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Niv-Mizzet's Just Drawing Cards

Commander / EDH* Budget Combo Storm UR (Izzet)

NotEaster


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A stormy deck with Niv-Mizzet, Parun.

Note that I don't run tutors. That's just a personal deckbuilding choice I've made to make my decks less linear and less overpowered. This deck would certainly run better with them, so feel free to ask me for tutor suggestions if that's something you'd like to do.

The general goal with this deck, as with any storm deck, is to cast a metric ton of spells in one turn and use cards like Aetherflux Reservoir and Ignite Memories to end the game. The stipulation in this deck is that we want those spells to be instants and sorceries, to synergize with our Commander as well as cards like Sentinel Tower and Guttersnipe .

The following are explanations of my card categories, as well as why the category of cards is important to the deck:

Land: This isn't One Land Spy or Oops! All Spells, so we're gonna be running a few of these. Because of Niv-Mizzet, Parun 's casting cost, almost every land taps for colored mana, and most of them come in untapped too. Lands that tap for both colors are the backbone of this deck. My maybeboard includes some lands that I'd like to run but are outside my current budget. I may acquire them in the future. Save for some major reprints, this deck will probably never have a Scalding Tarn or a Volcanic Island .

Ramp: Cards that generate mana that we can spend to drop cards on other turns, not to be confused with rituals. Ramp is critical in this deck, both to cast our Commander and to cast other payoff cards like Thousand-Year Storm . Because Niv-Mizzet, Parun has such a hard casting cost, this deck almost exclusively uses colored mana rocks. Sol Ring is still too good to pass up. I'm not interested in trying to buy a Mana Crypt .

Triggers: This category includes every single instant and sorcery in the deck, mostly so I can track how many there are for card balance. This category is otherwise not very meaningful.

Draw: This is a very broad category that includes not only standard draw spells like Treasure Cruise , but also cantrips like Ponder and any other effect that lets me cast cards that would otherwise be in my library, like Epic Experiment or Sunbird's Invocation . This is hugely important to this deck since it's very unlikely I'll start my turn holding enough spells to win the game. Generally I need to draw into more while I'm going off.

Copy: Anything that allows me to cast a spell more than once goes here. Some of them, like Eye of the Storm , increase storm count, others, like Pyromancer's Goggles , do not. The value of copying spells should be obvious, doubly so for effects that up my storm count.

Ritual: This and draw make up the lifeblood of the deck. This category includes both traditional rituals that gain mana when cast (like Pyretic Ritual ), and spells that pay for themselves in some other way (Such as Frantic Search or Apex of Power ). Rituals are just as important as draw to the storm turn, because the next most important thing to having spells to cast is having Mana to cast them. Rituals are made even more insane by the fact that our commander's effect turns them into cantrips.

Recursion: Spells that allow us to either cast other cards in our graveyard, or return them to our hand. Because some of our storm turns will "fizzle" (sometimes you just draw 8 lands in a row, ya know?), having a way to get them back and try to go off again another turn is very useful. Often times it can be handy to cast the same spell multiple times in a turn, too. For now, I've chosen not to put my other cards with flashback and jump-start in this category.

Wincon: Why we're even playing this deck. These cards, ideally, will end the game. Not much else to be said other than that I run redundant effects because this deck has no tutors and that I didn't put Mind's Desire here because it's not liable to straight up end the game, even if it gets us a lot closer. Comet Storm is on the list both for games where I generate wayyyy too much mana and just want to kill everyone quickly (happens more than you'd think), and to abuse copy effects (Especially Thousand-Year Storm ).

Interaction: Because this is magic and not solitaire, you always want to have a way to protect your board and screw up everyone else's. These cards do that.

If any of these explanations still leave you in the dark or you have a more specific question, don't hesitate to ask. Storm can be a very complex deck at times, and I'm not even sure what I'm doing some games.

Suggestions welcome! keep in mind I'm unlikely to acquire very expensive cards, or somewhat expensive cards that aren't noticeably better than what I have.

I'd also love it if you upvoted the deck (if you liked it) so more people could see it! The more discussion and feedback, the better in my book.

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Top Ranked
  • Achieved #31 position overall 5 years ago
Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 1 Mythic Rares

36 - 7 Rares

12 - 1 Uncommons

26 - 1 Commons

Cards 100
Avg. CMC 2.84
Tokens Bird 2/2 U, Boar 2/2 G, Emblem Chandra, Torch of Defiance, Spirit 1/1 C
Folders Decks I like, Edh ideas, Niv-Mizzet, Parun, Inspiration, Izzet, ToDo, Sweet Brews from Other Folks
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