Creature — Homunculus
: Add to your mana pool. Spend this mana only to cast an instant or sorcery spell.
At the beginning of your upkeep, if there are three or more instant and/or sorcery cards in your graveyard, transform Curious Homunculus
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Curious Homunculus Discussion
3 months ago
I like the idea; I'd consider subbing out Quench for Censor and/or some Jwari Disruption Flip. I also like Frantic Inventory , and more importantly with Mystic Sanctuary , Tragic Lesson is an absolute house. I also think that without looting effects, 4x Mission Briefing is a little much; honestly, card advantage is probably more important than recursion, as you're not looking to max out big spells so much as play a lot of them. If you mainboard some mass-bounce, it could be worth it to run a couple Briefing, but I think things like Behold the Multiverse , Chart a Course , etc could be more helpful overall.
I also think with the full playset of Sanctuary, 4x Castle Vantress is too much as they don't add to island count; I think going down to just one or maybe two would be better, especially since by the time you'd be using them for value, you're generally either already winning or already losing.
I think Unsubstantiate is decent, but especially if you swap the other soft counters for hard ones, it may be worth changing out for Into the Roil to have a spell on four that clears the way for Skulker and adds to your draw count.
Finally, another card to consider (probably over Homunculus) is Jace, Vryn's Prodigy Flip. Especially with lots of draw spells, you're likely to flip it early, and it both adds to draw count for Skulker and once flipped won't be bounced - though it would be better in a build with Frantic Inventory or other graveyard synergies to get it going ASAP. I think this swap is more of a tossup compared to the stuff suggested above, though.
I want mono U to work in pioneer, so I love this. Cheers!
3 months ago
Hey dude i like your style! im a izzet fan so anything that goes there i like!...if you are running the Nivs i recommend you to use Curiosity , also Propaganda i think its a must in this kind of decks maybe Silent Arbiter aswell... Mizzix's Mastery is a really cool finisher, Mind's Desire Eye of the Storm really fun cards to play in izzet.... Baral, Chief of Compliance Curious Homunculus Flip Birgi, God of Storytelling Flip Storm-Kiln Artist usefull bears....cheers mate!
7 months ago
9 months ago
Still a bit of a rough list, so difficult to make specific card recs but though I would share some experience. I bought the pre-built deck when it came out, and recently did an entire break-down and rebuilt.
Looks like you've got a focus around the proliferate synergies, so I would build around that as a start. The trouble I had was that there are so many (too many) possible combos you can use, and a few different strategies. I've never specifically seen proliferate (X, Wheel, Turns, Wizards) or what I play Storm (without really using storm cards).
Creatures don't build experience counters, so I would be strategic with the purpose of a creature. Ones with limited payoff like Thermo-Alchemist/Guttersnipe (what are you repeatedly casting to win with them, usually in Mizz is infinite mana which leverages a draw library or X spell payoff) or high cost Charmbreaker Devils/Melek, Izzet Paragon will hurt when drawn unless your utilizing for a specific purpose.
Aetherflux Reservoir is the right type of card, but it's tough to get in Izzet (). Whir of Invention/Intuition/Reshape/Etc. I found that if your building your storm count (it's usually drawing library or mana) so it's unnecessary. Similar finishers like Sphinx-Bone Wand have the same challenge, would prefer a Fall of the Titans or a Enter the Infinite in most cases. Ral, Storm Conduit has better payoff with similar function.
Your going to be quite slow with so many tapped lands, plus you have many turn 1 draw payoffs in blue (cantrips), so having T1/T2 mana up is key. Izzet Boilerworks can make infinite mana pretty easily, but outside of that see where you can trim. I'm not sure you need to many Cycling lands either, in Mizz, you generally want to play your lands, the tradeoff will be that early in the game your mana is coming in tapped, but later in the game you can cycle away bad land draws. If your going for mid-range over combo, you'll likely need much more removal/counter/sweepers, if your just want cast large spells, maybe Jeleva, Nephalia's Scourge would be a better commander selection for the added tutors. Lands really to break the budget though, I understand, Steam Vents will be critical though, and Fiery Islet is ok priced still.
I like the Flux Channeler I've considered him so many times, because he can build your Experience so Mizzix of the Izmagnus can stay protected in the command zone, and have immediate impact (when played unprotected).
You have Bonus Round, could build some interaction with it, like Seething Song + Reiterate or Frantic Search + Narset's Reversal or Dramatic Reversal + Narset's Reversal, etc. Not sure if you've ever used Commander Spellbook but just enter Bonus Round, and click the , , to filter the list.
Not sure what the Sideboard cards are, using as a intermediary cut list?
I also playtested the Curious Homunculus Flip/Goblin Electromancer types, Baral, Chief of Compliance was good, I would avoid the others, most of the time, I would prefer them to be spells to build the Experience count while providing an ability as well (like draw).
