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[GRN Standard] U/R Midrange (Explained)

Standard* Competitive Control Midrange UR (Izzet)

dalamosu


Sideboard


Maybeboard


Izzet deck that might see competitive gameplay .

This is the first deck that I'm uploading to this site so please be kind.

This deck has been tested in Cockatrice with decent results but must be improved so I'm open to suggestions and ideas from all of you.

Here i'm gonna update results of this deck vs different matchups

U/R Wizards 5-1

Grixis Control 2-1

/Mono G/Gruul Stompy 1-3

Boros Aggro 1-0

5C Gates 1-0

Dimir Midrange 1-0

Sultai Midrange 1-1

Selesnya Tokens 2-0

Golgari Aggro 1-0

Here is a bit of an explanation of the deck by mana curve.

Mana

Opt: One of the most popular cards in Standard and Modern format. Simply helps you to control what to draw and also to clear your deck.

Shock: A cheap control red card, that might be helpful to remove low toughness creatures, especially mana accelerators like Llanowar elves.

Mana

Goblin Electromancer: Makes most of you instant and sorcery spells cheaper, allowing you to grind your deck earlier or even to control your opponents with less mana as possible.

Electrostatic Field: Synergies perfectly with this deck, allowing you free damage to your opponent and also allows you to get a cheap blocker, especially important on early turns when you will lack tons of creatures from the defense.*Edit: in GRN there are flying creatures for almost every Archetype, therefore Electrostatic Field became pretty much useless as a blocker. In response, I added 3x Murmuring Mystic and it has work greatly.

Lightning Strike: Simple red control card, more powerful than Shock. Tip: don't be afraid to use this card to remove low mana cost creatures, even tho is important for the deck, isn't strictly necessary as a winning condition.

Essence Scatter: Control against creatures, which will be one of the toughest things you will have to face with this deck.

Mana

Guttersnipe: Creature that interacts well with this deck, allowing you to do free damage to your opponent with an instant or sorcery. In case the opponent has a big mass of creatures, I recommend to switch this card with Murmuring Mystic, which allows you to create 1/1 birds with flying (very good blockers).

Enigma Drake: Perfect 3 drop, gets stronger as time passes and you cast more instant or sorcery cards. Between this and Wee Dragonauts I prefer the drake, for more consistency on his power over time.

Ionize: Great control card, counters any spell and also deals 2 damage to your opponent. One of the most powerful cards on this deck.

Risk Factor: A great card which can be cast twice with its jump-start ability. Allows you to draw 3 cards or let the opponent suffer 4 damage, great acquisition for this deck.

Mana

Chemister's Insight: Great card with jump-start, that allows you to draw 2 cards and helps you to clear your deck faster. Since this deck doesn't have tons of creatures, I prefer using this over Chart a Course .

Crackling Drake: The improved version of Enigma Drake, that also pumps with those spells that are in exile as well as allows you to draw a card.

Mana

Ral, Izzet Viceroy: One of your key finishers, excellent for late game, and extremely helpful on a deck like this.

Mana

Niv-Mizzet, Parun: Here is another of your finisher cards, very powerful and also with great synergy with your draw-spells as well as any instant or sorcery card.

Mana

Syncopate: Great counterspell that allows you to exile the countered card.

Banefire: Great card, adaptable for a time in the game, but that pays a lot if you cast it in later instances against players.

Expansion // Explosion: Also one of your strong late game cards, I recommend to try to hold until Explosion is possible and you will get rewarded greatly.

Sideboard

Alpine Moon: Great way to nullify cards like Azcanta, the Sunken Ruin, Primal Wellspring, etc.

Blink of an Eye: Great way to buy time against strong creatures and to also draw a card.

Detection Tower: This card mainly function is to dismantle things like Carnage Tyrant or Vine Mare on Stompy decks, which counters very hard this U/R deck.

Disdainful Stroke: Additional control, specially vs planeswalkers like Teferi, Hero of Dominaria, Vraska, Golgari Queen or Karn, Scion of Urza, etc.

Fiery Cannonade: Great cleanup card against thopter, goblins, knights and tribal decks in general with low creatures toughness.

Murmuring Mystic. As was mention before, a great way to increase your attack and defense trough tokens created by casting instant or sorcery spells.

Negate: Extra control piece, especially useful vs strong artifacts, enchantments and planeswalkers as well.

Ral, Izzet Viceroy: In case you need an extra finisher and the games are being delayed to later turns, this card is an excellent way to get winning conditions.

Hope you enjoy this list, any feedback will be appreciated. Thanks to people in SCG, MTGOtraders, MTG Goldfish and this site aswell for giving me ideas and concepts to learn how to build a deck.

Kind regards Daniel

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Date added 5 years
Last updated 5 years
Exclude colors WBG
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

18 - 4 Rares

14 - 6 Uncommons

11 - 5 Commons

Cards 60
Avg. CMC 2.95
Tokens Bird Illusion 1/1 U, Emblem Ral, Izzet Viceroy
Folders Izzet Burn, Standard Decks
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