Mizzix of the Izmagnus Deck & Primer:
This Mizzix of the Izmagnus deck is built as an infinite combo and storm generation deck. The deck and its commander are very strong, borderline broken. The experience counter generation of Mizzix reduces the mana costs of spells and reducing (or eliminating) mana costs is one of the ways to break the rules of the game. Due to Mizzix's power level, she makes an excellent commander for both budget and non-budget builds.
Goals of my Deck Build:
These are the goals I have outlined to guide the deck building:
-The deck must be powerful but not completely broken. Must be able to match the power level of decks in my playgroup.
-To have multiple win conditions to create variance in game play.
Disclaimer on Power Level and this Build:
This is the not the "best" or most optimal build of a Mizzix deck and will never be the "best" based on the goals I have set for the deck. There are some commanders the require the most optimal build to win, I do not believe that Mizzix is one of them. He is such a powerful commander that even the most budget builds are still wonderful decks. I encourage you to try the precon, a pauper commander, or a budget build.
Notes on Card Selection:
The Use of 'X' Spells: The generation of an experience counter can be difficult due to the requirement of a spell to have a higher CMC than the number of experience counters a player currently has. It is in this regard that spells with variable CMCs shine. By utilizing spells with 'X' casting costs the player can control how much the spell is cast for and ensure that an experience counter is added. Additionally, the value of X can be equal to the number of current experience counters and any card that has a casting cost of X + a coloured mana will always generate an experience counter. Example: Syncopate.
Mana Rocks: Mana generation is always excellent but most mana rocks generate colourless mana. Once Mizzix has experience there no longer is a need for colourless mana thus it is best to keep mana rocks to those that generate coloured mana. It is tempting to cut Sol Ring because of this reason but I haven't due to a turn 1 Sol Ring enables a turn 2 cast of Mizzix.
On the Manabase: Most 100 card decks would like to a see a land count between 36 and 39. This deck runs land light since drawing extra lands once Mizzix has 4 or more experience counters can be a dead draw. I am currently running 33 lands but am considering adding another land based on the mulligan rule change in January 2016. Along the same lines as colourless mana rocks, lands that produce colourless mana should be kept to a minimum.
The Importance of Card Draw: Card draw is an important part of any Commander deck design. This deck utilizes a very large amount of since it is a combo deck and without a critical mass of spells that work together some cards are just dead draws. While there are a few tutors in the deck, card draw needs to be the card category with the biggest representation to ensure that we find the action cards.
Notes on Specific Cards:
This section lists notes on specific card choices highlighting which ones are most important to the deck and which ones are more of my pet selections. I've omitted discussing cards that are part of a win con, generating storm/mana, and lands since their importance will be highlighted later.
Blue Sun's Zenith/Stroke Of Genius - X draw spells are an all star in this deck because you can pay the X with your experience counters. For example, with 5 experience counters, Blue Sun's Zenith is a 3 mana draw 5 at instant speed, and Stroke Of Genius is a 1 mana draw 3 at instant speed (Ancestral Recall v2).
Thirst for Knowledge - A great instant speed card draw spell as you can pitch Great Furnace, Seat of the Synod, an unimportant artifact in a particular matchup, or even 2 cards. Great value for it's cmc.
Brainstorm/Ponder/Preordain - Cantrips are amazing in this deck because they allow you to get that first experience counter while gaining momentum.
Deep Analysis - Great card draw spell in this deck, especially because when you flashback it, it still has a converted mana cost of 4 in terms of triggering adding an additional counter with Mizzix.
Dig Through Time/Treasure Cruise - AMAZING blue card draw spells. A staple in just about every Commander deck running blue.
Fact or Fiction - A strictly better version of Steam Augury because you decide which pile you want to put in your hand.
Frantic Search - As long as you have 2 experience counters, this is a Dark Ritual attached to a Faithless Looting. Need I say more?
