pie chart

The Izzet Superstore: Mizzix EDH *Primer*

Commander / EDH Burn Combo Infinite Combo U/R (Izzet)

NivStormfront

Maybeboard


Primer

Welcome to the Izzet Superstore! The place where you never, ever pay full price! This is my personal Mizzix of the Izmagnus deck, and it is the first deck I built myself. This deck functions under one simple principle: we never want to pay the full cost of our Instants and Sorceries. We use Mizzix’s ability to reduce costs to set up and execute a few powerful combos that aim to win the game in one turn. This is generally accomplished via infinite mana combos and X-spells, though this deck also features 3 alternative win cons. This is the deck that I play in my personal playgroup, and we all play on a semi-competitive level. We usually end up encountering a deck’s win con on turn 5 or 6, so our decks are pretty well tuned. I play most of the tutor cards in blue and red and run plenty of counter spells and removal.

My custom categories are as follows: WinCons, Threat Removal, Ramp/Discounts, Card advantage/tutor, Utility, Recursion and Protection.
  • The WinCon category is where all the cards that win me the game go. I’ve got all of my combos in here, as well as a few other strong cards that usually lead to a game win.

  • The Threat Removal category is where all of my board wipes, single target removal, and counter spells go.

  • The Ramp/Discount category is home to all my mana rocks, as well as cards the reduce the cost of spells I cast and fetch lands.

  • The Card Advantage/Tutor category is where my draw and tutor spells go.

  • The Utility category is full of cards that didn’t fit any other specific category but are still viable cards in this deck.

  • The Recursion category is home to cards that flashback and return my spells to my hand from the graveyard

  • The Protection category is home to cards that protect Mizzix during the game.

  • Mizzix is a powerful commander, and she lends herself extremely well to casting lots of instants and sorceries. Her biggest strength is the ability to reduce the cost of these cards, allowing stronger cards to hit the board sooner than cards of the same cost my opponents play. This also enables combos to function with much less setup.

  • The deck also runs plenty of threat removal and counter spells, making it pretty easy to stall the board and keep your opponents from winning or disabling you.

  • Card draw is rampant in blue, and this deck takes advantage of that. I run numerous cards that draw me cards, and one of my alternate win cons allows me to win by doing this. My hand is rarely ever empty.

  • I run plenty of tutors, which allows me to find the combo pieces I need much sooner than normal.

  • This deck also operates in a very subtle way. Often times, opponents don’t realize my deck is about to win until my turn starts, which is usually too late. Many of my win cons can be set up and executed in one turn, and I don’t field a huge board presence, which allows me to lay low for most of the game.

  • Finally, this deck runs plenty of recursion, so cards in my graveyard rarely stay there if I need them to win. Sometimes my deck can win by filling up my graveyard with spells and recurring them all at once.

  • This deck fields very few creatures, so creature-based strategies like tribal and zoo can give this deck a bad time. Nine times out of ten, I’ve only got one or two creatures on the board, and I usually don’t want to block with them.

  • This deck also doesn’t function well without its commander on the board, as Mizzix is enables most of the cards in my deck to function. Losing her can be a huge set back.

This deck’s main strategy is to win by pulling off one of a few combos. It utilizes tutors and card draw to quickly acquire the pieces of one of the combos and uses cost-reducing effects to assemble these combos in a quick and efficient manner. The main combo this deck strives for is an infinite mana infinite damage combo using Reiterate + Mana Geyser + Comet Storm.

This deck needs its low-cost cards early on in the game. Generally, I mulligan hands that have cards with mana costs higher than three, and I always want at least 3 lands and/or 1 accelerant. I usually don’t go below 6, as I can draw plenty of cards without much issue

If things go sideways and the main combo is countered, Mizzix dies, or some other major setback occurs, the plan for this deck is to dig for one of the alternate win cons, of which there are several. It is usually best to keep Mizzix in the command zone if she gets destroyed for a turn or so, but getting her out before trying to combo off again is important. Any card draw or tutor spells I’ve used can usually be recurred, and that makes it less of a hassle to rebuild.

