The Mask has changed its form many times since the 2015 precon came out. Originally it was only the bare precon, but I didn't enjoy playing it as much as my Purphoros, God of the Forge deck. Understandably so, because the power level and consistency of a precon does not rival that of a highly tuned and focused deck.
With that being said, I realized how fun Mizzix of the Izmagnuscould be. She allows the deck to play around with alternate costs like Buyback, Flashback, X spells, and Storm. After really debating on the style of play I wanted for this deck, The Mask began to take the shape and form that I could have only dreamed of.
To further elaborate on the above history about this deck, JiMizzix of the Izmagnus is the lead role here. She is in very good spellslinging colors, second only to Grixis Storm. Her color identity gives her access to the best counter magic as well as Storm to finish off your opponents.
With this in mind, this is a highly interactive deck that gets better the longer Mizzix is out. With only a handful of experience counters on her, she will be able to cast almost anything in your hand for typically only 1 or 2 mana.
Like previously mentioned, the longer that Mizzix of the Izmagnus is out, the more and more value she accrues. You will want to ramp Mizzix out as early as possible, then start drawing and tutoring until you can get to one of your combos (see "Combos") all while holding and utilizing well-timed counter magic.
For those visual learners out there, you will want to get experience counters on her so that she is rolling in money and can cast everything. She should look like this:
The early game is really just three things: Get Mizzix of the Izmagnus out as soon as possible, draw/tutor, ramp as much as you can.
Ideally, you will want to ramp into Mizzix on turn 2 or 3, then start drawing and tutoring to gain experience counters and draw into an infinite combo. It is important to keep counter magic on you for protection and needed board control.
By this point in the game, you should have enough experience counters to pretty much cast anything. This is the point of the game that you should get any combo piece that is still needed in order to finish the game.
Really, this deck doesn't have much of an orthodox "late game" strategy. Most of the time the games will be won before turn 8, and will have the counterspells and redundancy to ensure its victory at this point.
Okay, so I know this guy isn't broken or anything, but he's a pet card. He's a baby Mizzix of the Izmagnus, so if I'm going against some Sphere of Resistance effects in a Stax deck he will help overcome that some.
This card is basically Ancestral Recall in a 4 player game. Getting this card out early makes it so where your opponent(s) can't afford the tax, and when its out late game they usually don't want to spend the .
The cumulative upkeep is not anything to worry about. If this only draws a few cards it still did its job.
A win condition card. Responding to the Reservoir triggers on the stack lets us build up exponential life and deal massive damage to target opponent(s).
One of the most powerful, albeit expensive to cast, cards in Magic. This card lets us draw our entire deck at once and probably win immediately afterwards.
If you tutored for Brainstorm, continue to use Reiterate and Buyback to draw your entire deck and mill your opponent(s) with Blue Sun's Zenith or use Grapeshot with infinite Storm triggers.
This is a decent 2 CMC mill spell with Storm. It's great when you have infinite mana and can play your deck out and win with this, but I figured Blue Sun's Zenith does the same thing with infinite mana without having to be "set up".
I love this card. I feel like it is the perfect example of what the Izzet are all about, but the problem is it can whiff far too much. It can be huge and contribute to the Storm count, but it can also be too much of an investment.
If you are looking for a little bit more casual build, this should be an auto-include for some fun chaos.
Great card, but even with all the recursion in this deck it is still too unreliable. Intuition is almost strictly better, and I didn't need much more redundancy of this kind of effect.
Fits perfectly with the deck, but I don't want to force creatures into a deck that does not really care about them. I would have probably kept him if he was a Wizard like the others, that way Cavern of Souls could protect him, but sadly he is not.
Again, if I wasn't needing to be at the upmost efficiency possible, I would have kept this. Always have a counterspell in your hand is awesome. When it comes to absolute competitiveness, however, it is not always a guarantee or most efficient mana-wise.
If you would like to be the person behind The Mask, let me know! I always appreciate a +1! And also give mintymustache some love for the beautiful alter of JiMizzix of the Izmagnus!
I appreciate any suggestions, feedback, comments, and anything else! Keep in mind that this is highly competitive, so suggest only the best if you think I am missing anything.
I have been wanting to keep everything updated—reply to comments, update primers, update deck lists and/or art—for some time now, but life has always come first and I haven't had the time that I once had to dedicate solely to Tapped Out and to Magic.
For awhile now all of this has become more tedious, mostly because of my lack of time and prioritization of other things. I still play, and I will continue to update my decks and add new ones, but I am writing this to let everyone know that I will be doing all of that at my own pace and on my own time. That may be months later, but it will happen...if I feel the desire to do so.
I am sure I will continue deck cycling as I always have, mainly because I have been doing that routinely for years now. So you'll still see me around from time to time, sort of. Long and the short of it, thank you all for the support and inquiries over the years. Feel free to still comment and whatever else, I do see it, but I am not able to communicate as I once did. I hope you all understand.
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