Is'et Izzet?
My main, (hopefully) competitive deck. I love the way Izzet plays and it's philosophy as a guild, and this is my attempt to honor it in the best way possible.
Run down of the deck;
-General Overview-The entire idea of this deck is flexibility. No matter what I draw, I want to have an answer to everything. If I can do that, then it leaves the board open for a one or two turn overrun of goblins. Electromancer really shines here, making some spells that may not be as useful at 2-3 mana (Searing Spear and Uncovered Clues come to mind.) suddenly ramp in power as I cast more and more. If I manage to land a Guttersnipe or a Delver of Secrets, then each spell I cast will put the opponent on a clock that winds down real soon.
Just a few Scenarios:
RDW or Aggro - Downpour and Krenko's Command to work as fodder with Weapon Surge. Note, a Surged Goblin can take down an Ash Zealot. Cyclonic Rift is a fantastic card as well.
Some form of W/G/x Midrange (Which seems to be all I play against nowadays) - Cyclonic Rift and Mizzium Motars shut down a sizable chunk of these decks. Most of the time Okay, some of the time...
Control - I have no idea what answers I have for Control as I haven't played the archetype too often with this, but they're there.
-Individual Cards-
The RalRal Zarek - Mana ramp. Lighting Bolt. A probably 3 extra turns. He is, the most interesting man on Ravnica...
The Creatures:
'Lectromancer: My all-time favorite RtR card, besides maybe the Experiment itself. This works as an Arbor Elf, an Avacyn's Pilgrim, you name it in this deck without ever having to be tapped. And it works for almost every spell I play, including Epic Experiment. If I get two out... My rain of Mizzium suddenly dropped to 4 mana.
Guttersnipe: Say hello to my 3 Mana, 2/2, "You win the game" Goblin Shaman of doom. This is my secondary win condition besides my overrun of tokens and Delver, although oftentimes they work together magnificently.
Delver of Secrets - The battle tested scientist from Innistrad, he works magnificently in this deck, giving me an early beater and a late-game removal spell or chump blocker.
The Spells:
Weapon Surge: You're attacking with that Smiter? I'm so sorry...
Searing Spear: A great, flexible spell that either lets me do damage directly to my enemy (Magnified by Guttersnipe, usually) or deal with the more problematic creatures like Thragtusk or Silverblade Paladin.
Downpour: A HIGHLY underrated card, this works as a "Target Player skips Combat phase for two turns." most of the time, and normally lets me get in a point or four of damage early game.
Krenko's Command: Fodder. Also works as my swarm and tertiary damage output.
Uncovered Clues: A card that, (Normally for the same price as Augur) lets me A) Do Damage with Guttersnipe, B) Refill my dwindling hand with lots of goodies and/or C) Get rid of useless land and creatures from the top of my deck when I need that Cyclonic Rift? YES PLEASE! Another highly underrated card.
Izzet Charm: I got a few of these from MacGyver, and they have yet to fail me. Great for hosing small creatures or things like Unflinching Courage or big, X costing spells that seem to be all the rage.
Turn/Burn: An essential card for any Izzet deck, it can work as removal or damage-to-face. Often both, if I can goad my enemy into attacking.
Cyclonic Rift/Mizzium Motars: Again, these are about as essential to an Izzet deck as ions are to lightning. I play four of each because they both serve such a powerful purpose both early and late game that their is no reason not to run them.
That's the rundown of the Izzet guild's machinery. I generally hope this becomes a decent competitor at my local FNM!
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Any Tips for Sideboard would be GREATLY appreciated.