I assume Trinket Mage/etc. are pulling in the mana rocks, but they are only useful if your at a mana/experience level to activate. Trophy Mage for Twinning Staff? Needs a Dramatic Reversal in that case.
Jace's Sanctum doesn't build experience count, it's high CMC for the same ability, I would avoid this type of ability at this cost.
Your 405 Avg CMC is pretty high, you'll have similar challenges that other mid-range has is some games your going to draw hands of cards you'll never be able to play, again depends on your playgroups, but you may find some games it feels like you "do nothing" before the game closes out. I would cut some high CMC cards, bring that down at least below CMC 3, utilize the high CMC cards for win, and try and make then instant/sorcery where you can to get the experience benefit.
I would pick a couple win cons like Bonus Round or Enter the Infinite or Beacon of Tomorrows of something more classic like a Fall of the Titans or Stroke of Genius and build a core around them, that will help you solidify a good 70 card core, then add your mana accelerators and cantrips around them, and bet your at 80 cards and might help make some cuts easy.
Feel free to comment me back, happy to look again once it's paired a bit, or assist with honing in if you have a clear Game-Winning vision that you want to go with?
Good start. +1.
11 months ago
Aight. First, you need a good ramp package. I'd go
Izzet Signet, Talisman of Creativity, Fellwar Stone, Arcane Signet. These are for mana fixing and ramp. If you can't afford Fellwar and Arcane, use Sky Diamond and Fire Diamond as temporary replacement.
Sol Ring, Coalition Relic, Eye of Ramos and Heart of Ramos. There are other things, but the whole point of these cards is to power out Niv. You can consider using Worn Powerstone and either Palladium Myr and Thran Dynamo instead if you feel that they're worth it.
You have 3 taplands, two of which are useless. They're better off being basics, although Skyline Cascade isn't the worst. Also, Evolving Wilds never belongs in 2-color decks. Temple of Epiphany is infinitely better.
1 year ago
I think there are a couple simple improvements that could help with this deck. First, I don't see the real use of Jace, Arcane Strategist. It's high CMC and does synergize a lot with the deck. Second, you have only 19 Wizards in the deck including Kaza, and a very surprising amount of creatures are non-wizards. Kaza decks are based a lot on having consistent wizards on board. Definitely removing some of those non-wizards and adding in more wizards is going to help a lot. You certainly have plenty of color fixing in this deck so I think Curious Homunculus Flip is an excellent candidate for being removed. Also Vizier of Tumbling Sands is not a wizard but cards like Aphetto Alchemist and Fatestitcher have similar abilities but they're both wizards. I would definitely suggest poking are EDHREC.com for some good ideas on where to go with this deck. You have a good budget start but lots of room for improvement.
1 year ago
hawk911 don't get so upset over people offering actual constructive, valid feedback. I just made a very casual Kykar deck myself and even though it's probably under $150 in total cost it is likely stronger simply because it's a bit more focused. The 11 planeswalkers in her deck are insane. Planeswalkers have inherent weaknesses in EDH and unless you're playing a superfriends deck that supports them you're really not doing yourself any favors. I mean how is she planning on protecting any of her walkers with the little interaction she has and very few actual blockers. Her creature choices are questionable and I would get rid of all of the card draw ETB ones. She has some of the Kykar staples in Young Pyromancer, Talrand, Murmuring Mystic and Monastery Mentor but since 3 of them care about instants/sorceries instead of all non-creature spells, the best way to build would be spell slinger. Support them with cards like Electrostatic Field, Goblin Electromancer, Guttersnipe, Curious Homunculus Flip, Elsha of the Infinite, and definitely Niv-Mizzet, Parun. Then run way more interaction, some burn, definitely mana rocks, and if she wants to run walkers I would recommend Ral, Storm Conduit, Saheeli, the Gifted, or Saheeli, Sublime Artificer. Anthems might seem nice but you're really not going to be winning by going wide and tall with a bunch of tokens in a deck that doesn't create tokens anywhere near as fast as Elves or some other commanders could.
1 year ago
To maximize how versatile this deck was and to maximize the use of the sideboard of choice, I added 3 copies of all spells except for Maddening Cacophony, Fraying Sanity, Curious Homunculus Flip, and Baral, Chief of Compliance. This is because you should never remove Maddening Cacophony and Fraying Sanity from the deck, as they are a major part of this decks strategy. The reason there is 1 copy of Baral, Chief of Compliance and 2 copies of Curious Homunculus Flip is to remove the chance of getting more then one Baral, Chief of Compliance, wasting a card in your hand and the 2 copies of Curious Homunculus Flip accomplish the same thing but just in a different way.