The main win con combo is Reiterate + Mana Geyser or Seething Song to generate infinite red mana, and then cast Comet Storm for infinite damage. This combo has 4 main pieces. The first piece is making sure Mizzix is generating 3-4 mana discounts, as this allows the buyback cost of Reiterate to become free, and with 4 reiterate only costs 2 red mana. This means we can use two of the red mana we’ve generated from Seething song cast Reiterate again, making us 5 more red mana. We will still have 3 red left over from our last Seething Song, so we can continue to copy the spell into infinity. Then, once we’ve made our 12,932,408 red mana, we can cast Comet Storm to deal 12,932,405 damage to each opponent, multikicking Comet Storm 3 times to target each player. This combo can be achieved at as little as 1 experience counter on Mizzix, but it is more optimal to have 3-4, as it allows for more room for error if something interrupts the combo. The combo can be achieved with other red X spells in the deck, like Jaya's Immolating Inferno, Banefire and Invoke the Firemind , but Comet Storm is the preferred option. The best way to tutor for this combo is to cast Firemind's Foresight and grab Comet Storm as your 1 cost instant, Merchant Scroll as your 2 cost, and Seething Song as your 3 cost. Then you can use Merchant Scroll to tutor for Mystical Tutor and cast Mystical Tutor for Reiterate and find a way to draw a card, which shouldn’t really be an issue at this point. This becomes even easier when you have one piece already in your hand, as you can skip the Merchant Scroll tutoring and grab your other two pieces right away.

If the main combo doesn’t go off or gets countered, there are a slew of alternate Win Cons Combos in the deck. There are three alternate win cons in this deck, and they involve Rite of Replication and one of the following creature cards: Guttersnipe, Docent of Perfection  , or Psychosis Crawler.

  • Guttersnipe and Rite of Replication combo very well. If you cast a kicked Rite of Replication on a Guttersnipe, every instant or sorcery you cast will deal 12 damage to each opponent. In a regular game, you will likely need a max of 4 instants or sorcery spells to cast. Before this combo goes off, I like to attempt to fill my hand up with low cost spells or have plenty of experience counters.

  • Docent of Perfection   and Rite of Replication combo together to create a large, powerful board state. Casting rite of replication kicked on the Docent gives you a total of 6 Docents, and when you cast a spell next they will make 6 1/1 wizards, transforming the Docents into their reverse side, which gives each wizard (Mizzix Included) +2/+1 and flying for each Docent, for a total of +12/+6. You continue to make 6 wizards each turn, which fills your board up with 13/7s with flying. This can very quickly overwhelm opponents.

  • The Psychosis Crawler and Rite of Replication combo requires a few extra steps. First, it is good to have either infinite mana or a lot of experience counters on Mizzix, as this makes this combo much more lethal. Blue Sun's Zenith or Invoke the Firemind are required pieces of this combo, and will be the cards that cause the combo to be lethal. First, you make 6 Psychosis Crawlers with Rite of Replication. Then you want to make infinite mana if possible. After that, you cast one of your X draw spells, and each card you draw will cause your opponents to take 6 damage. This can secure a win with roughly 7 max cards drawn.

There are two other cards that aren’t part of a combo necessarily, but that can enable combos or even win the game outright. They are Apex of Power and Expropriate

