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There is a lot of fun to be had in Magic... and I want to have all of it!

Hello! Here is my cEDH Niv-Mizzet, Parun deck. I have a very competive play group and have been fine tuning this deck since he was revealed. As someone who loves the splinter twin play style of control, control, control, WIN! I have found this deck to be enjoyable and fairly competitive. Below I will go over the in's and out's of the deck as well as my thought process behind it. I will continue to tune and update the deck as time goes on. If you have any suggestions please let me know. Thanks and if you liked the deck don't forget to Up Vote!

Win Cons

Niv-Mizzet, Parun goes infinite with either Curiosity , Ophidian Eye , or Tandem Lookout as long as you have cards in your deck. Niv-Mizzet, Parun with Isochron Scepter + Dramatic Reversal with at least a mana rock(s) that can product 2 mana provides infinite storm. You may not have enough cards in your deck to kill the entire table so cards like Timetwister and Winds of Change are important to help you finish the win. If you are finding yourself still having issues then maybe look into playing a Laboratory Maniac or Jace, Wielder of Mysteries . Back up win cons are Winds of Rebuke , Swan Song , or Rolling Earthquake . This can be paired with Paradox Engine + Isochron Scepter to either mill out everyone at the table, make an infinite amount of 2/2 birds, or just burn everyone at the table.

Pros:

  1. Uncounterable Commander: In cEDH having an uncounterable commander is a VERY big deal
  2. Built In Draw Engine: Since he is uncounterable you are almost certain to get cards off of him whenever they do try to deal with him.
  3. Goes Infinite With a 2 Card Combo: The fact that you only need to 1 of your 3 combo pieces along with your commander is also very strong.

Cons

  1. High CMC Commander and Mana Intensive: Most cEDH Commander usually don't cost 6 mana especially not one so mana intensive
  2. Too Slow: Do to your commander's CMC sometimes you are just too slow to compete with decks that have good starts
  3. Only In 2 Colors: Not having access to black tutor hurts the deck in constancy somewhat, but not too much

Mana Rocks

We are playing some subpar mana rocks. This is to address the too slow aspect that this deck faces. Even the 2 CMC mana rocks that come in tapped are better then the 3 CMC mana rocks that come in uptapped. Turn 3 is probable the most important turn in cEDH and you tapping low for a 3 CMC is never ideal. Also, we are playing a fair amount of mana rocks as you really want to see at least 1 to 2 in your opening hand. Try to prioritize rocks that tap for color as Dramatic Reversal + Isochron Scepter and another rock can usually just win you the game on the spot.

Instances & Sorceries

Same theory goes for instances as sorceries. We want to try away from any 3 CMC as its just too slow for what we are trying to do. Most 3 CMC spell will sit in your hand and the rocks that we usually use to help power these out are coming in tapped. This also makes Spellseeker and Muddle the Mixture quite good in this deck as we have many 2 CMC cards. This is a usual control list with counter magic and the tutors that are available to U/R at the moment. This deck is also very heavy on instance and sorceries since it has great synergy with your commander and allows us to draw cards and take over a game.

Lands

Since Niv-Mizzet, Parun casting cost is so mana intensive we want to stay away from any lands that dont tapped for a colored source. Ancient Tomb is the only colorless source in this deck and that's because it can really help ramp your 2 CMC rocks out. You can play around with your land base, just note that if you still chose to run Star Compass to have a fair amount of basics in the deck still.

Creatures

We really don't run very many creatures as it doesn't synergies well with our commanders ability to draw cards.

Enchantments

All of our enchants are either a combo piece or a good card draw engine until we can get Niv-Mizzet, Parun into play.

Planeswalkers

Same theory as with creatures. Dack Fayden is great as his loot ability is a shock when you have Niv-Mizzet, Parun in play. He's minus allows you to steal other mana rocks to help you cast your commander sooner and his ulitmate allows your damage pings on other creatures to just take control of them if they survive. Narset, Parter of Veils is also great as she only makes it that your opponents only draw 1 card off of your wheel effects. Her minus is also good since we naturally have a low land and creature count and is almost guaranteed to hit.

Start Of Game (turn 1-2)

When deciding on your open 7 you really want to see at least 1 or 2 mana rocks on your opener. With our commander being so high costed this is somewhat important if he is ever going to see the field. Your game plan during this stage is just to hit your land drops while playing the ones that you have. Remember you want to game to go long, so don't be afraid to play cautiously as it only plays into our strengths.

Midgame (turn 3-6)

At this point you want to start looking at what your opponents are trying to do. We have some hate and control pieces that usually line up well against opponents. Since we are mainly a we deck have to access to artifact tutors in Whir of Invention , Fabricate , and Transmute Artifact . Cards like Grafdigger's Cage and Cursed Totem are searchable and can lock down an opponent. Depending on your meta you can add other artifact hate pieces to fight what you are having issues with. that At this point of the game you should be aiming to keep up mana for control magic. You still want to be hitting your land drops so a wheel effect at this stage of the game becomes a priority.

Endgame (turn 7+)

If you made it to the end game we usually win at this point. Since Niv-Mizzet, Parun is uncounterable your only fear at this point is spot removal. A counter war usually leaves everyone with no cards in hand you with more cards then what you started. At this point you should be able to piece together a win with either your infinite combo or just attacking with your commander himself.

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Casual

91% Competitive

Top Ranked
Date added 5 years
Last updated 4 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

44 - 0 Rares

18 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 2.00
Tokens Ape 3/3 G, Bird 2/2 U, Emblem Dack Fayden, Frog Lizard 3/3 G
Folders Cool shit, Niv Ideas, Commander Decks I want, Inspiration, Commander stuffs, EDH, edh, Decks
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