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My competitive brew with Niv Mizzet Parun, a control combo deck that seeks to control the board at every moment and take advantage and protect your draw engine in the command zone and smash faces with it and his pings.

This deck currently has 12 counterspells, which are:

-An Offer You Can't Refuse, Fierce Guardianship, Force of Negation, Stubborn Denial for only noncreature spells.

-Arcane Denial, Counterspell, Cryptic Command, Force of Will, Mana Drain, Pact of Negation for any spell.

-Pyroblast, Swan Song for specific targets.

Instants that can be used to interact with spells on the stack and permanents, but without being counterspells.

-Blink of an Eye, Cyclonic Rift, Deflecting Swat, Galvanic Blast, Otawara, Soaring City, Pongify, Snapcaster Mage, Unsubstantiate.

In this panel I will include both red wraths, and blue global bounce effects.

-Breath of Darigaaz, Consuming Tide, Cyclonic Rift, Earthquake, Pyroclasm, Rolling Earthquake, Sweltering Suns.

With Niv-Mizzet, Parun, almost every spell draws us a card, but here I will talk about the ones that draw cards without having our commander out.

-Brainstorm, Faithless Looting, Frantic Search, Gitaxian Probe, Ponder, Preordain, Treasure Cruise as a simple draw spells.

-Echo of Eons, Wheel of Fortune, Windfall as wheel type effects.

-Dig Through Time, Fact or Fiction, Jeska's Will, Memory Deluge, Narset, Parter of Veils as card advantage spells.

-Mystic Remora, Rhystic Study as the enchantments that draws us cards.

Talking about ramp, the main theme of ramp here are treasures, but as normal I have the mana rocks (prioritizing the ones that give colored mana)

-Arcane Signet, Chromatic Lantern, Chrome Mox, Fellwar Stone, Izzet Signet, Jeweled Lotus, Lotus Bloom, Mana Crypt, Mana Vault, Mox Opal, Sol Ring, Talisman of Creativity as mana rocks.

-Captain Lannery Storm, Dockside Extortionist, Ragavan, Nimble Pilferer, Strike it Rich, Treasure Map   as our treasure generators.

As combo pieces I run only 2 of the 3 possibles, and after some time trying it, Glint-Horn Buccaneer has not make the cut for this deck, always getting stuck in the hand.

-Curiosity and Ophidian Eye as the combo pieces

-Narset, Parter of Veils and any wheel effect can be considered here a combo too, because it doesn't allow opponents to draw cards from the wheel and this is in 99% of the cases game over.

-Cursed Totem as a star piece against activated abilities from creatures (pretty necessary in my personal playgroup), but also this can be switched to another card adapting the deck to your personal strategy or playgroup, putting graveyard hate or other things.

-Harmonic Prodigy, card:Wandering Arcaic as utility creatures that can protect or make even more powerful Niv-Mizzet. Harmonic Prodigy is the best one: doubles each trigger from our commander, and since the draw ability and the deal damage ability are separated, with it and Niv on the field, every instant and sorcery makes you draw 2 cards from 2 separated triggers, and each draw makes 2 pings from 2 separated triggers too, so in global you draw 2 and deal 4 points of damage divided as you choose for each instant or sorcery casted. Talking a bit of card:Wandering Arcaic, the fact that it's a big body, it allows us while we have or not haven our commander, imposing a tax to our opponents for casting instants or sorceries, and taking advantage of it, and in the worst case, it will eat a removal that our commander will evade, and having the opportunity to cats the other side of the card which can help us digging the deck for lands and fuel, and being a sorcery that triggers our commander.

-Jeska's Will as a ritual (in most of the cases).

-Lightning Greaves as a piece of constant protection for Niv-Mizzet, Parun, or a haste enabler for it or for any creature that we need.

-Mystical Tutor as our main tutor in the deck.

-Sensei's Divining Top as a value engine, controlling the top of the deck and choosing what cards we want to draw in response to the triggers from Niv-Mizzet, Parun, and being able to draw a card with it makes it the enabler to start the combo or to deal the last point of damage to kill a creature.

Here I will talk specifically about every big threat that this deck has to face and how to beat them:

-Notion Thief: This one is the worst card you can face. It can't be countered by some of the spells, and shuts off all the game, and since Niv-Mizzet, Parun's trigger it's not a "may" ability, it's like if the Notion Thief controller had your commander under his/her control, and if its protected by some thing like Lightning Greaves it's almost game over for you. If you know that your opponent may have the card in the deck, and more importantly, has 4 mana open to cast it with flash, be careful and if you have to cast the commander, make sure you have interaction to counter the Notion. Another way is wait if they cast it without Niv on the field, which can be killed by any removal you have. In the worst case, if it enters the field with Niv out, remember that if Niv survives until your next turn and if the Notion it's not protected, the draw for the turn is enough to kill it.

-Narset, Parter of Veils: Similar with Notion Thief, but not that destructive. Its awful of course, but the fact that it's a planes walker that can be attacked, and targeted with the pings from our commander, that leaves us at least a draw in every turn (including the opponents turns) and the cards that we can't draw doesn't transform into anything (they transform into cards for the Notion controller) makes it a less threatening menace to our gameplan, compared with Notion.

-Rule of Law and Deafening Silence are big blow ups for our strategy, only allowing us to cast one spell per turn, but it can be overpassed since it's a global effect and our opponents also suffer from it, and at least we can draw a ton of cards and since we run so many instants, we can cast a spell in every opponents turns, to keep developing the draw and damage, but be careful because if you cast a spell in the end step of someone to draw or whatever, in response someone can kill your commander and you will not be able to respond, so keep that in mind. The worst part for us with this pesky permanents that only allow players to cast one spell per turn is that they are often enchantments, and we have very few ways to get rid of those cards, we have some blink effects to at least have a big turn, but nothing else almost. Good parts about this is that they are countable with literally every counter spell we run (except Pyroblast in some cases), since they are enchantments, and those effects doesn't stop us from wining through a combo finish.

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Casual

97% Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

48 - 0 Rares

14 - 0 Uncommons

11 - 0 Commons

Cards 99
Avg. CMC 2.32
Tokens Ape 3/3 G, Bird 2/2 U, Spirit 1/1 C, Treasure
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