to work with what I got. They include Trailblazer's Boots, Fireshrieker, Skyblinder Staff, Ring of Evos Isle, Grafted Exoskeleton, and Livewire Lash.
Enchantments and effects for protecting my commander and/or giving them evasion include: Infiltrator's Magemark, Holy Mantle, Guildscorn Ward, Alpha Authority, Ghostform, Sheltering Word, Survive the Night, Haze of Pollen, Shielded Passage, Rogue's Passage etc...
Mana Ramp: Assume all of my mana rocks in the bant deck are going to be cannibalized.
Creatures: I don't have the good stuff to do a true one man voltron, but I can use walls like Angelic Wall, Fog Bank, Wall of Frost for protecting myself and the effects of creatures like Fan Bearer, Mistmeadow Witch, New Prahv Guildmage, to aid my commander so they can swing in for lethal damage.
Cards I'm Scouting to Buy
New commander to pair with Ishai: Reyhan, Last of the Abzan
The cards I'm looking to get for this build would be things like the WUBRG Wards and the dual color protection like Shield of Duty and Reason, and Spectra Ward. Mask of Avacyn, Swiftfoot Boots, Aqueous Form, Steel of the Godhead, Indestructibility, and Battle Mastery
Think this is something that I can/should pull off? Any Budget recommendations?
5 days ago
"Hey! I found your Mizzix list and really liked it, trying to build my own and will definitely take some inspiration from yours! I was wondering how it performs? Fun? Does it win? Does it run into issues of Mizzix keeps getting killed? Thanks!"
Some things to keep in mind about my list:
My group is about "Casual fun". Meaning I've avoided things like combos that take 15min during my turn. Extra turns. Ect.
We try to keep our powerlevel/budget similar.
A lot of the deck is focused more on Flavor / doing cool, but not necessarily good things. Saheeli Rai and Chandra, Torch of Defiance are in the list just because I pulled them and went "These planeswalkers have red in them. -GASSSSppp-". Whiles sometimes I get really hilarious things like copying an Aetherflux Reservoir with Saheeli and then deathstaring my friends. Most of my wins are political.
"I was wondering how it performs?" / "Does it win?" - My playgroup loves creatures. Elf tribal. Big eldrazi ramp decks. Those sort of things, so most of me staying alive is political or me getting chump blockers from my token generators (or an early propaganda). My deck use to be a very ghetto storm-ish combo that ended with me taking 25+min and grapeshotting everyone for twice their health. But that wasn't very fun for anyone.
Now the deck is pretty much: Control the board. Be political (always keep some blue untapped). The amount of times I've had my friends go "Dude if you don't counter this, I won't attack you next turn". When I haven't drawn a counterspell all game is getting pretty high. Other than that it's just protecting mizzixs so your control/card draw racks up more experience counters. Then it's a matter of, do I have enough to burn someone with with a "X" spell like Banefire. I don't know if i'd call it competitive in the slightest.
"Fun?" - I love it. Red/Blue was the first color combination outside of mono-red I really wanted to build. I started the deck off with the pre-build mizzixs. Actually switched to Jori En, Ruin Diver as commander for a while (lower threat, less focus on me). Then I sort of figured out the reason I got focused a lot was because of how long my turns took. I play this deck along side my goblin tribal, so when I have days where I want to be the reactive player I play this. Sit back and watch how things play out and just when your opponent thinks they are about to win, Aethersnatch their 40/40 Lifeblood Hydra, use it to discourage being attacked then kill everyone in one turn with fire.
"Does it run into issues of Mizzix keeps getting killed?" - YES! Mizzixs in my group is almost never directly killed. Usually it's some board wipe. Make it clear that if they mess with Mizzixs you're going to spend the rest of the game ruining them. Counter everything they play. Bounce/wipe their board. Light their commander on fire for 30 damage just to send a message. If Mizzixs isn't able to stay out, or you're unable to rack up experience counters with her, you're just a control/political deck that hopes you're left alone till you can steal something important or do something crazy without Mizzixs.
Some fun combos:
Any big burn spell + Metallurgic Summonings, Then you Saheeli Rai -2 to copy the construct and give it haste. When you cast an X spell the CMC is what you declare as it's cast. So burning someone for 20 damage, then hitting them with a 20/20 construct with haste is always fun.