  • Apex of Power can be used to great effect in this deck. Casting it from you hand gives you 10 mana of one color, and it then exiles the top 7 cards of your library, allowing you to cast them this turn. This card is a wonderful way to enable any of your combos, but it is especially helpful with you already have infinite mana. With infinite mana, if you are missing you damaging spells like Comet Storm, your draw spells like Blue Sun's Zenith, or any other piece of the combo, you can use Apex of Power to effectively tutor for your whole library as long as you are using Reiterate. Due to infinite mana already existing, you can copy Apex of Power as many times as you need to exile your library till you find your piece.
  • Expropriate is just a good card in any blue deck, but with Mizzix discounts it becomes extremely powerful. You can get this card cast early, and it gives you nothing but good stuff. You always want to vote for Time, because it is rare that your opponents will vote Time unless they are super confident in their board state. It also helps if you can copy Expropriate, because it will net you even more goodies.
  • Brainstorm is great in this deck, and it can be played on turn 1 or turn 10 without losing its effectiveness. It joins a slew of one drop spells that also serve the purpose of getting Experience counters early on for cheap. The fact that it draws cards instead of just putting them into you hand can also (rarely) combo with Psychosis Crawler. All around a great way to sift through your deck.
  • Dig Through Time is a panic draw button. I usually play it when I’m digging for combo pieces or trying to catch up to my opponents in cards. You are also likely to have plenty of targets for delve, but I usually opt to use as few instants and sorceries for this as possible since it is very easy to get them back in this deck. Mizzix discounts make this card even better
  • Fact or Fiction is a good card. It allows you to filter through your deck quicker and find your combo pieces. My only issue with this card is that your opponent chooses what goes in which pile. This can lead to a tough choice if you reveal a few of your more important combo cards. However, this card still does its job well, and it rarely betrays you.
  • Impulse serves the same purpose as Fact or Fiction, which is to filter through you deck to find your combo pieces. It’s a great way to dig, but it does have its drawbacks. Like Fact or Fiction, it runs the risk of revealing more than one combo piece, which could lead to a loss of a combo piece. Still, it’s a great card for filtering.
  • Whispers of the Muse basically reads pay X blue and draw X cards in this deck. Once Mizzix is online, this card is busted and can quickly filter through your deck for you win cons. It can also combo with Dramatic Reversal and Isochron Scepter to let you draw as many cards as you want.
  • Nivix, Aerie of the Firemind allows you to filter the top of your library. This can grab you a combo piece, a tutor, or even a counterspell since the effect lasts until your next turn. This a great utility land.
  • Ponder serves the same purpose as Brainstorm, but goes about it in a different way. A great card for shuffling away a bad top of the deck.
  • Preordain serves the same purpose as Brainstorm, filtering the top of the library.
  • Prophetic Bolt should be in both Card Advantage and Threat Removal. It can be used to deal with a troublesome creature or just hit someone in the face, and it has the added bonus of a free Impulse affect. Great card for filtering
  • Rhystic Study should be cast ASAP due to its massive ability to generate card draw. Combine with Reliquary Tower or Thought Vessel for huge hand sizes. Combos well with Psychosis Crawler
  • Tezzeret's Gambit is wonderful in this deck as it allows experience counters to stack up for Mizzix. It also draws you cards and can be cast for life instead of mana with enough experience counters. Great card.
  • Windfall is situational. I usually only cast it when I’m stalling, low on cards, or have a hand full of non-synergistic cards. It is most useful early on, as it lets you fill your hand back up after a successful opener.
  • Sol Ring, Izzet Signet, Darksteel Ingot, Commander Sphere, Chromatic Lantern, and Thought Vessel are all pretty straight forward mana rocks. They are super good in all decks, and really don’t need much of an introduction. Auto includes in my opinion.
  • Pyromancer's Goggles is great in this deck. It copies whatever spell its used to cast, which can make combos happen quicker. It can also copy spells like Expropriate for devastating effects. Great artifact in this deck
  • Primal Amulet   allows for both discounts early on and copying later. It functions in similar ways to Pyromancer's Goggles. Great card
  • Baral, Chief of Compliance is in this section because his main purpose in this deck is to give discounts. His second ability is very good, but it is not the main reason he is in this deck. He also serves as an early body to swing with.
  • Dramatic Reversal may seem like an odd inclusion, but when combined with Isochron Scepter, it can cause plenty of crazy stuff to happen, even generating infinite mana. Great card
  • Turnabout allows you to reuse all your mana, which is super nice considering it will also get discounted by Mizzix. Two blue to reset your mana is great, and that is the main usage of this card in this deck. I save it for when I only have two blue sources left.
