Mizzix, Spellslinging Shenanigans

Commander / EDH mookie990

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


1.0: It was a dark and stormy deck —March 29, 2017

Officially upgrading to 1.0! I've been able to storm off fairly consistently so far, so the deck seems to be working. Primary goals are currently to storm off more consistently/efficiently - I can storm off with virtually no board presence, but having Mizzix die repeatedly slows down the deck significantly. It is technically possible to win without her, but it's usually not as entertaining (or as easy).

TBH, I'm sad about cutting a lot of these cards - many of them are perfectly reasonable and fun to play with. It's just that they don't advance the storm gameplan enough.

-Mizzium Mortars - triple red on the overload is a little rough, and 4 damage isn't quite enough to deal with many threats.

-Aethersnatch - fun card, but 6 mana is a little high.

-Displacement Wave - sorcery speed bounce is a bit ineffective, in my experience. I'm not running many permanents, so can't take advantage of it bouncing just small things.

-Magmaquake - missing fliers is relevant. May come back if I find myself in need of more mass removal.

-Desperate Ravings - I like the card, but random discard is a little awkward.

-Goblin Electromancer - moving towards running fewer creatures. This guy is a little fragile.

-Talrand, Sky Summoner - better for a control deck that cares about chipping away with birds. Storming off usually ends games in a single turn.

-Hypersonic Dragon - most of my spells are either instants or things I actively want to cast on my own turn.

-Runechanter's Pike - I have, in fact, one-shotted with general damage off this before. However, it tends to be fairly tricky to pull off. Also, I'm very creature-light, and Mizzix is already a removal magnet, so may not have anything to equip.

-Coercive Portal - I like the card, but it's a little slow. I think I have enough other card draw.

-Cursed Totem - I'm a fan of running tech cards when possible, but I think I want to be a little more proactive.

-Worn Powerstone - a bit awkward for a mana rock, and only generates colorless. I do want more rocks though, so may come back.

-Prismatic Lens - similar to Powerstone, it's a little awkward, but may return.

-Rogue's Passage - was here primarily to enable Runechanter's Pike. With that gone, commander damage is off the table.

-Spinerock Knoll - almost never triggers, in my experience. Better in a more aggressive deck.

-2 Mountain

+Fanning the Flames - I strongly suspect this card will be too slow (even with a Mizzix discount), but still want to test it. Better in a 1v1 situation.

+Jace's Sanctum - coming in as another cost reducer. On an enchantment, so should be relatively durable.

+Flash of Insight - testing. Seems like Think Twice with upside, which sounds pretty good.

+Temporal Fissure - storm! Just bouncing things may not win the game by itself, but it's still a massive tempo swing. Reminds me that I should get a Cyclonic Rift...

+Reality Spasm - effectively a ritual with Mizzix out.

+Shattering Pulse - I've been wanting to add more buyback to the deck, and killing artifacts is usually relevant. Maybe I should also get a Capsize

+Power Sink - a fancy counterspell, but tapping out an opponent can be pretty devastating.

+Whispers of the Muse - more buyback. Expensive without Mizzix, but still a reasonable mana sink if I don't want to do anything.

+Spell Burst - even more buyback. Expensive, but obviously absurd when discounted.

+Mystic Remora - insane against this deck, but also should be good for it - draws a number of cards vastly disproportionate to its price.

+Frantic Search - I use Ghostly Flicker to untap lands more often than I would like to admit. Frantic Search is a significant upgrade.

+High Tide - a card worth building a deck around, I hear. I don't have as much support for it as I would like (too many non-islands, not as much land untapping), but should still be decent. Trying to cut my non-island count a little to support it.

+Ignite Memories - another card to kill with off a decent storm count. I suppose it can fizzle, so will take some testing to see if it's any good.

+Desolate Lighthouse - looting is fun. Turns lands into spells.

+Terrain Generator - testing. Seems like a reasonable inclusion to the deck - I like to keep mana open on opponents' turns, I draw more lands than I can play, and I run a lot of basics.

+2 Island

edit:

-Thassa, God of the Sea - scry every turn is decent, but devotion is virtually impossible, and the evasion is usually not needed. Moving to a different deck that it will do more work in.

+Volcanic Vision - a bit expensive, but I would like another wrath. I run a decent number of high-cost spells to get back.