Radiate is an older card but VERY fun! When you use it on an "X" spell, the copies have the same "X" value. In addition you choose when each copies resolves. So you can Radiate an X spell, target yourself, copy it targeting each other player. Meaning the damage dealt to you resolves last (if it's lethal you win). Also things like Radiate + Rapid Hybridization turns every creature on the board into lizards. Also if you're just straight screweeedd... You can Radiate + Scour from Existence exiling literally everything on the board. Radiate + Chaos Warp is just fun but takes a long time and might piss your group off.
Things I'm planning on doing to the deck in the future:
Adding As Foretold, one of my friends in our playgroup sent me a copy he traded for. Very excited to try it out!
Possibly changing the win condition. My groups slowly increasing it's power level so I maybe be able to change the win condition to something more consistent than "X" spells.
Thank you for your kind words! I've had a not so stellar past couple of weeks and it made me smile. Enjoyed having some coffee and babbling about magic. =) Have a wonderful day.
1 week ago
LeaPlath, that's a little harsh. While the deck is legacy legal, i don't think he's necessarily planning on bringing it to a high stakes legacy tournament. Also he mentioned that the deck was cheap, which i think explains why there is not mutavault. same holds true for Umezawa's Jitte. While illusions might not be a strong a tribe as something like elves, it doesnt have to be. Part of why I like magic is that I can mess around with uncommonly used cards. Sure I wanted to shell out hundreds of dollars every time I wanted to build a new deck, but sometimes it's more practical to work with the cheaper cards. Legacy is an expensive format and even the just lands can cost hundreds of dollars.
r4ilgun, he is right about some of what he said. When looking at casual or legacy, you have a much broader range of cards to work with. Of the counter spells played in legacy, the cheap ones that are commonly player are Counterspell and Daze. The latter is a bit worse in more casual games or longer games. Since legacy can be over in a few turns, daze gets to be more powerful. Still not a bad card to include but Counterspell is your best bet.
As for the sideboard, generally the way they work is in between rounds you can swap around some of your cards. For instance against a deck with no creatures one might take out some of their removal spells. More importantly though it gives you a chance to bring in cards that are hard for your opponent to win through. If your opponents deck involves bringing creatures from their graveyard directly into play Grafdigger's Cage can significantly slow them down. Sideboards are a little less important in more casual games but if you want I can explain what sort of cards you might want in yours.
I also think Clout of the Dominus should proabbly come out, I don't think it does enough for you here and you'd rather have a different card instead.
I run my own illusion deck (edh though) with Meloku the Clouded Mirror at the helm. I find things like Bident of Thassa are pretty good to draw cards. Unlike with curiosity, it applies to all the creatures.
I think the biggest weakness of the deck right now is that other than your counterspells, you don't really have to many ways to deal with your opponents threats. Yes you can bounce them with vaporsnags but by having no hard removal, you might strugge if your opponent sticks a creature. Being in monoblue your options are a bit limited. You would have more options if you moved into a different color but if you stayed mono blue Rapid Hybridization/Pongify/Reality Shift are efficient but leave behind a body. Might be worth throwing some number of ways to take care of it permenantly in addition to the snags.
1 week ago
1 week ago
Also, help yourself and everyone else, and tell us which Niv Mizzet it is: Firemind or Dracogenius?
2 weeks ago
Hey there! I think there are some ramp cards you should consider that are below the one-dollar mark. Try replacing Pilgrim's Eye and Traveler's Amulet with cards like Commander's Sphere, Darksteel Ingot, etc. This and cared draw are most essential, which blue has a bounty of the latter like Treasure Cruise, Opportunity, and Foresee. Also, there are some cards that are not quite doing enough for what you want in an EDH deck. Consider cutting cards like Magma Jet, Hungry Flames, Izzet Chronarch, Anarchist, etc. and replacing them with other cards that you would want to double with all your copiers such as one great example you have in there, Fireball. For example, Comet Storm would be awesome with this deck style. For removal, consider cards like Reality Shift, Rapid Hybridization, Curse of the Swine, or even Red Sun's Zenith. For retrieval, instead of Feldon's Cane or Elixir of Immortality, consider maybe Spelltwine, Call to Mind, and Pull from the Deep. Rise from the Tides seems like an auto-include as well. Hope this improves your consistency! :)