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
|Want (2)||Asfael , mmiless|
Printings View all
|Eldritch Moon (EMN)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Curious Homunculus occurrence in decks from the last year
Curious Homunculus Discussion
3 weeks ago
I second multimedia, this deck would benefit from fewer creatures and more instants (since that's what your commander's ability is based around).
That said, some creatures I would suggest for a spellslinger theme (other than those already suggested) Goblin Electromancer, Baral, Chief of Compliance, Electrostatic Field, Spellseeker, Curious Homunculus Flip, Guttersnipe, Sprite Dragon, or even Wavebreak Hippocamp.
There are so many good/cheap instants you can consider to fuel this thing too.
4 weeks ago
5 months ago
Saw the link and request for budget suggestions. I haven't played Melek but I am currently playing Mizzix of the Izmagnus and used to play Keranos, God of Storms. I'm a fan or UR all-around. The suggestions below are fairly generic since I'm unsure of how you want to win. Suggestions are based around cards I've used before in 60-card formats or in EDH with the previously mentioned legendaries, and should be under $5 each.
- Primal Amulet Flip
- Goblin Electromancer
- Thryx, the Sudden Storm
- Curious Homunculus Flip
- Seal of the Guildpact
- Firebrand Archer
- Electrostatic Field
- Niv-Mizzet, Dracogenius
- Sphinx-Bone Wand
- Sentinel Tower
7 months ago
Why does this deck run so few lands? It caps out at three mana, but with only 16 lands (and four of them being fetches), there is around a one-in-four chance of not having three lands by turn three. Even in a mono-blue tempo deck, I'm not sure that Tempest Djinn fits well when you can't cast it and it can't scale because you don't have enough lands floating in the deck. Even with Curious Homunculus Flip acting as pseudo ramp, a surprising number of cards in your deck simply are not affected due to lacking any colorless mana symbols.
Despite all of that, the deck still popped off when it could land early creatures and protect them with dozens of cheap instant spells. I just personally would remove whichever card is lowest-performing and get up to a minimum of 20 lands to improve consistency (and probably remove the fetches to not sacrifice the life, but that's an entirely different debate).
7 months ago
If you wanna go all-in on the spell copying i have a few things. You need cost reduction, in addition to Electromancer you have Baral, Chief of Cumpleaños , Arcane Melee , Mizzix of the Izmagnus , and Curious Homunculus Flip for creatures. There're also the Medallion artifacts( Sapphire , Emerald , and Ruby ) and Jace's Sanctum is an enchantment that also has you scry 1 each time you cast an instant or sorcery. You can also look at As Foretold , Throes of Chaos , and Maelstrom Wanderer as ways to get "free" spells so you can use the mana that the spells cost to instead copy them. You're also going to want more mana acceleration so you can cast multiple spells or utilize multiple copy effects the best dorks are Rattleclaw Mystic , BoP , and Sylvan Caryatid and for 2CMC rocks you have the Signets( Izzet , Simic , and Gruul ) and the Talismans ( Creativity , Curiosity , and Impulse ). If you don't want to rely on artifacts for ramp since they don't synergize with Riku Kodama's Reach and Cultivate are pretty much auto-includes for G ramp spells, and Nature's Lore , Farseek , and Skyshroud Claim to get non-basic Forests into play faster, this does mean you'll need more non-basic Forests so you should get Breeding Pool , Stomping Ground , and Sheltered Thicket . Once you have costs down you can focus on the value you get out of your spells an easy way is looking at Twiddle effects like Rewind , Frantic Search , Snap , and Unwind , similar to Peregrine Drake and Palinchron , they untap their costs worth of lands so when you copy them or reduce their costs they start to generate mana. Now that you've generated a stupid amount of mana you need things to do with it so you have Epic Experiment , Expropriate , Time Stretch , and Rishkar's Expertise for value and you can use Fireball , Fall of the Titans , Finale of Devastation , and Electrodominance to just straight up kill people. Additional ways to copy spells are Dualcaster Mage , Dual Casting , Repeated Reverberation , Bonus Round , and Increasing Vengeance and Echo Mage , and some added value effects you can use are Rashmi, Eternities Crafter and Sunbird's Invocation .
