Izzet Signet

Izzet Signet

Artifact

, : Gain .

Latest Decks as Commander

Izzet Signet Discussion

Last_Laugh on NaRsEt TuRnTaKeR

2 weeks ago

Narset wants LOTS of ramp. Stick to 2 drop or less though (3 if it adds more than 1 mana). Azorius Signet, Boros Signet, Izzet Signet, Talisman of Progress, Talisman of Conviction, Talisman of Creativity, Pentad Prism, Coalition Relic, Worn Powerstone, Basalt Monolith, and Crystal Vein.

A few pillowfort cards will go a long way also. Smoke is amazing here.

Feel free to check out my list for inspiration. Upvotes on any of my decks are appreciated. Narset, American Beauty

Mtg_Mega_Nerds on Command Kaza Pezzent! (25/30 Euro/$)

1 month ago

Hi Saccox. Glad to see you are playing commander! I think you might want a little more ramp. You could add Sky Diamond, Fire Diamond, Izzet Signet, Izzet Cluestone, and Izzet Keyrune. I think those are pretty cheap.

ScionsStillLive on Nicol Bolas, the Ravager

1 month ago

After looking at the decklist, I have some suggestions:

Cards to take out: Hellkite Punisher costs too much and is only a slightly bigger Shivan Dragon

Lathliss, Dragon Queen could work well in a more dragon-based deck, but it is unlikely to create many tokens in this deck

Liliana's Steward is too underwhelming of an ability to be used effectively. Same with Phyrexian Rager

You already have a lot of bounce spells, so Man-o'-War is not necessary and doesn't serve much else function as a creature

Boros Signet doesn't work in this deck because of commander colour identity

Mishra's Bauble is also a quite underwhelming card and not that useful

Rakdos Locket, Izzet Locket, and Mana Geode have better alternatives, as far as mana cost goes

Switcheroo also has better alternatives, ability and mana-wise

There are a few other cards that could be taken out, but I'm mainly highlighting the ones that should be taken out.

Cards to put in:

More removal like Cast Down and Terminate could replace a couple of bounce cards

Cards like In Bolas's Clutches and Control Magic could be considered if you want to have some more options for stealing creatures

The lockets and geode we took out earlier could be replaced with cards like Izzet Signet and other cheaper rocks

Try adding some more lands, 26 lands is not enough for a Commander deck. It is recommend to have around 35-38 lands, depending on your curve

Other than that, the deck seems fine. This deck has a lot of potential, if done right!

Romer on Flipping the Odds - A Coin Flip Story

1 month ago

I'm thinking you'll want to increase your ramp, probably getting up around 10 mana producers (besides your land). And perhaps lowering the cost of them - I often aim for mana rocks that cost 2 to cast or 3-cost with a lot of upside. Some suggestions:

KBK7101 on Kykar, Try some Flying

3 months ago

As someone who has a Kykar deck, I'd definitely recommend cutting some lands and adding some more artifact ramp such as Boros Signet, Azorius Signet, Izzet Signet and Mind Stone. Casting these will trigger Kykar, netting you a spirit token and helping to ramp you further ahead. I'd try and stick somewhere around 33-34 lands.

Other cards I'd recommend are Murmuring Mystic as another flying token producer, Jubilant Skybonder to help keep the heat off your fliers, Boros Charm for anti-boardwipe protection, Whirlwind of Thought for some more card draw and Immolating Gyre as a one-sided board wipe. Raugrin Triome is probably also worth a look.

Kykar is a super cool commander and I wish he had more lore. I really wanna know what plane he's from so I can tweak my basic land art accordingly. lol

KaptnK on

3 months ago

Saw this deck list requesting help so ill provide some feedback here. First of all love the idea of winning with Eldrazi spawn tokens! I do feel though that you have too many creatures in the deck and could use some more utility spells to smooth out your games and push you towards your goal. I am not sure of your budget so ill try to keep that in mind with my feedback. Some ideas of this would be:

For your lands you look to be missing Command Tower which could easily replace a basic land. Additionally you could look to add the new triome lands Zagoth Triome to help with your colour fixing.

Finally you could look at some finishers like Overwhelming Stampede or Triumph of the Hordes to go with your "go wide" strategy.

Some general things to think about. You look like you need some more card draw and mana ramp (hence some of my suggestions above) but also need some additional removal spells to slow down everyone else while you get your army built.

Hope some of this helps!

TypicalTimmy on Through the looking glass

4 months ago

DemonDragonJ, carlmoores, Riku is an extremely difficult Commander to build around, because he needs a lot of support to get going. Firstly, he's 5 mana in three colors. Unless you're willing to drop hundreds of dollars on the lands alone, there's a very good chance you won't get him out on turn 5 without excessive ramp. So you might think you want to build in Sol Ring , Mana Crypt , Arcane Signet , Gruul Signet , Simic Signet , Izzet Signet , Mind Stone and others. These work fine and all, but the problem is you end up taking away slots from creatures and I/S spells. Riku wants to be out and copying everything, ASAP.

Often, the "best" route are mana dorks. These will allow you to get some sort of creature base to protect yourself with, and ramp into Riku and his ability, and later on if you draw into them they are not duds because you can now copy your dorks for even more mana.

You can't copy an Arcane Signet , but you can copy a Birds of Paradise . But now you open yourself to removal, particularly wraths. So, you need to cram as many counter spells into the deck as possible.

What this now means is you have a bunch of dorks being protected by a fistful of counter spells. The reason you want to do this is because you are biding your time to drop a few choice bombs into play to secure the winning position.

Drop a Kamahl, Fist of Krosa and pay into his ability a bunch of times. Drop a Hornet Queen with Esix, Fractal Bloom already in play. Copy Hornet Queen and turn all of your tokens into copies of your Scourge of Valkas . You can also use Myr Battlesphere or Avenger of Zendikar for this. You can also use Terror of the Peaks , Apex Altisaur or Burning Sun's Avatar .

Consider the following:

  • You know you want to use Riku
  • But you know you need ramp
  • So you know a large portion of your deck must be dedicated to ramp
  • So ramp with creatures, so you can use Riku
  • Now you can chain Riku and dorks together to bring out heavy hitters much, much sooner
  • Focus on ETB effects to deal damage and clear the way
  • Strengthen with Clone reinforcements
  • You can clone your bombs, and copy your clones to clone more bombs
  • When the dust settles, you're the only one left with creatures. Attack and win

For I/S spells, focus on two things: Counter spells and draw spells. You want to counter any and all wraths, as you want your boardstate to remain untouched. You also want to prevent removal on Riku if possible. The second part is draw, because you want to keep as many options open as possible. Drawing a single card per turn with Riku is a death sentence because you'll run out of gas immediately.

Riku wins through sheer, unrelenting brute force. So be smart about it, use ETB non-combat damage to clear the path and use your overbearing power and presence to hone in on singular opponents at a time.

Sure, spreading the love and hitting everyone for 12 damage is nice and all, but hitting one player for 36 and removing an entire player as a threat is far more beneficial.

Riku may be the ultimate Timmy Commander, but he absolutely plays like a Spike - he's there to win, not hold hands and sing kumbaya.

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