Gitaxian Probe - Very handy when you are getting ready to combo off, allowing you to check whether the coast is clear. This is also a free draw, and 1st experience counter if you don't have any yet (2 life is irrelevant in this format).
Impulse/Peer Through Depths - Impulse is a strictly better Anticipate, and Peer Through Depths (In this deck) is an even better Impulse. Overall great cards.
Sensei's Divining Top - A staple in EVERY Commander deck. This allows you to filter your draws each turn for 1 mana.
Tezzeret's Gambit - This card is more powerful than it seems. Great tutor targets in the early turns to help increase the experience count.
Wheel of Fortune/Time Spiral - Great card that permits the deck to regain steam in the end game, as well as Mid-Combo.
High Tide - Is the only card that allows you to possibly win without Mizzix. You will not be able to generate infinite storm, but you will be able to reach about storm 15, which should kill 1 player with Ignite Memories.
Expedition Map - This card is extremely handy as it tutors for Reliquary Tower, Glacial Chasm, Command Beacon, or boseiju. Whatever you need at the moment.
Muddle the Mixture - A three mana tutor for any 2 cost card. This can be very helpful. It can also be a Counterspell in a pinch.
Firemind's Foresight - This is essentially a 1 card combo as it tutors for all the cards you need to go infinite. Incredibly strong, almost broken, card in this deck. (Best used to tutor for Reiterate (3), Desperate Ritual (2), and Lightning Bolt (1) as this will allow for you to go infinite (With at least 3 red mana sources and 4 experience counters), and deal infinite damage.
Gamble/Merchant Scroll/Mystical Tutor - These cards can tutor for a missing combo piece, Firemind's Foresight, or anything you need in the moment. There is a reason tutors are a must include in almost every Commander deck.
Mizzix's Mastery/Past in Flames - Gives you a way to use combo pieces a second if you've gotten countered, used some to generate storm mana for a value play, or been milled by an opponent.
Mystic Confluence - An amazing utility card. This can act as a counterspell, a bounce spell, or even a Jace's Ingenuity. Whatever you need in the moment, this card can mold into it.
Counterspell - A great card. A staple in almost every blue EDH deck.
Arcane Denial - A 1 mana hard counter (with 1 experience counter) that draws you a card (your opponent's draw is relatively irrelevant).
Cryptic - A great counterspell, there is a reason this card is 30 dollars.
Rewind - A Mana Drain that always gains you at least 4 mana, and it is not colourless. INSANE!!!
Spell Burst/Capsize - These cards can create a lock on the board by themselves. Paired with enough experience counters and Mizzix it can be cast many times per turn, nullifying your opponent's moves. Very powerful.
Swan Song - Allows you to cast Mizzix on turn 5 confidently knowing he won't get countered.
Chaos Warp - Allows you to remove enchantments, artifacts, and indestructible creatures.
Scour from Existence - Removal that is free with enough experience.
Vandalblast - A turn 5 Vandalblast will remove all your opponent's artifact ramp leaving you severely ahead.
Part the Waterveil/Time Warp - Being able to develop your board then follow it up with an extra turn spell is amazing. In this deck, Extra Turn is basically the equivalent of a draw and an additional untap phase. VERY powerful.
Jace's Sanctum - Once enough experience is generated the cost reduction portion of the card doesn't matter anymore. The scry is always relevant and super helpful.
All Is Dust - Board wipe that is free with enough experience.
Blasphemous Act - Between the built in cost reduction and Mizzix's Ability, you will almost always be casting this for 1 red mana. Also, given it's high CMC, this will almost always net you an experience counter.
Comet Storm/Cyclonic Rift/Mizzium Mortars - One sided board wipes. That is INSANE.
Chrome Mox/Izzet Signet/Mana Vault/Sol Ring - This deck benefits greatly from being able to accelerate out Mizzix, and move from there. It also has plenty of card draw, so therefore has the ability to play ManaAcceleration of the card disadvantage variety. Also, like in Animar, colourless mana because relatively useless once the deck is up and running, and it is therefore best to keep the number of ManaRocks and Lands that produce Colourless mana to a minimum.
