I use the following parameters to determine the strength of the deck. For each, I allocate a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad); when totalized this score represents the power rating of the deck.
- Mana: indicates the availability of mana sources within the deck.
- Ramp: indicates the speed at which mana sources within the deck can be made available.
- Card Advantage: indicates availability of filter- and draw resources represented within the deck.
- Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
- Combo: indicates the measure of combo-orientation of the deck.
- Army: indicates the deck’s creature-army strength.
- Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
- Resilience: indicates the measure in which the deck can prevent and take punches.
- Spellpower: indicates the availability and strength of high-impact spells.
Mana: 5
Mizzix’s ability cheapens about two-thirds of this deck’s spells. However, as mentioned before, she’s also not difficult to erase (at least, temporarily). Therefore, I’ve built in some redundancy. This comes in the form of five other cheapeners, along with nine sources for some additional mana (of which six are rocks).
Ramp: 1
There’s no ramp in this deck.
Card Advantage: 5
To keep things moving along, I wanted this deck to have plenty of card-advantage avenues available. What I love about Izzet, are its very decent spell-recursion options, which really helps a deck that wants to keep spell-slinging again and again. In all, six direct draw, three conditional draw, three (spell-)tutors, one filter and two (spell-)recursion options are featured.
Overall speed: 5
I wanted this deck to be fast, but not perse because I wanted it to be quick on the offense. Actually, I was more concerned with it being ready on time to react appropriately to stuff my playgroup’s doing. All the elements in here allow for this; lots of mana and draw combined with a low-overall mana curve.
Combo: 3
With the potential Mizzix can bring in terms of ‘free’ instant/sorcery mana, there’s some ground for a few funny infinite combos. This potential also translates to lots of synergy overall, which for instance is helped out loads by the deck’s many permanents/spells that can copy other spells.
Army: 1
Practically non-existent in this deck. None of the creatures in here have been added because of their combat-damage potential. A few options have been added to (temporarily) steal opposing forces, but it’s by no means focused on.
Commander: 3
There’s no denying it; without our esteemed commander around the player in charge of this deck is in a significant amount of trouble. Mizzix makes spells much, much cheaper to cast under the right circumstances, which is something this deck really tries to bank on. This is why as much redundancy has been built in to cheapen- and copy spells, without sacrificing its overall spell-casting capabilities.
Resilience: 5
The Izzet guild is filled with options to counter the opponents’ spells. To protect Mizzix and some other key permanents, seven of such spells have been added. In order to get rid of opposing permanents, thirteen removal options have been included as well (mostly against opposing creatures).
Spellpower: 5
If there’s one thing this deck does well, it’s casting high-yield spells around the place. Removal, damage-dealing, capture and counters; not to mention a great deal of opportunities to copy or even retrieve spells from the graveyard.
Total power score: 33
Though this deck only really shines when Mizzix is alive and kicking (casting), I’d still consider this a powerful deck that won’t let itself screwed around with. There’s plenty of truly horrific damage potential to be found and the controller of her spells can flick through most of the deck’s content quickly in order to find the best spells at the most opportune moments. All-in-all, a force to be reckoned with at all times.