Mizzix, Spellslinging Shenanigans

Commander / EDH mookie990

SCORE: 1 | 3 COMMENTS | 803 VIEWS | IN 1 FOLDER


0.1: We can rebuild him. We have the technology —Jan. 31, 2016

Started swapping cards in and out. Goal is to get rid of the 'precon-y' cards, and add in things that have more synergy with the deck. Deck is still very fluid, and I'll likely need to do some extensive curve lowering later.

Cuts:

-Island, Mountain - I feel like I want a few less lands, especially given how much card draw there is.

-Blustersquall - I'm not a fan of tempo cards in EDH. They can be good when used repeatedly, or if they're really high-impact like Cyclonic Rift, but most of them don't advance the deck's gameplan.

-Thought Vessel - going in another deck.

-Echoing Truth - too tempo-y.

-Urza's Rage - inefficient, and kicker is expensive.

-Jace's Archivist - planning to try in a different deck. This one has a lot of card draw already.

-Gigantoplasm - swapping to different deck.

-AEtherize - to tempo-y. Also, bouncing ETB creatures is bad.

-Stolen Goods - waaay too unreliable. Other decks usually won't have any synergy with this one.

-Awaken the Sky Tyrant - I don't hate rattlesnakes, but 4 mana for a 5/5 flier seems meh.

-Reins of Power - very strong best-case-scenario, relatively meh average-case-scenario (fog).

-Sleep - tempo-y. Nasty when recurred though.

-Seal of the Guildpact - it's okay, but would need more testing. Don't feel like it's something this deck wants (although, if Mizzix has difficulty sticking....)

-Warchief Giant, Broodbirth Viper - no deck synergy.

-Word of Seizing, Act of Aggression - tempo-y, and this deck has no sacrifice effects.

-Lone Revenant - no deck synergy. Loner mechanic is fairly meh.

-Etherium-Horn Sorceror - no deck synergy (especially with X spells), and going in another deck.

-Arjun, the Shifting Flame - sweet card, but he wants his own deck, and is going in a different one.

-Dragon Mage, Thought Reflection - 7 mana permanents without synergy is not where this deck wants to be most of the time.

Adds:

+Tormod's Crypt - I don't love the card, but I need some form of grave hate.

+Reality Shift - hard removal.

+Runechanter's Pike - testing. Potential wincon?

+Logic Knot - efficient X counterspell.

+Displacement Wave - testing. May be able to soft-lock alongside recursion?

+Izzet Staticaster - testing. Probably won't be in the final version, but it's a cute card.

+Cackling Counterpart - testing. Will need to evaluate how many creatures I have worth copying.

+Ghostly Flicker - Archaeomancer's BFF. Also, occasionally protects something.

+Runic Repetition - goes with Mystic Retrieval for repeated recursion. Really want Mizzix available to cheapen it, obviously.

+Invoke the Firemind - synergy and flavor. Triple colored is a bit questionable though.

+Deep Analysis - efficient draw.

+Rewind - solid counterspell.

+Coercive Portal - primarily for the card draw. We'll see how it works out.

+Archaeomancer, Mnemonic Wall - I'm a big fan of recursion, even if they are a bit expensive.

+Hypersonic Dragon - flash is sweet.

+Mana Geyser - testing. Can potentially make a lot of mana, but it really wants to be with Reiterate.

+Spellweaver Volute - testing. This deck should have enough sorceries to enable it.

+Gilded Lotus, Dreamstone Hedron - mana rocks. Would like more cheap rocks, but this is what I have available.

+Interpret the Signs - testing. Card's quality is inversely proportional to the deck's curve, so I can't imagine it being in the final version, but we'll see.

+Sphinx-Bone Wand - potential win condition.

+Treasure Cruise - because Ancestral Recall is a good card.