Izzet Boilerworks enters the battlefield tapped.
When Izzet Boilerworks enters the battlefield, return a land you control to its owner's hand.
: Gain .
|Have (2)||gomezrs , metalmagic|
|Want (4)||Streyken , effin530 , pksword1 , Magic_Daddy|
Printings View all
|Commander 2020 (C20)||Uncommon|
|Commander 2019 (C19)||Uncommon|
|Guilds of Ravnica: Guild Kit (GK1)||Common|
|Commander 2018 (C18)||Uncommon|
|Iconic Masters (IMA)||Uncommon|
|Commander 2017 (C17)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Commander 2015 (C15)||Common|
|Modern Masters 2015 Edition (MM2)||Uncommon|
|Commander 2013 (C13)||Common|
|Duel Decks: Izzet vs. Golgari (DDJ)||Common|
|MTG: Commander (CMD)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Izzet Boilerworks Discussion
5 days ago
Hey, interesting start on a budget version of Kess.
Some cards to consider adding:
- Baleful Strix
- Gonti, Lord of Luxury
- Arcane Signet: at TCGPlayer can get it for less than $3.
- Izzet Signet
- Dimir Signet: can get it for less than $1.
- Rakdos Signet
- Crumbling Necropolis: Grixis Tri land.
- Shivan Reef: can get it for less than $1.
- Smoldering Marsh
- Grixis Panorama
- Opal Palace
- Dimir Aqueduct
- Izzet Boilerworks
- Rakdos Carnarium
Cards to consider cutting for these:
- Temple of the False God: it will not tap for mana until your fifth turn which is really bad.
- Vivid Marsh: when it runs out of two counters it can only tap for black.
- Dimir Guildgate
- Swiftwater Cliffs
- 4x Mountain
- Guard Gomazoa or Fog Bank
- Sage's Row Denizen
- Izzet Chronarch
- Mnemonic Wall
- Salvager of Secrets
- Possessed Skaab
Baleful Strix is a two drop who draws a card when it ETB, that way you can blink it with Deadeye to draw many cards. When you assemble Deadeye + Drake for infinite mana then being able to infinite blink a creature who draws can draw your win condition or draw and cast all cards in your deck. It's possible you could have a win condition already on the battlefield or in hand or graveyard with Kess, but if not then infinite blinking Strix lets you draw it.
Gonti, Lord of Luxury can be a win condition with Deadeye + Drake. It's not opponent mill, it's better, it's opponent exile their libraries and with infinite mana you get to cast all your opponent's cards. Arcane Signet , Izzet Signet, Dimir Signet, Rakdos Signet are some two drop mana rocks so you're not only relying on lands to have enough mana to cast cards.
I don't think you need to play so many creatures who recur an instant or sorcery because isn't that what Kess is for? That's the advantage of Kess, you get to cast an instant or sorcery from your graveyard on your turns, but once you resolve that spell is exiled. An exiled spell is no longer in your graveyard to recur to your hand. Archaeomancer is the only creature you want for this effect because you also have blink spells as well as Deadeye and creature recursion/reanimation spells for Archaeomancer.
Good luck with your deck.
3 weeks ago
Hey, good budget version of Omnath. Nice Sylvan Library :)
For around $25 you could make several budget improvements. Some budget staples in Commander for four colors to consider adding:
- Sol Ring: at TCGPlayer it's less than $3.
- Command Tower: it's less than $1.
- Arcane Signet: it's less than $3.
- Exotic Orchard
- Canopy Vista: it's less than $2.
- Cinder Glade: it's less than $1.
- Prairie Stream: it's less than $1.
Some budget cards for landfall to consider adding:
- Zendikar's Roil: repeatable 2/2 Elementals.
- Felidar Retreat: repeatable counters on all creatures you control including Omnath or repeatable 2/2 Cats.
- Risen Reef: can put a land onto the battlefield tapped or any other card into your hand and has good repeatable interaction with Elementals especially Zendikar's Roil and Omnath, Locus of Rage.
