Sideboard


This is my first EDH/Commander deck where I actually looked for combos with Niv-Mizzet, the Firemind as the commander. This deck is has some expensive cards but I did my best to avoid the really expensive ones. The Deck is currently untested.

Academy Ruins + Mindslaver This combo you need atleast 12 mana. Get both of them on the board then activate Mindslaver and use Academy Ruins to put it onto your deck so you draw it on your next turn. You control your opponent's turn and you can repeat it on your next turn. If you use Lighthouse Chronologist at level 7+ in a multiplayer game, you can control everyone's turn in order.

The Combo looks like this: Academy Ruins + Lighthouse Chronologist + Mindslaver

Curiosity + Niv-Mizzet, the Firemind

or

Niv-Mizzet, the Firemind + Ophidian Eye Both these combos are the same and need to be activated by drawing a card. When Niv-Mizzet, the Firemind is enchanted by either Curiosity or Ophidian Eye you can do damage to an opponent to continue drawing and dealing damage. I would recommend having Laboratory Maniac on your field when you trigger the combo, specially in multiplayer games.

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Mind Over Matter + Niv-Mizzet, the Firemind + Temple Bell ,

Mind Over Matter + Niv-Mizzet, the Firemind ,

and

Mind Over Matter + Temple Bell these combos work by getting them all on the board and tap Temple Bell (or Niv-Mizzet, the Firemind) to draw and to do damage using Niv-Mzzet, the Firemind's ability, discard a card to untap Temple Bell (or Niv-Mizzet, the Firemind) with Mind Over Matter and repeat. When you feel the need, discard Ulamog, the Infinite Gyre to recycle your graveyard into your deck. Ulamog, the Infinite Gyre is needed in a multiplayer game where opponents have more cards than you in their deck, or your opponent has been milling your deck.

Blasting Station + March of the Machines + Splinter Twin For this to work, you just need to get Blasting Station and March of the Machines onto the board, then cast Splinter Twin on Blasting Station. Tap Blasting Station to make a copy, which untaps it's self because a creature came in. You can then proceed to tap the Blasting Station copy to do damage and tap the original Blasting Station to make a copy, which untaps all the Blasting Stations. Repeat as many times as it takes.

Desperate Ritual + Izzet Guildmage + Lava Spike this one works be having Izzet Guildmage on the board then casting Lava Spike with Desperate Ritual Spliced onto it, then you pay Izzet Guildmage's ability to copy the spell. When the spell copy resolves, it will do damage and give you the mana to copy the original spell which is next on the stack. From then on, you can copy it as many times as needed.

Mycosynth Lattice + Training Grounds + Izzet Guildmage + Spawning Breath This combo works by getting Mycosynth Lattice, Training Grounds and Izzet Guildmage on the board, then cast Spawning Breath. Copy Spawning Breath and let the copy resolve. Once the copy resolves, sacrifice the Eldrazi Spawn to copy the original Spawning Breath that is still on the stack. Repeat as much as needed.

Mycosynth Lattice + Vandalblast As pointed out by Torekai92, if you overload Vandalblast while Mycosynth Lattice is on the field, you destroy all premanents your opponents control. Unless they are indestructible.

Clockspinning + Form of the Dragon + Glacial Chasm Play both Glacial Chasm and Form of the Dragon and each turn remove a time counter from Glacial Chasm by paying the Clockspinning Buyback cost.

Archaeomancer + Followed Footsteps + Time Warp For this combo, cast Time Warp, then cast Archaeomancer to return Time Warp to your hand, and cast Followed Footsteps on the same turn. Each upkeep an Archaeomancer will come into play and you can cast Time Warp each turn to get as many turns as you need.

Archaeomancer + Deadeye Navigator + Time Warp For this combo, all you need to do is have Deadeye Navigator Soulbound to Archaeomancer and pay the 2 mana to return him to the battle field and you can search your graveyard for Time Warp each turn you use it.

Archaeomancer + Conjurer's Closet + Time Warp For this combo, all you need to do is to get Archaeomancer and Conjurer's Closet on the field, and on each of your end-steps you can bring Time Warp back to your hand from the graveyard.

There are many other combos in this deck. Feel free to point them out.

Braid of Fire + Magmatic Core Play them both on the same turn and watch them destroy all creatures. (Including your own if no other creatures are on the field)

All feedback is accepted, and please let me know how to improve the deck.

Suggestions

Updates Add

I removed Consecrated Sphinx and Rings of Brighthearth because I don't have them or the money to spare for them and switched in Conjurer's Closet and Deadeye Navigator because they combo with Time Warp and Archaeomancer for infinite turns.

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