How would you like an EDH deck with an average nonlands CMC of 2? How would you like a deck where every spell you cast is better than the ones before?

Perhaps you need Mizzi-X in your life.

The Pieces

Our most common form of interaction as well as our most reliable wincons. Blaze is the baseline, with every burn spell being better. Some are instant speed, some hit players and creatures, and some can be used twice.

The best spells in this category are Fall of the Titans and Comet Storm. Early game, you may find yourself casting a few burn spells for X=0, 1, or 2 just to start your XP chain rolling.

This deck is, at its heart, a combo deck. And it needs protection! Boring people run cards like Dispel or Swan Song that don't even give you experience counters. Our goal is obviously the opposite. Be careful about tapping out. Counter only things that actively kill Mizzix or let somebody else win the game on the spot. Remember that all of your counterspells cost only !

Some of the most important cards in the deck. Some of these double as a wincon (Fascination, Braingeyser, etc.) but mostly these just refill the hand. It's always nice when you can mind spring into a Reliquary Tower or Thought Vessel; otherwise, expect to majorly trim your hand.

Although it feels bad to end up with mana in your hand and no card draw spells, these cards are the ones that let you win the game out of nowhere. The best spell of all is Reality Spasm, especially when you can Increasing Vengeance to cast it 4 times at once. Inner Fire works in a pinch after a draw spell, but the biggest issue with it is that it doesn't make any blue mana. Mana Geyser is just a worse inner fire, and it costs twice as much mana to cast, too.

Reiterate can make infinite mana with any mana-positive piece in the deck, but this deck can win just fine with large-but-finite mana as well.

Paths to Victory

The easiest and most obvious route. Blaze for 7, Blaze for 8, blaze for 9, win. Can be a bit tricky depending on the number of players.

Basically the same as burn. The deck has fewer cards that do it, but two of them hit everybody (Prosperity, Fascination) and they give you gas, making it more likely you'll be able to chain them together into a pile of nonsense.

Jace, Wielder of Mysteries, with some counterspell backup, is usually a more reliable wincon when "going off." Sometimes it's in your bottom few cards, but a Flash of Insight finds it regardless, as does (gasp) casting a draw spell for less than maximum. You need serious counterspell backup for this, but since you did just draw your whole deck...

Tips and tricks

The reason that this deck can advance so steadily up in card power is because each card pumps up all future cards. If you have 10 experience, you can announce a Fireball for X=10. You pay , the X is entirely discounted, and since the total CMC of the spell is 11, Mizzix triggers. Now your next fireball is for 11!

The thing you have to remember is that the mana cost of a spell on the stack is always the numbers in the upper right. This leads to the following interactions:

  1. Discounted costs. Surging Fall of the Titans gains you nothing special. With 10 XP and a spell already cast, you can announce that you're casting it for X=10, pay its alternate cost (which is discounted to R), and place it on the stack. Its converted mana cost is now X + X + R, but Mizzix confers no special benefit for casting a spell for 11 more than your current experience, so who cares?
  2. Additional/increased costs. If you have 10 XP and cast Fanning the Flames, you can take a few routes. The cheapest is to cast the spell by tapping two mountains. You announce that X=7, then you use 7 discount to pay for it, with the remaining 3 discount to pay for buyback. This is great! It lets you turn into 7 damage at will. However, since the converted mana cost of the spell is whatever's in the upper right, the CMC = 7 + R + R = 9. You're not actually casting a spell with higher CMC than your experience. If you want to increase your experience with Fanning the Flames, you have to pay . Then the spell has an X of 9, for a total CMC of 11.

The keener-eyed among you may have noticed that this deck does a whole lot of nothing with no commander on the field. That's the primary reason this deck is more of a fun deck than a good one.

Nonetheless, there are a few ways to play around casual attempts to stop you.

  1. As the value of single-target removal rises, the efficacy of this deck lowers. Frankly, this deck doesn't function in 1v1 except against decks that run little to no removal, like some G/W/Etc agro-based brews and dedicated goldfish combo decks.
  2. If you have the option to play Mizzix with any protection, any at all, you should probably take it. Have a Robe of Mirrors in hand? Wait for 5 mana. Have a Clash of Wills? Wait for 6 mana. If it's killed in a way that a force spike can't stop, just recast it next turn and hope nobody drew anything.
  3. Conceptually, Mizzix is totally useless when cast but totally dominant once you get 2-3 XP counters and have a draw spells. Oftentimes it's not correct for people to remove her. Other times, it is correct but doesn't look correct anyway.

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Date added 8 years
Last updated 3 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

36 - 0 Rares

22 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 2.08
Tokens Copy Clone, Experience Token, Treasure
Folders EDH, Mizzix of the Izmagnus, Borrowed Budget EDH Decks, Silly Theme
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