spell-slinging.edh

U/R are some of the worst colors for generating mana, but thankfully Mizzix is only a 4 drop. With some concentrated artifact ramp turn 2 Mizzix is at least feasible. Additionally, this deck tends to avoid spells which require more than a single color to cast. Unless it's a win-con, this deck prioritizes casting as many instants and sorceries as possible, usually for one mana apiece.

Once Mizzix is out, cast spells 4 or less to generate experience counters (proliferate is Mizzix's best friend). After crossing this threshold almost any spell in the deck will be accessible (provided land drops have been consistent). Optimally, you should be drawing an average of 2-5 cards per turn after getting Mizzix out, providing enough instant/sorcery reduction and advantage to fuel X-cost draw/burn. End-games typically involve Enter the Infinite or Tunnel Vision + Past in Flames to gain access to the entire deck.

Please comment or upvote. All constructive critiques and dialogues are welcome!

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Casual

91% Competitive

Date added 7 years
Last updated 1 year
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

37 - 0 Rares

14 - 0 Uncommons

28 - 0 Commons

Cards 100
Avg. CMC 2.57
Tokens Ape 3/3 G, Bird 2/2 U, Energy Reserve, Experience Token, Foretell, Frog Lizard 3/3 G, Illusion X/X U, Treasure
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