Maybeboard


(name is a reference to Harry Partridge and his lovable bee themed superhero)

Going with the alternate style of play in that I see how well the deck can function on having little to no wheeling, and instead focus on making the "bee" tokens uber powerful through various effects and have my card draw just come from ANYWHERE. Early game for this deck should alternate between aggressive swings or stalling control tactics depending on how we build to support the aggro. The stalling will help build a defense to turn offensive, but that could make us a target too. However pure aggro may burn out too quickly. Probably need to find some kind of combo plays to sneak in here.

Most of the highly unique support cards are on the high side for CMC, which is to be expected of Izzet in regards to it's creatures and enchantments. I suspect also that the land-base will be rather off-point for this build, as it shouldn't end up as either a spell-slinger or artifact synergy based build.

Okay, so to more closely inspect the build I know I need to set up my card advantage to all be in either the latter part of the game and have my early game be control effects, or I need my early game to be non-interactive set up draws and have late game be where I just explode onto the field. The aggro support should appear at all levels of my play, but the type would need to change to match the difference in play-styles. An early control game would be supplemented by later Mindmoil type cards or flying specific support; which utilizes the fact that I'd feel safe dropping those cards after I've established nobody is going to kill me or counter it. On the flip-side having early game draw is likely going to be in the form of things that affect how my opponents are playing, such as through Wheel of Fortune and even Fevered Visions type of cards. This card draw is better for an otherwise non-interactive early game, but can become a problem in the late game when I may not be able to establish my board through the boards I have helped develop.

I also seem to have a problem in most of the really great support cards are not in blue save for the few flying support ones I've seen.

New update (09-11-17): About half of the above is crap since very little of it actually is supporting the aggro play-style. If the Locust God is doing more than just sitting there and making tokens to attack with, which he should be in aggro, then there should be cards in place to help him either get damage in or to keep the tokens alive (maybe just have nothing in their way). Combo versions of the god deck that wheel and windfall and the like are trying to get whammy infinite stuff happening and I am specifically trying to not do that. The difficult part is I inherently lean towards that as per those cards supporting the commander well. What I should know to do is build the deck to be supplemented by having a token/draw engine as the commander to an aggro deck, and not have the deck support his own abilities in its entirety.

In transition update (09-12-17): I've decided to stop trying to be "meta" with my build and focus on using the card effects that my colors are actually good for. That is to say, I am going to still set up a spell slinging build as most Izzet decks are well equipped to handle, but I'm placing emphasis on my spells creating tokens to swarm and overrun with, or at least have spells/other permanents, that will benefit attacking with creatures I've already got. The cmc average I'm seeing puts my power up effects as lower to the ground than my token generators, but at all levels I will now have support for any instant/sorcery spell I use to do either one. The general gameplan then should be that of a traditional spell-slinger deck that defends and prepares for a singular blow out turn. The "gimmick" of a sort to my build is that my blowout comes in the form of token swarm and the commander itself is a token generator as opposed to another "spell-aid" type. (luckily I already have a meh Mizzix deck that I can take apart and test this build with). There is still a trick to balancing how much creature spam I play versus creature support versus spell slinging support versus defense/offense interactions (but this is how I like to build anyway so it is cool).

Potential categories to consider then are as follows:

Mana--> Mainly this is lands, but also anything that can untap lands, reduce card costs, or create mana on its own.

Draw--> Obvious as this seems, we want to place emphasis on card draw because we have creatures or attacked with them.

Control--> In our case, control will mainly be stopping attacks, counterspells, and some type of burn or one sided board bounce effect.

Storm--> Generic as this seems, "storm" here covers just getting more out of our instants and sorceries we cast (basically just copying them).

Rush--> This category covers dealing more damage with my creatures or else more easily getting damage in (need a better name though).

Aggro--> This covers any effects that help us to create tokens, which given our other categories may also need to include creatures that are themselves aggressive.

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Date added 6 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

42 - 0 Rares

16 - 0 Uncommons

17 - 0 Commons

Cards 105
Avg. CMC 3.84
Tokens Copy Clone, Dragon 4/4 R, Drake 2/2 U, Elemental 1/1 R, Elemental 1/1 R w/ Haste, Goblin 1/1 R, Hellion 4/4 R, Human Wizard 1/1 U, Insect 1/1 UR, Zombie 2/2 B
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