Seething Song

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Knights vs. Dragons (DDG) Common
Archenemy (ARC) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Mirrodin (MRD) Common

Combos Browse all

Seething Song

Instant

Add to your mana pool.

Price & Acquistion Set Price Alerts

DDG

ARC

9ED

Ebay

Seething Song Discussion

Monti_Jones on Time Lord Mizzix

3 weeks 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!

SynergyBuild on BMH: The Inverted Brainchild (Melek Superstorm)

1 month ago

Really, unless you can win instantly after casting Enter the Infinite (Lotus Petal into Rite of Flame into Desperate Ritual into Seething Song into Mana Crypt into Mana Vault into Sol Ring into Zealous Conscripts+Kiki-Jiki, Mirror Breaker, etc.) don't run it.

Leyline of Anticipation, Metallurgic Summonings, Omniscience, Stolen Strategy, Sunbird's Invocation, Swarm Intelligence, Mirari, Sentinel Tower, Swiftfoot Boots, Vedalken Orrery, Arcane Melee, Enhanced Surveillance, Jace's Sanctum, The Mirari Conjecture, Traumatize, Rise from the Tides, Crystal Shard, Expedition Map, Erratic Portal, Mana Cylix, Beacon Bolt, Stolen Identity, Laboratory Maniac, Melek, Izzet Paragon, Nivix Guildmage, Galvanoth, Echo Mage, Archaeomancer, Battle Hymn, and Fury Storm need to go, they don't do nearly enough.

Up next on the chopping board are every extra turn spell and every 'copy' effect, whether copying a creature/permanent or spell. It needs to go. Past in Flames is about all like that that is necessary. I feel Inner Fire is particularly bad... there are more cards to consider dropping think Jace's Sanctum, the Electromancer and Baral, but for now, their okay.

SynergyBuild on BMH: The Inverted Brainchild (Melek Superstorm)

1 month ago

High Tide, Rite of Flame, Desperate Ritual, Snap, Frantic Search, Pyretic Ritual, Gitaxian Probe, and Seething Song are all of the blue/red instants/sorceries that are mana-neutral or generate mana that I know of.

Brainstorm, Sleight of Hand, Ponder, Preordain, Opt, Serum Visions, Impulse, Anticipate, and Telling Time are the cantrips I remember on hand, but cards like Careful Study, Faithless Looting, Tormenting Voice, Chart a Course, and Cathartic Reunion are some other good choices.

goblinguiderevealpls on Etali EDH: good, bad, terrible?

1 month ago

well first off its kinda good and bad.

as far as serious edh is considered, boros is the worst colors due to lack of tutors and draw spells, however that doesnt make them bad it just makes them WORSE, mono- is only really bad in cedh,

as far as etali is concerned, he is a unique take on a mono red general and can be really fun. the problems i can see in etali is that he costs 6 and lacks haste, a turn 6 that the table has a turn to respond to is kinda bad.

however if you really like the deck you can try and MAKE it as good as possible. the best ways to do this is to have a lot of etali protection like equipment and you DEFINITELY want as much ramp as possible, from Seething Song to Coalition Relic to Thran Dynamo, youd need to get etali out much earlier than turn 6 to ensure you get triggers. its also worth noting that Relentless Assault effects double up his ability

the main problem is it has to compete with the other "good" mono red generals, such as Norin the Wary, Krenko, Mob Boss, Neheb, the Eternal all of which cost less mana and are fully dedicated to chaos and burn strategies, this would lean more towards a norin chaos type of decklist

Strionic Resonator copies his ability also

firestorm64 on DaveStormEDH

1 month ago

Add Mana Geyser, use Niv-Mizzet, Parun as commander.

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.

I dont like Dramatic Reversal without Isochron Scepter. Intuition is good, you can go get Mystic Retrieval and then its basically a 2 card tutor. Mindmoil seems sketchy but fun.

SynergyBuild on BMH: The Inverted Brainchild (Melek Superstorm)

1 month ago

Well, Mizzix storm's usual payoff is Aetherflux Reservoir, with the commander used as a cost-reduction effect with spells like Treasure Cruise, Dig Through Time, and many other giant spells that keep digging cards, as well as High Tide, Rite of Flame, Desperate Ritual, Pyretic Ritual, and Seething Song as rituals to keep making mana.

Mizzix can reduce the cost of mana-neutral cards like Snap or Frantic Search to net mana, and with effects like Reality Spasm that make a ton of mana on a large Mizzix, you can get a ton of mana and all of the card draw like Firemind's Foresight to get a ton of card draw spells, as well as effects like Stroke of Genius, etc. afterwards the deck commonly drops an Aetherflux Reservoir, then goes infinite with Reiterate and Desperate Ritual/Seething Song/Pyretic Ritual/Reality Spasm to win the game.

The rest of the deck is based on using cantrips like Ponder, Brainstorm, Preordain, Impulse, etc. as well as cards like Mind Stone, Izzet Signet, and other fast mana rocks, to make enough mana to win all in one turn, generally turn 4 after you drop Mizzix turn 3 off of a Fellwar Stone, etc. It is blisteringly fun and fast.

WizardOfTheNorthernCoast on Help me get to 100 ...

1 month ago

BS-T Hey thanks for your comment! Here are the choices I made based on your recommandations :

Capricious Efreet stays because it's chaos so it's fun and it's one of the few ways I have to interact with PW and enchantments.

Chandra's Phoenix : out. I like the card but cuts need to be made.

Flametongue Kavu : out. Good card but I'd prefer to do something else at 4 mana.

Goblin Chainwhirler stays because a 3/3 first striker for 3 is decent, it can net me mana depending on how many players we are and it has the potential to remove pesky tokens.

Molten Primordial : out. CMC too high for an unreliable ETB trigger.

Zealous Conscripts : out. I love the card and the potential to take and ultimate a PW, but that's actually a 3/3 haste for 5, so idk.

Chandra, Pyromaster stays because she's card advantage on a budget PW so that's pretty cool :)

Chain Lightning : out.

Seething Song stays because it's typical of red and allows me to have Neheb, the Eternal out T2 with a T1 Mountain + Sol Ring. If I one day decide to put in Simian Spirit Guide, I open the door to a potential T1 Neheb :)

Crystal Ball : out. It was initially there to avoid me having crappy hands over time, but I guess Orrery will do the job better.

BS-T on Help me get to 100 ...

1 month ago

This is all stuff I'd consider trim-worthy, mostly just because they are not impactful enough either in the format or in comparison to something else you're already playing:

Capricious Efreet

Chandra's Phoenix

Flametongue Kavu

Goblin Chainwhirler

Molten Primordial

Zealous Conscripts - without Kiki?

Chandra, Pyromaster

Chain Lightning

Seething Song

Crystal Ball

Load more