Life totals don't matter unless they're zero.
Izzet are the colours most known for blowing their stuff up in their own face half the time and that's half the fun. I've always found Izzet decks, in multiple formats, to be a machine that you have to learn how to utilise to its full potential and even when you do, every now and then something will go wrong and it'll backfire. Mizzix as an instant and sorcery tribal general - specifically one which allows for the 'cheating' of mana costs - has proven in my experience to be very powerful, but also very political and even slightly philosophical at times.
I've always enjoyed decks that mean you have to be almost constantly engaged with the game, even during your opponents' turns. I like to walk the knife edge and have a feeling of relief when my plans work, something I find with the deck's (partially unfortunate) reliance upon Mizzix being on board.
Strengths/Weaknesses of my Mizzix list:
- S. You are able to cast spells which were already efficiently costed at an even more efficient rate, such as
Stroke of Genius
and
Bonfire of the Damned
, as well as being able to cast
All Is Dust
for free.
- W. The deck is heavily reliant upon having Mizzix on board. The deck can survive without her, but having her on board makes everything exponentially more efficient and effective. It's a game to learn when and how to protect her and often depends upon the other decks at the table. Sacrifice effects are your bane, but that's why we run counter spells.
- S. You'll pretty consistently draw a large number of cards and having a large number of cards in hand tends to mean you have some answers in your grip too. In other words, once you get going it tends to be pretty difficult to stop the snowball.
- W. The little-to-no creatures in the deck provide little comfort against a lot of EDH decks which run a fair number of creatures. But our life total doesn't matter until it's zero. As an aside,
Venser's Journal
is in the list for the life gain, but the cost is pretty steep until we're very late into the game.
- S. Reactive decks are pretty resilient if you can gain a foothold. Mizzix is one of the more subtly powerful commanders, meaning that if you're behind and politicise correctly you can often buy a little time to be able to catch back up and potentially get on ahead again.
- W. Ramp isn't the forte of and the ramp cards you can reliably run in a Mizzix list aren't always optimal. Also, coloured mana is far more important than colourless.
Sol Ring
won't necessarily save you here, unfortunately.
Why play Mizzix? And why not?
Why you might enjoy Mizzix as a commander:
-
You're playing , which when you're wanting to protect yourself with little to no board presence can prove invaluable.
-
In my list at least, the provides a number of abilities which the blue side of the deck is lacking, as well as providing the near-totality of the win cons for the deck (See gameplan section).
-
Mizzix's ability makes already efficient spells even more so, allowing you to cast more spells often than is expected/ you should.
-
You'll routinely see a large part of your deck, meaning consistency is a pretty sure thing a lot of the time. However, just because you've drawn the same cards doesn't mean you'll play them in the same manner or order, helping to maintain variance in games.
-
The list is geared to being as reactive as possible, even to the point where I'm consistently looking for ways to trim out the sorceries for instant equivalents. This allows for some often unseen flexibility and resilience.
Why you might not:
-
You're playing , some people don't like that. I'm joking, but I know some people intentionally stray from it when making decks.
-
Talk about dependancy on your commander... We aren't totally dead in the water if we are being held back from Mizzix for whatever reason, but we are going to be seriously behind.
-
If you want to play creatures, this deck won't satisfy that. Don't get me wrong, the few creatures we have are potent, especially when combo'd with a kicked
Rite of Replication
, but they're not aggressive swingers at all.
-
Instants and Sorceries aren't your cup of tea. There's obviously a lot of them in this list.
-
The deck can get pretty brain-intensive at times with a large number of cards in hand and often the ability to cast several of them, if not more, with ease. There is political skill involved in playing it too, because after you play
Stroke of Genius
with =15 for one blue mana, you can be assured people are gonna look at you funny.