- Harrow: search for and put two basic lands onto the battlefield untapped.
- Springbloom Druid: search for and put two basic lands onto the battlefield tapped.
- Llanowar Scout: can play any land from your hand.
- Knight of the Reliquary: repeatable land tutor to search for any land and put it onto the battlefield.
- Growth Spiral
- Simic Growth Chamber
- Gruul Turf
- Selesnya Sanctuary
- Izzet Boilerworks
Land ramp that puts two lands onto the battlefield at the same time to trigger Omnath twice is helpful. Chamber, Turf, Sanctuary and Boilerworks are called Bounce lands and they can give you more chances to have lands in your hand to play to trigger landfall. They can also bounce themselves back to your hand which gives you at least one land drop each turn for landfall.
Omnath can benefit from some mana sinks to be able to consistently use the four mana he makes:
- Kessig Wolf Run: it's less than $1, repeatable trample and pump Omnath's power.
- Gavony Township: it's less than $1, repeatable counters for all creatures you control.
- Rogue's Passage: make Omnath unblockable to do Commander damage.
- Simic Ascendancy: repeatable counters and can be a win condition with counters only needing 20. Has very good interaction with Felidar Retreat and Gavony Township since these put a counter on each creature you control meaning each creature counts as putting one counter on Ascendancy.
- Wargate: Mystery Booster version is less than $2. Tutor for any permanent card and put it onto the battlefield.
If you're interested in these suggestions I offer more advice about cards to cut. Good luck with your deck.
1 month ago
Hey, good upgrades of the precon. Interesting version with lots of creatures. I've been playing Kalamax on a budget since he was released and I personally prefer less creatures and more instants/sorceries. My version is very different than yours, but I have some suggestions of how you can improve your version.
Cards from the precon to consider adding:
Kessig Wolf Run is one of the better support lands with Kalamax since it can a repeatable source of trample. Getting both Run and Encampment or Settlement with Crop Rotation is nice. Run is a land upgrade for Sapseep Forest. Harrow is one of the better land ramp spells with Kalamax because you sac one land to search for four basic lands of your choice and put them onto the battlefield untapped. Getting the basic lands untapped gives you mana to cast a spell on an opponent's turn and that's really the strength of Kalamax. Harrow is better than Natural Connection.
Primal Empathy is a fine repeatable draw source since Kalamax is going to most likely be the biggest creature on the battlefield and if he isn't then put another counter on him to make him bigger. The three Bounce lands are good budget lands that are upgrades for Guildgates and Life lands (Rugged Highlands).
Some cards to consider adding:
- Narset's Reversal
- Shared Summons
- Wavebreak Hippocamp
- Cultivator's Caravan
- Sprite Dragon
- Paradise Druid
Narset's Reversal is powerful with Kalamax since it can be a repeatable instant. You can return the original Reversal back to your hand with the copy of Reversal that Kalamax makes and still get a copy of opponent's or your own instant/sorcery you first copied. The repeatable interaction is nice with Guttersnipe and other creatures who ping your opponents. Reversal could replace Volcanic Geyser.
Shared Summons is an instant creature tutor that can get any two different creatures. With Kalamax it can tutor for four different creatures. Summons could replace Whiplash Trap. Wavebreak Hippocamp could replace Lunar Mystic. It's one less mana and the draw is repeatable for no mana cost. Sprite Dragon is a upgrade for Spellgorger Weird. It's one less mana and has evasion flying to take more advantage of having a lot of counters.
Paradise Druid can tap to make any color of mana and can use this mana to cast any card. Paradise is a ramp upgrade for Vodalian Arcanist. Cultivator's Caravan is an upgrade for a three drop mana rock because of crew 3 which is a repeatable way at instant speed tap Kalamax.
Good luck with your deck.
