pie chart

A Mizzix Primer for EDH Beginners

Commander / EDH* Primer UR (Izzet)

HehaGardenHoe

Counterspells to Know (72)

Graveyard Recursion (24)

Draw Spells to Know (18)

Buyback (14)

Ritual (11)

Accelerant (8)

Pinger (4)

Flashback (43)

Wraths to Know (26)

Copier (24)

X Cost Burn (22)

Storm (14)

Mill (10)

Reduction (6)

Spell Tokenizers (5)

Commander (1)

Commander: Mizzix of the Izmagnus

Lands to Know (31)

Prowess (31)

Other Notables (24)

Auto Include (16)

Overload (15)

X Cost Wraths (14)

Protection (5)

Combo Pilipala (2)


Preface:

I intend this to be a primer for Beginners looking to play Mizzix of the Izmagnus, as well as for those looking to change up their Mizzix Commander Deck. Well let's get started.

This is not a deck list per say, given that it will probably exceed the number of cards you can have (99 + Commander), so much as a guide to stuff that works with Mizzix of the Izmagnus.

Explaining How Mizzix Works:

Before I go into the various custom tags I've made, I want to delve into Mizzix of the Izmagnus's rules text.

Mizzix of the Izmagnus has rules text that can be divided into to halves: the half that explains how you get Experience Counters, and the half that makes use of Experience Counters.

  • How you get XP (Experience Counters): "Whenever you cast an instant or sorcery spell with Converted mana cost greater than the number of experience counters you have, you get an experience counter." - Mizzix of the Izmagnus rules text. What this means is, every time you Cast an Instant or Sorcery while Mizzix of the Izmagnus is on the field, you check to see if the CMC (Converted Mana Cost) is greater than the number of XP you have. If the spell's cost is greater, than you get another XP, and if it isn't then nothing happens. NOTE: The spell must be CAST, and there are some ways of recursion and copying shown later in this primer that do not have the word "Cast" in them.
  • What the XP is used for: "Instant and sorcery spells you cast cost 1 less to cast for each experience counter you have." - Mizzix of the Izmagnus rules text. What this means is, all your Instant and Sorcery spells can have their generic mana cost reduced for every XP you have. NOTE: This reduction does not effect specified mana like , , , , and . (It does however effect and since you can pay generic mana in place of colored mana). This reduction also can effect most Alternative and Additional costs.

In order to clarify most scenarios with Mizzix of the Izmagnus, I'm going to provide 4 examples. each dealing with both halves of Mizzix's card. Assume Mizzix of the Izmagnus is on the field in each example.

