Mizzix, Spellslinging Shenanigans
Commander / EDH
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.