1 month ago
Hey, some base numbers to consider when starting out a three color casual Temur deck:
- 36 lands: Command Tower, Exotic Orchard
- 12 ramp sources: Simic/Izzet/Gruul Signets, Farseek
- 10 draw sources: Brainstorm, Coiling Oracle
- 8 removal/counterspells: Nature's Claim, Counterspell
- 5 tutors: Shared Summons, Prime Speaker Vannifar
Of course these numbers can be increased or decreased as you build the deck, but this is a good starting point with some cards to consider adding.
Any creatures or instant/sorceries you play think of them has having two additional mana in their mana costs that way you can get value from Riku. This means more creatures and instant/sorceries that are lower mana cost such as Coiling Oracle and Growth Spiral. Oracle and Spiral for two mana can help to get to five or more mana to cast Riku.
Legendary creatures are not the best with Riku because of the legendary rule. Only allowing you to have one card that's the same name in your control meaning you don't really want to copy a legendary creature with Riku. The token copy still triggers any ETB abilities, but then you remove the token copy and keep the original legendary creature.
Some budget win conditions with Riku
Biovisionary + one copy of Biovisionary + Twinflame
At beginning of your end step resolve the Biovisionary win the game trigger before the Twinflame exile tokens trigger which wins the game before the tokens are exiled. Biovisionary is also good with clones such as Phyrexian Metamorph. With Riku in your control get Biovisionary onto the battlefield, make a copy of it, clone it with Metamorph and make token copy of Metamorph gives you four Biovisionarys. Twinflame also combos with Dualcaster Mage for infinite Dualcasters who can attack with haste.
Ral, Storm Conduit + Fork Expansion / Explosion/Reverberate/Twincast
With Ral in your control cast a Fork, copy it with Riku. Let the copy resolve and then copy the original Fork still on the stack. Resolving the Fork copy then copying the original Fork makes a copy instant loop which does infinite damage to your opponents one at a time with Ral. These Forks are good with Riku outside the combo because for four mana you can copy an opponents spell twice. Forks are nice in multiplayer Commander where you have many opponents who are casting instant/sorceries you could copy.
Some of other cards $5 or less each that are good with Riku
- Mana dorks: Kiora's Follower, Paradise Druid
- Land ramp: Crop Rotation, Harrow
- Clones: Clever Impersonator, Progenitor Mimic
- Recursion: Eternal Witness, Regrowth
- Removal: Beast Within, Reclamation Sage
- Draw: Preordain, Serum Visions, Risen Reef
- Tutors: Chord of Calling, Signal the Clans
- Forks: Narset's Reversal can be a repeatable for four mana since the copy of Reversal can bounce the original Reversal back to your hand.
- Tri: Frontier Bivouac
- Fetch: Ash Barrens, Evolving Wilds
- Pain: Yavimaya Coast, Karplusan Forest, Shivan Reef
- Battle: Cinder Glade
- Bounce: Simic Growth Chamber, Izzet Boilerworks, Gruul Turf
- Utility: Mystic Sanctuary, Kessig Wolf Run
- Check: Sulfur Falls, Rootbound Crag
More Expensive Lands
2 months ago
The reason for the Dimir Aqueduct and Izzet Boilerworks is so that if Cloud of Faeries is being used for the Ghostly Flicker combo then we can still net mana. For it to work there needs to be 2 lands each tapping for at least 2 mana and with the enchantments and the two off-color lands makes 6 options. Also, the extra bounce lands give me the option to replay other utility lands.