  • Example 1, cost spells: I have two Mountains on the field and have gained five XP. I tap both Mountains and Cast Banefire targeting an opposing player. I declare that equals 5. Mizzix of the Izmagnus's first ability triggers because the CMC of the cost spell is determined on the stack to be 6 CMC, which is greater than my current XP. I only had to tap two Mountains because the amount of that I had to pay was reduced by my five XP. Note that if you copy an cost spell you do not get to change what is set to, and if you hit an cost spell with cards like Epic Experiment or Mizzix's Mastery the CMC will be equal to the specified mana and will be set to 0, usually making the spell Fizzle.
  • Example 2, Alternative Cost spells: I have four Mountains on the field and two XP. I tap all four Mountains and Cast Mizzium Mortars for it's Overload alternative cost. Mizzix of the Izmagnus's first ability does not trigger because it's CMC is equal to my XP. I was able to cast Mizzium Mortars for it's Overload cost for just because it was reduced by my 2 XP. I could not, however, gain XP since the alternative cost (Overload in this case) does not change Mizzium Mortars CMC of two. (In this example I used the Overload keyword as an Alternative cost example, but this could equally apply to Flashback and Madness costs as well.)
  • Example 3, Additional Costs on spells: I have two Island on the field, as well as 2 XP. I tap both Islands and cast Into the Roil, choosing to pay it's Kicker cost. Mizzix of the Izmagnus's first ability does not trigger because it's CMC is equal to my XP. I only needed to pay total, instead of because I had 2 XP. I could not, however, gain XP since the Additional cost from the Kicker doesn't change the CMC of Into the Roil. (I used the additional cost Kicker in this example, but it could just have easily been applied to Multikicker or Buyback as well)
  • Example 4, Copying spells: I have two Islands and two Mountains on the field, though I have no XP yet. I also have a 1/1 Elemental that has been enchanted by Dual Casting . I tap two Islands and a Mountain to Cast Electrolyze, triggering Mizzix of the Izmagnuss first ability. I then tap my 1/1 Elemental and my other Mountain to use the ability on Dual Casting , targeting Electrolyze while it's still on the stack. This Puts a copy of Electrolyze to the stack. My copy of Electrolzye resolves, then I gain one XP from Mizzix's ability, followed by the original copy of Electrolyze. I only gained one XP in this scenario because Dual Casting doesn't actually Cast a second copy of Electrolyze, but instead Puts a copy of it on the stack. (I used Dual Casting in this example, which doesn't Cast a copy, but there are other times spells get copied that will say cast, like when a Cipher trigger occurs. For the most part though, cards that copy, don't say cast, though if the card doing the copy is an Instant or Sorcery they might trigger Mizzix's first ability anyways.)

Explaining The Two Deck Directions:

With Mizzix of the Izmagnus you have many different directions you can take the deck, but with one caveat: A few very powerful spells force you to choose whether you want to go with having tons of cost spells, or just one. The spells that push this choice are: Epic Experiment and Mizzix's Mastery. The problem is that you can't set the when you hit an cost spell with either Epic Experiment or Mizzix's Mastery. When cost spells can't specify , they Fizzle. My Advice is that if you want to do the Mill Strategy or get the most out of Metallurgic Summonings, you should drop Epic Experiment and Mizzix's Mastery and take the cost heavy route. On the other hand, if you want to do Storm style cards, I suggest avoiding all cost spells other than Epic Experiment, and then make sure you also have Mizzix's Mastery.

A Note on Power Levels:

There are some cards suggested here that are inherently broken with Mizzix, which you might want to avoid unless your playgroup is very competitive (A rule of thumb to check this is if they allow Tutor cards). These Cards are: Mystical Tutor, Any Storm card, Cyclonic Rift, a few of the Counter Spells ( Mana Drain, Force of Will, Desertion, Foil ), all the Ritual type cardss, and a few of the Buyback cards ( Reiterate if you use Ritual cards, Capsize, and most of the others are iffy).

Some of the land is also Expensive and/or annoying as well, Specifically: Volcanic Island , Steam Vents, Scalding Tarn, Strip Mine, Wasteland, and Maze of Ith.

On the flip side, you should always find space for cards like Tormod's Crypt to deal with people (other than you) doing crazy graveyard shenanigans. Also find space for Protection cards and Counterspell type cards (I like to have between 5 to 9 Counterspells, but if you're running a hard control type deck it should be closer to 25-35.)

Explaining the Custom Tags:

I've made some custom tags for groupings of cards that can be used in Mizzix of the Izmagnus in some way. Here is the Complete list of custom Tags, complete with explanations:

  • Buyback Tag: a tag for cards with the keyword Buyback. Most Buyback cards Buyback cost is only generic mana, which Mizzix can reduce to nothing.
  • Flashback Tag: a tag for cards with the keyword Flashback. Mizzix can reduce Flashback alternative costs, which can be useful.
  • Overload Tag: a tag for cards with the keyword Overload. Mizzix can reduce Overload alternative costs.
  • Storm Tag: a tag for cards with the keyword Storm OR that resemble the mechanic. Storm cards are easily broken in Mizzix decks, so be aware of that.
  • Graveyard Recursion Tag: a tag for cards that allow you to get Instant or Sorcery spells back from the graveyard OR let you cast cards from the graveyard.
  • X Cost Burn Tag: a tag for cards that state something along the lines of "Deal damage to target creature or player..." This type of card is useful for getting more XP for Mizzix. It's also a good way to finish off a player out of nowhere.
  • X Cost Wrath Tag: a tag for cards that are similar to Earthquake in style. Most Red Wraths are like this.
  • Wraths to Know Tag: a tag for Wrath of God style cards in Izzet colors that you should be aware of.
  • Counterspells to Know Tag: a tag for Counterspell type cards in Izzet colors that you might like to know.
  • Ritual Tag: a tag for Dark Ritual type cards in Izzet colors that you might like to know.
  • Prowess Tag: a tag, usually on creatures, that shows they grow when you either cast non-creature spells (Prowess keyword), or just when you cast Instants and Sorceries. I've also included cards like Academy Elite and Spellheart Chimera in here.
  • Spell Tokenizers Tag: Permanents with this tag make tokens when you cast spells, which has great synergy with Mizzix of the Izmagnus decks.
  • Pinger Tag: a tag for cards that deal damage outside of combat, most of which listed in this primer do it when you cast an Instant or Sorcery spell.
  • Combo NAMEFIELD Tag: a tag on cards that are in the NAMEFIELD combo (Insert name of combo into NAMEFIELD ).
  • Mill Tag: a tag on cards that are used in the strategy where you intend to deck an opponent (Force them to lose by trying to draw when they have no cards). These can also be used for Laboratory Maniac wins.
  • Reduction Tag: a tag for cards that reduce the cost of instant and sorcery spells. Mizzix does this as well.
  • Protection Tag: cards that keep Mizzix safe.
  • Other Notables Tag: basically things that don't fit under any other tags, but that you should still know.
  • Lands to Know Tag: Suggested nonbasic Lands and Utility Lands to consider for a Mizzix Deck.
  • Accelerant Tag: Suggested Accelerants you should consider for a Mizzix Deck.
  • Draw Spells to Know Tag: cards that draw more cards, some are used in mill decks.
  • Auto Include Tag: all Mizzix decks should run this list of cards.

Final Advice:

  • Look at other people's deck designs, including their explanations. (My Mizzix Spellslinger deck ).
  • Try to have between 35-38 Lands (14-20 should be basic lands, and balancing the land color ratio should be done using basic lands). Also try to have 6-8 accelerants (Since we don't have green, it'll be all artifacts).
  • Try not to exceed 16 creatures, Mizzix is supposed to be mostly Instant and Sorcery spells.
  • Try to have at least 30 Instants and Sorceries combined in your deck.
  • Try to have some cards that suit how you want to play (I find Fact or Fiction to be enjoyable)
  • Buy the Commander 2015 Seize Control pre-constructed deck if you're just getting started in EDH.
  • All Mizzix Deck designs, regardless of direction, should run Mystic Retrieval and Past in Flames. All Designs should also Heavily consider the following cards: Counterflux, Trickbind, and Disallow (Regardless of how you feel about Counterspells, run those 3). Also run an Evacuation or a similar card that hit's nonland permanents.

Suggestions

Updates Add

Added Soul-Scar Mage and Enigma Drake to Prowess section... Will probably add more later

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 7 years
Last updated 7 years
Exclude colors WBG
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

19 - 0 Mythic Rares

114 - 0 Rares

113 - 0 Uncommons

110 - 0 Commons

Cards 357
Avg. CMC 2.96
Tokens 1/1 R Token Creature Elemental Cat, Construct X/X C, Copy Clone, Drake 2/2 U, Elemental 1/1 R, Experience Token, Goblin 1/1 R, Human Wizard 1/1 U, Lizard 8/8 R, Morph 2/2 C
Votes
Ignored suggestions
Shared with
Views