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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Jaya's Immolating Inferno
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Jaya's Immolating Inferno deals X damage to each of up to three target creatures, players and/or planeswalkers.
6 days ago
In the case of Fireball & Rolling Thunder you have to divide their damage to hit multiple opponents. Devil's Play & Banefire can only hit a single target, and Fall of the Titans can only hit two targets.
Jaya's Immolating Inferno is something I might consider as an addition as opposed to a replacement. Even then a bit hesitant though - if you're sitting on a lethal amount of treasures and the board gets wiped (as it tends to do haha) and you don't have another cheap-to-cast Legendary in hand, you're cutting into your total damage just to recast Prosper, Tome-Bound in order to meet it's Legendary condition. The spells are meant to be finishers, so you can see how this scenario is not ideal.
All that being said, I'm definitely going to consider Jaya's Immolating Inferno though. Thanks! =)
6 days ago
I don't understand the Crackle with Power, isn't it just the least efficient and least flexible Fireball effect? Rolling Thunder, Devil's Play, Jaya's Immolating Inferno, Fall of the Titans, Banefire, or probably the best one, Comet Storm are all better. I might be wrong, but I think any of those would be an upgrade on Crackle with Power.
1 month ago
Thank you KBK7101, I appreciate! I haven't had a chance to play the deck irl yet, but it's ready to go next time my friends and I get together. I could see Immolating Gyre replacing Jaya's Immolating Inferno, especially since it can hit creatures and opponents simultaneously.
I'll be making my next batch of significant updates after getting some games in, and probably once Commander Legends 2 is dropped. Keeping an eye out for any spells from the set that could fit this build.
carpecanum on Hinata
1 month ago
2 months ago
Hi Lord_of_Cardboard! I've been playing Mizzix for many years, and she is still actually both a budget-friendly and over-powered commander at the same time when played correctly. I have a few expensive cards in my deck (mostly free counterspells to ease the early game), but if you took maybe five pricey and unnecessary cards out it would be around the same budget as yours.
The key to Mizzix, as Josh Lee Kwai pointed out when it was spoiled, is playing mostly spells and playing lots of X-Spells. The rule of thumb for Mizzix is that Syncopate is better than Counterspell every time. Because X-spells can be cast for any amount, we can always add more and more counters on Mizzix. If I counter a spell with Syncopate where x=5 and I have five experience counters, I'll pay only a but will get another counter because the cmc is higher. When I then turn around and cast Pull from Tomorrow for I'll draw six cards and add yet another experience counter. In this way you can always add more and more experience counters and draw your deck for ridiculously low mana costs, and get to your wincon. You have a few of these, but a lot more really makes the deck unstoppable.
The original precon was called Seize Control, and that is also one of the best directions for the deck, namely, playing lots of counterspells and shutting down all of your opponents' powerful plays. In addition to Syncopate we have Condescend, Clash of Wills, and Mindswipe, and while they aren't X-Spells Sublime Epiphany and Mystic Confluence can often increase counters while giving you flexibility. You have a lot of the other X-spell counterspells like Power Sink which are great and you should keep, and without the free spells it is also probably good to play good old Arcane Denial and the like for the very early game. You have most of the Blue Sun's Zenith clones, which are also really great and help with the counters.
Personally, I'd recommend cutting on creatures for more spells, which get the most out of Mizzix. I hate hard-casting anything for more than 3cmc, because I always need to have as much mana open as possible to police the board on my opponents' turns. I'd recommend cutting the splashy creatures like Niv Mizzet and even the token generators like Young Pyromancer as they just distract you from your focus on controlling the board. Reiterate (which you have) plus Turnabout is the best way to win and is easily tutorable. Once you have infinite mana you can just win with Earthquake, Rolling Earthquake, or Jaya's Immolating Inferno. In order to avoid dying to the former and having to worry about blockers (so you can cheat on creatures) you really want to get Glacial Chasm, as well as a couple of ways to tutor it (I play Expedition Map and Tolaria West).
This is just my advice, but I've definitely found the deck consistent and oppressive, and I avoid playing it too much to avoid demoralizing my opponents!
My deck is here if you're curious-
Commander / EDH
SCORE: 1 | 2 COMMENTS | 112 VIEWS | IN 1 FOLDER
3 months ago
You're not generating additional copies of Wild Ricochet the way you describe it. You get the original, the Wort conspire copy, and nothing else. The conspire copy can resolve targeting the original, but then you'll have the same stack as before, only the conspire copy has turned into a Ricochet copy. You can generate infinite Magecraft triggers, because you're copying infinite spells, but those infinite copies are all used to copy the copy-spell again. You'll end up with a Jaya's Immolating Inferno, the original Wild Ricochet and a copy of Ricochet that will probably target the same Inferno when you decide to break the loop.
What you need is a Twinning Staff, to generate two copies instead of one whenever you copy spells, to generate more than one Ricochet copy, so one can target the original Ricochet, while others can actually copy the Inferno more times.
3 months ago
Here's the thing, just built this deck and I think I have the combo. This is a deck that I just built and finally put it all together to play it. What I think I can do is this.
(Copy of WR) >> Wild Ricochet
The copy resolves, copying Wild Ricochet, targeting the original Wild Ricochet, creating a new copy, targeting the original Wild Ricochet.
Then the second copy of Wild Ricochet resolves, targeting the original Wild Ricochet, creating a new copy, targeting the original. And so on and so forth.
Theoretically, I could then create 8+ new Copies on the stack (at one point) to change the target of Jaya's Immolating Inferno 8+ times. THEN when I have as many copies as I want, I change every other Wild Ricochet to target Jaya's Immolating Inferno to cast the spell 4+ times instead of the 8+ copies i made. It gets out half, but if I can do it an infinite amount of times, half of infinity is still infinity.
3 months ago
OK, so TECHNICALLY Legendary Instants/Sorceries already exist (Jaya's Immolating Inferno), but I like the Signature as an ability.
Aurelia's Judgment Call
Legendary Instant - Signature Aurelia
(You can cast this spell only if you control a Legendary permanent with this card's subtype in the name.)
All creatures you control gain vigilance, double strike, indestructible, haste, and get +1/+1 for each colour among permanents your opponents control. If this spell is cast during combat, on any player's turn, untap up to 5 creatures you control. After this phase, you get an additional combat step.
"If the Gruul Clans continue to wreak havoc on our property, and if the Rakdos continue to mercilessly slaughter our soldiers, we will strike back. The difference is, we actually know what a campaign is. Neither of them do."
Not sure if the guilds of Ravnica have designated territory, but the presence of Guild Gates makes me think they do. I think I have this formatted cleanly. My only concern is if cards like (as an example) "Nahiri, Sorin's Nightare" or "Markov Manor (Legendary Land)" get printed. Could a Sorin Signature be cast by Nahiri? Could an Edgar Markov Signature be cast if you have a land? Granted, these are theoretical, and we came here to make fun cards, not talk about game design or game balance.
Repeat, I like this.