  • The fetch lands Evolving Wilds, Grixis Panorama, Myriad Landscape, and Warped Landscape all serve the same purpose: To filter out basic lands.
  • Arcane Lighthouse helps make untouchable creatures touchable. It bypasses Lightning Greaves, Swiftfoot Boots, and plenty of other staple protection, which makes it an auto include
  • Blasphemous Act Is a great board wipe. It usually only costs 1 mana by the time you cast it and does enough damage to wipe all but the biggest creatures on the board. Only issue is it also hits your creatures, but if you’re at the point of casting it you’ll probably lose if you don’t. Great card
  • Blatant Thievery allows you to take make potential threats into win cons for you. Great card, and you get any permanent.
  • Capsize combos well with Mizzix, allowing you to possibly return an entire board to a player. Useful for dealing with threats big and small.
  • Counterspell. ‘Nuff said.
  • Cyclonic Rift. ‘Nuff said.
  • Disallow is super good. It can counter plenty of abilities that opponents think are a give-in, possibly stopping a combo in its tracks.
  • Fuel for the Cause counters a spell and gives you possibly 2 experience counters. Great card in this deck.
  • Homeward Path is great for when you lose control of your stuff. It does give your stolen stuff back though, so it can undermine effect from Blatant Thievery or Expropriate.
  • Insurrection is a great card, and even better in my meta. We have two tribal players, so casting this card is bound to net you lots of gains. Don’t waste it though, they get their creatures back right away!
  • Mystic Confluence is a great utility counterspell, allowing you to remove threats, counter spells or draw cards. I try not to cast it just for the card draw, but in a pinch, it can be used as such. I prefer to use its first two abilities at least once.
  • Power Sink can shut down a turn. If you cast it before a person generates their infinite mana combo, they lose pretty much all chance of pulling it off this turn. Mizzix also combos well, making this spell just that much harder to avoid.
  • Scour from Existence shouldn’t be cast unless its free or close to it. When it is, its super strong.
  • Unwind is great, and with the discounts it can also gain you mana. Otherwise it’s a free counterspell, which is good enough as is.
  • Vandalblast is an auto include in red commander. It removes mana rocks, setting back your opponents and giving you room to breathe, and versus artifact decks its particularly strong.
  • Wild Ricochet allows you to turn a game winning spell for an opponent into a game winning spell for you. I try to save it for the last minute, usually targeting an infinite Comet Storm or something.
  • Isochron Scepter is great. It can be used for many things, but I usually put Merchant Scroll, Counterspell, or Dramatic Reversal. Pretty much anything you put on this is worth it though.
  • Metallurgic Summonings can win you the game in some cases, but I more often use it to recur my graveyard spells while making some blockers. Still, it can get you tons of bodies to swing with.
  • Mission Briefing is great! I love this card, and it is almost self-sufficient, creating synergy for itself.
  • Mizzix's Mastery is so good. You always want to overload this card, and it rarely ever lets you down.
  • Mystic Retrieval can grab back an important card. I usually grab tutors or card draw spells, but if I’ve been milled I go for combo pieces.
  • Past in Flames is basically a costlier Mizzix's Mastery. Good card, but it usually only gets you one or two cards back.
  • Volcanic Vision is great at threat removal as well as recursion. Good card for this deck.
  • Boseiju, Who Shelters All protects your spells from countering. I use it on key combo pieces like Comet Storm or Expropriate
  • Darksteel Plate makes Mizzix harder to remove and protects her from most board wipes.
  • Lightning Greaves is great, but it can cause problems with other protection spells.
  • Riptide Laboratory is a last resort save for Mizzix. It brings her back to your hand so you can recast her for less.
  • Thousand-Year Storm is a BEAST in this deck. It just wins games. With the discounts mizzix gives, I'll be casting plenty of cards in a turn, and imagine what would happen if a drop an expropriate after 3 or 4 spells? It's awesome
  • Inexorable Tide allows experience counters to stack up wicked fast. Great card in this deck
  • Feedback is always appreciated! I am not perfect, and I am always up for some constructive C&C. Leave an upvote if you liked this deck!

    Suggestions

    Updates Add

    After almost a year of playing this deck, I'm pretty satisfied with it. It's well tuned, wins a good amount of games, and is fun to pilot. I am always open for suggestions and comments, but as of right now the list is mostly finalized. Thanks for all the feedback, and feel free to give more!

    Comments

    Casual

    89% Competitive





    Compare to inventory
    Date added 11 months
    Last updated 1 week
    Legality

    This deck is Commander / EDH legal.

    Cards 100
    Avg. CMC 3.65
    Tokens 1/1 Construct, Experience, 1/1 Human Wizard
    Folders Uncategorized, EDH, Izzet commander, mizzix, Try out, Uncategorized, EDH Ideas from Others, EDH/Commander, Mizzix, mizzix, See all 15
    Top rank #19 on 2018-11-05
    Votes
    Ignored suggestions
    Shared with
    Views

    Revision 31 See all

    1 week ago)

    -1 Chromatic Lantern main
    +1 Frantic Search main