As a Magic the Gathering player, we all start off somewhere with a thought and a belief that anything is possible with the right cards, and that you, as the pilot of that deck can become something great... Until you get to Friday Night Magic or any other type of event in your local comic book store where you encounter a player running storm and get absolutely destroyed in their shenanigans. Hey, it happens to everyone at some point in time; but that does not mean that you can also make the same deck.

In the decklist that I have made, the primary focus is to combo out with either one of 3 storm cards, or with the combo of Dramatic Reversal + Isochron Scepter + Aetherflux Reservoir. The storm spells in the list being Grapeshot, Mind's Desire, and finally Ignite Memories. There are multiple ways you can achieve this goal, whether through dumping your library into your grave to fill your spells so that you can cast Past in Flames or Mizzix's Mastery; or through tutoring and combo-ing constantly to find untap effects that can support you with the mana you need to hit infinite damage/mana (or just general control/chaos created by your spell combos).

There is a slew of tap/untap spells that allow for not only control on your opponent, but also having explosive (and often durdly) turns that can extend even infinitely. Untap spells such as Frantic Search" allows for card draw and discarding of spells you would like to combo in the future, followed then by untapping of up to 3 lands! Next is the ever-popular blue spell that is ridiculous in both function and power, Turnabout. Being able to tap ALL your opponents' lands/artifacts/creatures or untapping ALL of your lands/artifacts is crucial and game-turning if you plan it out well. Also in the deck list is the spell Dramatic Reversal. With this card, you can cast multiple uses of this potent spell with copy spells, bring it back from your graveyard with recursion, or through Isochron Scepter. Next we have the control untap spells. The counterspell Rewind is fantastic despite it being a little overpriced; if you have Mizzix out and she has 2 counters already to her name then it's a counterspell with an additional "untap up to 4 lands"! The other control option is the card Snap", a powerful 2 mana spell that puts target creature back into the owner's hand and then untapping up to 2 lands. This card has saved my bacon more often than I can count, and is potent for setting up additional countermeasures should the opponent cast a spell afterwards.

Next, there are the tutoring spells that exist in the deck. They range from Mystical Tutor, Merchant Scroll, and Firemind's Foresight. Firemind's Foresight allows you to grab ANY 3 necessary spells with any between CMC 1-3 that you need for any time in the game. A fantastic card to set up for a game-winning combo, or extra protection against your opponents.

There is only one creature in this deck, and that is our commander Mizzix. Play her with caution, as putting her into play on the field early can cause her to die near instantly or become bounced back to hand. Always have countermeasures for occasions such as this! Once she is out and ready to rock, then the real party can start.

Speaking of countermeasures, there are in total 9 counter-effects in this deck and range from Trickbinding an opponent's activated abilities to save your hide, to countermagic with benefits behind them... examples being Rewind, Mystic Confluence, Remand, Muddle the Mixture, and others not mentioned here. Other counterspells that are included in the deck list are strong cards that have "free" costs. Those cards are the spellFoil, and the super-powerful ancestor Force of Will. While Foil is decent in terms of spell cmc, if you did cast it for it's cost it will cost more than a regular counterspell, or the same as counterspell... however, where it shines is where if you are in dire need of a counterspell early game, then you can pay the alternative cost and discard an island and any blue spell to add to the graveyard to counter it for free. The other, more powerful version of foil, is none other than the all-powerful spell Force of Will; where you instead of paying the huge costs of the spell, can exile a blue card and pay 1 life to cast it for free! Talk about ridiculous!

There is also a bunch of board disruption in this deck that comes in the forms of instant board wipe Cyclonic Rift; target removal cards like Chaos Warp; bouncing of permanents with Capsize, Mystic Confluence, Cryptic Command and Snap; and theft spells such as Stolen Goods and Blatent Thievery.

For added flavor in this deck, the list features a couple neat combos for extra spiciness. First off is the card Tunnel Vision. An older card from old Ravnica that basically says "Name a card, put all cards into your graveyard that are not said card and when you find your card, leave it on top." This card allows for near-instant setup of a mass graveyard spell combo if your card happens to be on the very bottom of your deck, otherwise you mill yourself and hope to god you can find a spell that you can retrieve and cast to do some form of damage or control until your next turn. The card may be chaotic for a blue spell, but it is extremely potent with cards such Past in Flames, and Psychic Spiral.

Another card that exists in the deck is the over-the-top, crazy strong spell called Radiate. Radiate says "If a spell has a single target, expand that to ALL other targets (both permanent and player) that spell designates." It's a nasty card that can destroy entire games if paired with a card and isn't responded to. Spells such as Chaos Warp, Capsize, Vandalblast, Snap, and Blatant Thievery,can be turned into catastrophic board wipes that resets everything or sets the board in only your favor so that you may win.

The artifacts in the deck are mostly used for mana fixing/ramp, or tutoring... such as the staples of Sol Ring, Gilded Lotus, Thran Dynamo, and Izzet Signet; and the land tutor Expedition Map. Aside from the mana rocks, the other artifacts that exist in the deck are the inter-changable Isochron Scepter; the destructive Aetherflux Reservoir; the protective Lightning Greaves; the two-in-one Primal Amulet   from Ixalan; and lastly, good ol' Sensei's Divining Top for top-deck manipulation.

There are some enchantments that are used for utility, damage, and protection from creature-based decks, such as Propaganda, and also the "silver bullet" enchantment Thousand-Year Storm, which for UR+ 4C is a devastating board piece to be reckoned with. Finally there is the ever-popular Leyline of Anticipation, an enchantment that allows you to play it in your opening hand for free (if you have it), and gives ALL your non-land spells flash; which means you can play not just sorceries but your commander, artifacts, etc on your opponent's turn at instant speed!

Since there is a bunch of cards that synergize with graveyard casting/filling, this enchantment can spell certain defeat for the opponent(s) you are facing, or death/removal to particular permanents that the opponents own (creatures they might control, or pesky enchantments).

The land base is diverse in selection and contains lands that have interactive properties depending on their use. There are a bunch of basic and non-basic islands (for the use of High Tide), other non-basics like Reliquary Tower, Terrain Generator, Riptide Laboratory, Tolaria West, and lastly Boseiju, Who Shelters All. Also since the expansion War of the Spark's release, the land Karn's Bastion allows to proliferate your experience counters for Mizzix and other things that exist on the table if given the time and resources available. There are some fetch lands included in the list, but they aren't entirely necessary to include based on your budget. The fetches include Scalding Tarn and Wooded Foothills.

I hope you like my decklist, as this what I currently own and use when playing versus my friends with their decks or other players at local game stores.

Leave an upvote or a comment on this list if you enjoy the deck, also feel free to add your thoughts or suggestions to improve or debate on other good cards that can be used for this deck. Thanks again for taking the time to read this!

Suggestions

Updates Add

Comments

Casual

97% Competitive

Date added 8 years
Last updated 3 years
Exclude colors WBG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

35 - 0 Rares

27 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.08
Tokens Experience Token
Folders Personal Decks
Votes
Ignored suggestions
Shared with
Views