The following parameters have been used to determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) has been allocated; when totalized this score represents the power rating of the deck.
- Mana: indicates the availability of mana sources within the deck.
- Ramp: indicates the speed at which mana sources within the deck can be made available.
- Card Advantage: indicates availability of filter- and draw resources represented within the deck.
- Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
- Combo: indicates the measure of combo-orientation of the deck.
- Army: indicates the deck’s creature-army strength.
- Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
- Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
- Resilience: indicates the measure in which the deck can prevent and take punches.
- Spellpower: indicates the availability and strength of high-impact spells.
Mana: 2
When it comes to mana, this deck needs very little to become very effective, as the average casting cost of its inhabitants is decidedly low. Therefore it only contains a few rocks (four cards) and two artifacts that cheapen Izzet-spellcasting, but that’s about it.
Ramp: 1
There’s no ramp in this deck.
Card Advantage: 4
For a deck of the Izzet guild, this deck is comparatively light on draw- or similar resources. But compared to other color-combinations, that’s still strong! In all it accounts for eleven CA-cards, amongst which are eight direct draw options, a tool used for theft and two cards that will return (a lot of) opposing cards to opponents’ hands.
Overall speed: 3
The combination of a low overall mana-curve (fifty two cards within this deck are CMC3 or lower, which amounts to an average CMC of approximately 2.7), an average amount of mana resources and a very decent pool of additional draw, makes this deck slightly faster than the average commander deck.
Combo: 2
Due to the nature of cards that synergize well with Ghyrson, creating interesting combos on damage-based shenanigans is easy. Therefore, the deck contains some solid ways to draw the entire deck, zap all opposing creatures off the table or even create a large army within the span of a single turn.
Army: 3
Zapping is the domain of the Timmy! So obviously, we want a lot of them to maximize Ghyrson’s use. In all, its army consists of twelve of the little buggers. Then there’s also some critters that deal damage based on actions undertaken by the opposition. To ensure some Ghyrson redundancy, a few creatures have been included to copy him. In terms of battlecruiser-size creatures, this deck is very light.
Commander: 3
By themselves, the deck’s creatures and spells are actually already capable of dishing out a very decent amount of damage; especially of the non-combat variety! Ghyrson’s presence however, vastly enhances this capability so having him present is of great value.
Interaction: 5
Every non-combat damage potential the deck has, can be considered interaction. There’s a lot of it too, thirty-one cards in total! Then there’s some other interesting interaction happening on the side, like counterspells (three cards), bounce (two cards), mutation (two cards) and theft (one card).
Resilience: 3
The deck contains some ways to counter opposing spells (three cards), some means to make sure Ghyrson cannot be targeted by opposing spells (two artifact equipment cards), options to ensure some life can be gained based on damage dealt (three cards) and an artifact that ensures Ghyrson’s return, in case he dies.
Spellpower: 5
Aside from the eight cards that potentially deal damage to any opposing creatures there’s a number of strong spells that bounces, mutates or untaps everything.
Total power score: 31
All in all a deck of very decent strength. It’s truly excellent against most creatures and it doesn’t even need to initiate combat to establish that. Especially the low-powered ones, through even stronger creatures will at some point not be able to hold up against the deck’s damage capacity, as it really stacks up fast. That becomes especially apparent when Ghyrson joins the team. Fun and easy to use, though it is pretty dependent on its commander.