Comet Storm and Jaya's Immolating Inferno are the deck's win conditions. The simplest way to win is Enter the Infinite + Inner Fire , the former of which can be tutored by Mystical Tutor or Invert / Invent . You find these cards through the many cantrips, draw spells and tutors the deck has, which allow you to quickly filter through.

Obviously, getting the lands necessary to cast Enter the Infinite is no easy task, and really not recommended. Aside from Mizzix herself, your primary methods of mana generation are High Tide and Turnabout , with Inner Fire , Mana Geyser , Frantic Search , Unwind and Rewind being useful for refilling your mana pool, but not viable win-gines in themselves.

Aside from mana generators, the most important sub-group of cards in this deck are the ones that allow you to re-use instants and sorceries in your graveyard. Use these sparingly, as you'll usually need to recycle cards like Turnabout multiple times in a winning turn.

The first card you tutor should always, without fail, be Invert / Invent . Since it's the only card that can get sorceries into your hand, you'll want to re-use it multiple times. The best instant targets are the mana generators, as well as Dig Through Time , Comet Storm and counterspells (usually Unwind ). Getting the right sorcery can be the difference between winning that turn and not, so judge based on the cards you already have. The first target should ususally be Mystic Retrieval or Bonus Round , the former allowing you to quickly re-cast Invert / Invent , and the latter making 'storming off' several orders of magnitude easier. It's here I want to highlight the second best combo in the deck: Mystic Retrieval + Call to Mind + Bonus Round + Turnabout. Assembling this isn't nearly as hard as it looks, since all four can be amassed by Invert / Invent + a second way to recycle it ( Past in Flames , Pull from the Deep , Volcanic Vision , Mizzix's Mastery ). This combo grants you both infinite mana, and infinite castings of all the instants and sorceries in your hand and graveyard, meaning you have to be very dense to screw it up!

Mizzix of the Izmagnus more or less explains itself. Cast it on turn 3 or 4, and use cheap cantrips to build up the charge. Don't be afraid to throw away cards in suboptimal situations just to pump up Mizzix, you have plenty of ways to get them back. The removal is necessary but not particularly exciting, except for the counterspells that untap lands. Oh, and Scour from Existence can be cast for free sometimes, so that's nice.

The mainboard is currently comprised only of cards I own. Of the cards in the maybeboard, the top targets are Relearn , a suitable Call to Mind substitute, Supreme Will since it fills two rolesand Reality Spasm , a mini Turnabout that can easily grow into a regular Turnabout.

The power of this deck is limited only by the number of sorceries you can tutor in a turn. If left unchallenged, it can win consistently by turn 7. It's main weaknesses are discard and graveyard exile, particularly if you lose Turnabout , the deck's biggest playmaker. However, you can use your tutors to rustle up enough countermagic to keep on trucking into the late game, especially if Mizzix gets destroyed enough times that the table no longer sees you as a threat. Then it gets, if anything, easier to win, since you've thinned your deck, played many lands, and don't need to go infinite to hit that magic number, since your opponents already lost half their life.

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Date added 5 years
Last updated 5 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

35 - 0 Rares

21 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 3.27
Tokens Bird 2/2 U, Boar 2/2 G, Clue, Experience Token
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