pie chart

Izzet Standard?

Standard*

ahhh_reptar


Sideboard

Creature (4)

Planeswalker (1)

Instant (3)

Sorcery (7)


Maybeboard

Land (1)

Artifact (1)

Sorcery (1)


Epic Experiment for Big Wins, then throw your Graveyard back into your library with Psychic Spiral (provided you didn't hit it with Epic Experiment) and go for another round next turn.

Don't be afraid of doing 11 card Epic Experiments with your Melek, Izzet Paragon out, as long as your friends can take hits to their pride.

Combos to Keep Your Eyes Open For:

Epic Experiment + Goblin Electromancer - You can use GE to declare another 1 on the X for EE.

Blast of Genius + Melek, Izzet Paragon - This combo is two sided, so let's talk. Assuming you already have a Melek on the field, there's nothing wrong with using him to nuke for 6. Or, through Melek, you can dump multiple instants from your hand into the graveyard that you just don't want to cast with Melek already on the field (see, Epic Experiment) and then use Psychic Spiral to force them back into the deck.

Blistercoil Weird + Stoke the Flames - Nothing like making a 4 mana cost 2 (or less with Goblin Electromancers on the field) just to untap the creature you tapped for convoke and have it come out stronger.

Epic Experiment + Inspiration + Psychic Spiral Not impossible to win the game through mill if they're going hardcore lifegain. You can just keep using Epic Experiment to dump cards into their graveyard and forcing them to mill through Psychic Spiral, and nothing like ending the game with an Inspiration targeted at them. HA! TAKE THAT! Also keep in mind that Epic Experiment will go to the graveyard long before Psychic Spiral will resolve, leaving only one copy of Psychic Spiral in your graveyard (the last one to be cast).

Epic Experiment + Melek, Izzet Paragon Bread and butter. Nothing like declaring 15 and then digging through half your deck because your opponent keeps stalling.

Catch / Release + Epic Experiment + Psychic Spiral - Pulled that CR after declaring for at least six? Now your opponent's problem card is yours until the end of the turn, AND THEN IT'S GONE! Just make sure to put Release on the stack FIRST and Catch on the stack LAST so you get it for as long as possible, if there's a point to that (say you steal Young Pyromancer or something).

Tips:If your opponent has creature threat, deal with it. You have 7 creatures in this deck and none of them are really up to the task of dealing with some monster, you need to use your instants and sorceries to kill the field. If you don't maintain some level of field control (which is thankfully easier than you might imagine, since Psychic Spiral lets you blow your early game spells to keep the field light and later on you can use Catch / Release through Epic Experiment to force them to blow one of everything off their field), you've basically already lost.

Watch out for counter decks. Yes, like half the time later on they're just posturing when they leave their mana up, just be ready for it, hold your dissolves for things that actually matter.

Suggestions

Updates Add

Shock, Quicken, and Young Pyromancer are shifting out of the standard. Right now I'm just making plans for September, but overall costs are just going up for no real gain. Fortunately, the stuff I like the most isn't going anywhere for now, but I'm hoping for a light at the end of the tunnel with the October expansion.

-3x Shock

-1x Quicken

-4x Young Pyromancer Sideboard

+2x Blistercoil Weird

+2x Stoke the Flames

+4x Guttersnipe (Sideboard)

Comments

Date added 10 years
Last updated 10 years
Key combos
Legality

This deck is not Standard legal.

Rarity (main - side)

5 - 1 Mythic Rares

13 - 6 Rares

18 - 8 Uncommons

12 - 0 Commons

Cards 60
Avg. CMC 3.66
Votes
Ignored suggestions
Shared with
Views