Dack Fayden - I love planeswalkers, they are my favorite card type. An early Dack can help steal opponent's mana rocks or a Lightning Greaves to help protect Mizzix. When you are looking for cards to close out the game the Loot ability is very helpful. If you are able to get to ultimate, use Grapeshot to steal all the creatures.
Tezzeret The Seeker - Did I mention I love planeswalkers? Tezzeret is a powerful card. He allows for the untaping of Mana Rocks, as well as Great Furnace and Seat of the Synod. His artifact tutor as well can be very handy at pulling Sphinx's-Bone Wand as well as Sensei's Divining Top, Mana Rocks, or even lands (for -0) from your deck.
Lightning Greaves - Due to Mizzix's Power Level, she will be a HUGE target in your games. Lightning Greaves makes it much harder to remove her.
What's not in this deck?
Another possible win condition for Mizzix is a board wipe with a card like Platinum Angel that prevents you from dying. Molten Disaster, Rolling Earthquake, and other X board wipe spells work great for this win condition. I may change out some of the storm package for this win con in the future just to mix it up. Another possible win condition is infinite turns. Generating infinite mana can be used to cast Reiterate and an extra turn spell infinite times. Of course you need to figure out how to kill people with all those turns... Other than the mass damage and extra turns win cons - the one card that I wish could go in this deck but can't is Epic Experiment. I love this card, it's very fun to play, and it looks fantastic in foil. I have omitted the card due to the number of X spells in this build. If you run a build with less X spells then definitely play Epic Experiment.
Planned Upgrades:
Mana Rocks - Being able to accelerate quickly in this deck can result in an almost guaranteed win. More Mana Rocks would be better.
Extra Turn Spells - Capture of Jingzhou and Temporal Manipulation are strictly better, becasue unlike Time Warp, they cannot be Misdirected. They also do not get exiled when cast and cost 5 mana unlike Part the Waterveil.
Lands - There are always better lands.
Current Chopping Block:
This section lists the cards that seem to be under performing and are next inline to be removed during an upgrade:
-Lotus Petal
-Mind Spring
-Condescend
How to Play:
Win Conditions:
Deck yourself with Enter the Infinite +Draw Spell + Lab Maniac
Kill your opponents with damage from Ignite Memories
Kill your opponents with damage from Grapeshot
Kill your opponents with damage from Sphinx's-Bone Wand
Kill your opponents with damage from Lightning Bolt
Kill your opponents with value from Mind's Desire
A well timed overloaded Rite of Replication
Generating Mana and Storm Count:
Many of the win conditions in the deck require you to generate either mana and/or storm count. Here are the combinations to do it:
Desperate Ritual + Mizzix of the Izmagnus + Reiterate
Seething Song + Mizzix of the Izmagnus + Reiterate
Turnabout + Mizzix of the Izmagnus + Reiterate
Past in Flames/Mizzix's Mastery + any of the other combinations
Tips for Playing the Deck:
-Generally counterspells are best saved for protecting Mizzix, protecting one of the combos, and for using X counterspells to increase experience count.
-Don't be afraid to use a storm spell for value meaning it is sometime correct to generate storm and use a card like Grapeshot to eliminate one player or to wipe the board.
-If you attempt to combo and it doesn't work out it's not the end for you. Past in Flames/Mizzix's Mastery will give you another shot while the table of players is thinking you are done.
-When playing against deck with counter magic either save your counter magic for their's or bate their use of it to clear the way for the win.
-Actively play card draw spells whenever you can.
-It is best to use your cards to get the experience count above 4 than it is to save cards to use when your experience count is above 4.
-In respective to the previous two bullets, the first turns of the game should be spent cantriping and working to get the experience count to 4 or above. A card like Tezerret's Gambit is amazing in the first few turns of the game.