2 months ago
A few things to start off with. you have a lot of 1 ofs. you want to maximize your consistency, which means 4 ofs for your important cards. you can have a bunch of 1 ofs, but only if you have some way of searching for them. Fierce Empath does that, but you only have 1 of those.
next lets talk about a game plan. a deck usually wants 1 main plan to focus on, with some decks going for a back up plan if they have a strategy that tends to get some frequent hate. now the plan can be fairly broad and you can have multiple types of cards that help your plan but there should be a very clear plan. I think there is a plan in your deck, but you have lots of cards in it that do not fit the plan very well.
so lets talk about what things we see in the deck and where you can go from here. I see a lot of big creatures and ways to get them out quicker. this is generally called 'stompy' and tends to fit in GR/GRx lists as it allows for ramp and aggressive beaters. cards like Goreclaw, Terror of Qal Sisma are great for this. blue is sometimes added to stall opponents out until you unleash your monsters.
when looking at your cards, you'll want to think "how does this help my plan?". for example, what does Elvish Reclaimer do for the deck? it doesn't ramp the deck unless you're grabbing bounce lands like Izzet Boilerworks but is vulnerable to your opponents removal unlike cards like Farseek. it can become a 3/4 but your goal isn't to play a few 3/4s and win via value cards, it's to get big scary things into play that end the game.
Since this is a deck revolving around winning with some big scary things, lets talk about big scary things. you have a lot of options. but you don't need that many. what you need is 1 or two very good ones and multiples of them to make sure that you get them when you need them. right now i'm not a huge fan of top end of your deck. mainly they are cards that are very expensive and either don't do much, or do it too slowly. Verdant Sun's Avatar is 7 mana 5/5 that gains a little bit of life. Roil Elemental requires triple blue which isn't always as easy, only has 3 power which is abysmal for a 6 mana card and you still need to play more land in order to get use out of it. Simic Sky Swallower at least can't be removed easily by an opponent where as most everything else in your deck loses to Terminate. you might want to consider cards like Carnage Tyrant, Terror of the Peaks, or Inferno Titan. these cards are harder/painful to remove or get some value when they come in so it's not a total loss if they are removed.
you have ramp in your deck which is good. that's something you want. the problem is that most of the ramp in your deck is too slow/expensive. Frontier Guide wont be able to ramp you unless you already have 4 mana. and if you have 4 mana Explosive Vegetation or goreclaw are better bets. the point of ramp is that you do it early, so that your big things come out faster than they normally would. so you want cheaper ramp cards. Sakura-Tribe Elder is a great card for this as it can be used as early as turn 2 and can provide a blocker if your opponent is being really aggressive against you in the early game.
counter spells can also help the plan. the reason people want to get big things out fast is mostly to get them out before your opponent has a chance to do something. so in a way, counter spells are almost like a form of ramp. so long as you play a land and counter your opponents spell for the turn, you've essentially just said that both players play a land. the problem with the counterspells you picked is that they are expensive. you need to be able to stop your opponents plays early on in order for the previous statement to work. and ideally you want to be able to do stuff on your turn besides just hold up mana to counterspells. for both these reasons you want less 4 mana counterspells and more 2 mana counterspells such as Mana Leak, or Remand.
you mention that you are playing burn. burn generally means using cards that deal damage directly to your opponent in order to get their life to 0. you play pretty much zero of those cards. i do see several cards that deal damage to creatures which is what i believe you were getting at.
theres a lot of work this deck needs in order to be ok. the ideas are there, but most of these cards would need to be switched out. i can try to put together a sample list of what i think you'd want this deck to look like but i'll have to do that tomorrow as it's 1:30AM here and i need sleep.
3 months ago
Untap two target permanents.
This would often be an infinite combo with it. as long as you have an Izzet Boilerworks, Worn Powerstone, Sol Ring, etc. then you can untap two permanents twice for a total of five mana and untap the Guildmage. This would need Grim Monolith, Basalt Monolith, or Mana Vaultto you yeild infinite mana, though.
I'd like to see a Clone of some kind.
3 months ago
Easiest way to find out is play it a dozen times. That's a couple more lands than I personally like running. I would drop 5 forests and put in Path of Discovery maybe? Simic Growth Chamber, Gruul Turf and Izzet Boilerworks all let you pop a land back to your hand to play for another landfall trigger. Just for fun something like Boundless Realms, Collective Voyage or New Frontiers so you can have one round with a ton of landfall triggers.