8 months ago
I've begun swapping
8 months ago
Mizzix was the second commander deck I ever built, so I have a soft spot for her. To get an idea for how it plays, take a look at my (possibly a little out of date) deck here Hot in Here, or Izzet me?
I see you're doing a lot here and maybe in your meta it works differently, but from my personal experience, there are some changes you could make that would greatly improve this deck. I could go into specifics if you like, but for the sake of brevity I'll go over some things I've learned.
1: Colored mana is the only limit to Mizzix's power. A card like Mizzium Mortars costs a whopping three red mana to use. I get the best results out of cards that only cost one or two colored mana. Aim for things that cost X and a colored mana.
2: Counterspells. Having specialized counterspells like "Counter target creature spell" won't do you as good as a card that counters anything. Mizzix is hella fragile, but she can make some spells nigh-impossible to subvert. Examples are Syncopate , Condescend , and Mindswipe . Since your X will be crazy high, most players will be unable to every pay it.
3: You don't need cost-reducers in this deck. Mizzix needs things that either add colored mana or care about instants and sorceries being cast. Instead of a Curious Homunculus Flip, for instance, try a Young Pyromancer , etc. Same applies to mana rocks. I'm looking at you, Sapphire Medallion .
4: Instants and Sorceries. Avoid at all costs anything that lets you play an instant or sorcery without paying its cost. Mizzix wants to play X spells and if you don't pay the cost, X=0. Instead, look for ways to recur spells often. Call to mind and Past in Flames are great. Look for other cards with Buyback, Flashback, Aftermath, etc. You want to cast one or two spells fast to build up experience counters, then have a graveyard full of spells when your hand runs out.
5: Protection. Mizzix is very fragile and without her, the deck falls apart. Fool's Demise is a great start in finding ways to prevent her from being hit. Explore other options in the event of a boardwipe or targeted removal.
That's all for now. I hope at least some of this was useful! Let me know if you want to hear more.
8 months ago
One thing I’ve noticed that your deck is very counterspell heavy, with 11 in the main deck; in general, from personal experience, decks that are heavily counterspell based aim to control the tempo of the game, slowing their opponent’s game plans while advancing their own. However, the quality of counterspells aren’t great in your deck and get very quickly outclassed (see Izzet Charm / Quench as opposed to something like Absorb / Frilled Mystic ) and there aren’t any flash threats present in your deck that aren’t cheap counterspells. Looking at Azorius and Simic Flash, they hold up the threat of counterspells, but also have ways to apply pressure in case there is no need to counterspell, such as Nightpack Ambusher and Archangel Avacyn Flip. While you have Cryptic Serpent and Enigma Drake , playing those on curve prevents you from holding up counterspells, and every turn later they’re played allows your opponents to go over your game plan, and potentially beat you. Maybe adding something like Young Pyromancer or Thing in the Ice Flip would be better than Curious Homunculus Flip, as one can generate a huge battlefield and the other can provide a huge threat and tempo shift. Bedlam Reveler can also be better late game, as even though you have to tap on your turn for it, it can help refill your hand. Improving the quality of counterspells with cards like Ionize and Mindswipe could make your deck much better late game, and maybe adding more flash threats like Elder Deep-Fiend , Brazen Borrower and Brineborn Cutthroat could help apply more pressure to your opponents. Cards like AEtherize to act as a pseudo Settle the Wreckage could be a great idea as well. Of course, this kind of Izzet Flash deck not be the goal of your deck; in that case, perhaps remove Quench and Izzet Charm , as these kinds of counterspells are only really good early game and are dead draws later on.