Aetherflux Reservoir - Swapped in and removed a Sphinx-Bone Wand for being a little slow to get going. This can net you decent amounts of life each turn and serves as a win-con once your storm count gets going. Reaching 50 life isn't difficult with the cost reduction effects in this deck and serves as a powerful finisher.
Aethersnatch - Allows you to steal a splashy spell, often for the reduced cost of . Very powerful in certain situations and can turn the tide of a game on its own.
Banefire - An X spell that can be reduced by Mizzix. Allows you to destroy problem creatures, deal damage direct to the face, and more often than not it cannot be countered or prevented. Always nets you an experience counter due to the X cost, all for .
Blue Sun's Zenith - A great instant speed X draw spell. It does shuffle back in, restricting graveyard recursion from Charmbreaker Devils and Mystic Retrieval but still a powerhouse in the deck.
Brainstorm - Often used to set up combos or to get the first counter on Mizzix in the early game. A solid draw effect and can net you decent advantage in the long run.
Burn from Within - An X burn spell that can remove indestructible permanents. Always nets you an experience counter due to its X cost and one of the best removal spells in the deck.
Call to Mind - A strictly worse Mystic Retrieval but useful for one-time graveyard recursion for key spells. Great for getting back a huge X spell to reuse immediately.
Capsize - Mizzix reduces buyback costs so Capsize can be a blowout in the right situations, reading "Pay : Return target permanent to its owners hand". Very powerful in certain situations.
Charmbreaker Devils - Randomly recurs spells from your graveyard and a personal favourite Rite of Replication target. Can get out of hand fast and nets advantage every turn.
Clash of Wills - A powerful counterspell that nets you an experience counter due to its X cost. Very powerful in the mid-game.
Comet Storm - Can operate as a wrath effect most of the time and nets you an experience counter to boot. Not as good without the cost reduction effect but powerful with Mizzix.
Condescend - An x costed counterspell with a scry 2 effect tacked onto it. Powerful in the mid-game and always nets you an experience counter.
Darksteel Ingot - Ramp and mana fixing.
Day's Undoing - For those times when hands and graveyards need resetting. I love this card for its ability to freshen up a stale hand, although it does help opponents too.
Desperate Ritual - One of the storm combo pieces, this nets you extra mana in a pinch, is a prime Reiterate target, and can end games. A Mizzix all-star.
Docent of Perfection
- Nets bodies every time you cast an instant or sorcery and when flipped provides a powerful flying army of 2/2 Wizards for beating face.
Echo Mage - Spell doubler on a body. A large mana investment but very powerful once he gets going.
Empty the Warrens - Nets you many goblin tokens when cast after a large storm count, even better when it only costs .
Eternal Dominion - A fun finisher of the deck. Stops you from casting spells for the rest of the game, but if you can't win with an infinitely Reiterateed copy of this card then there's no way you could win anyway. Lets you play all the permanents from an opponents deck in certain situations.
Fanning the Flames - An X burn spell with buyback. Allows you to keep playing it to next experience counters and climbs the X spell ladder all on its own.
Firemind's Foresight - Allows you to tutor for the combo pieces for the primary combo (Reiterate as the 3, Desperate Ritual for the 2, and Lightning Bolt for the 1), or anything else that is needed during the game, usually all for .
Flow of Ideas - Usually nets you a solid amount of cards for , and only gets better as the game goes on.
Foresee - Allows for a decent amount of digging through the deck to find combo pieces or other reactive cards, although only at sorcery speed. A powerful draw spell, especially if its cost is reduced.
Fuel for the Cause - A counterspell that nearly always nets you an additional experience counter. Bonus points if you can proliferate an Echo Mage whilst you're at it.
Grapeshot - An infamous storm card and one of the potential finishers of the deck. Very powerful with high storm counts made possible by Mizzix, High Tide, Past in Flames, and the Reiterate combo. Can finish opponents in one shot or at least take out a decent chunk of their life total, all for .
High Tide - An island-mana-doubler and an all-star in storm decks the world over. Great when paired with Reality Spasm for huge ramp in a single turn or simply to build storm count.
Howl of the Horde - Best used after an attack with a Docent of Perfection
Wizard token. Doubles up the next spell (potentially twice) all for a reduced Mizzix cost of .
Hypersonic Dragon - Play sorceries at any time you could play an instant. Allows for opponent's end step shenanigans and a more tricksy style of play in general. Very fun if he can stick around.
Ignite Memories - Another famous storm finisher, can often deal huge damage to opponents with a high enough storm. Very powerful and can often be reduced to cost .
Increasing Vengeance - A flashbackable spell doubler whose flashback cost is reducible by Mizzix. Very powerful when copying large X spells.
Insidious Will - A versatile card that can react to a number of situations. Counters, doubles, and redirects spells, which can make all the difference.
Invoke the Firemind - Large burn or large draw, the choice of either often comes in handy in the mid-game. Often used to draw cards but can close games in a pinch.
Jace's Sanctum - Reduces the cost of your instant and sorcery spells by and also lets you scry every time you cast them? A very powerful card that allows deeper reach into your library to smooth out your draws.
Lightning Bolt - An infamous burn spell and one of the three parts of the central combo. Can also be used in the early game to remove pesky mana dorks and utility creatures, although best saved for comboing off if you can.
Melek, Izzet Paragon - Melek is at his best when X spells are on the top of your library. Letting you copy the spell makes for some huge splashy plays, although his 6 CMC does sometimes mean he's a little expensive for the storm strategy. Best used in reaction to board states.
Metallurgic Summonings - Nets you bodies for every spell you cast. A win condition on its own and a recursion engine in a pinch. One of the best spellslinger enchantments out there.
Mind's Desire - With the right setup, this card ends games. Not my favourite storm card to be honest, but a fun way to close out stale or unusual board states. Sort of a non-bo with X spells as X is 0 when it casts them, but a powerful part of the storm subtheme.
Mindswipe - An X counter with an added damage bonus to boot. Better in a Mizzix deck than in another Izzet commander, and a welcome part of the control package here.
Mizzix's Mastery - Sort of similar to Past in Flames, this card allows you to bulk replay all of the cards in your graveyard for a reduced cost. Can end games with the right graveyard state.
Mystic Retrieval - Allows you to recur spells from your graveyard and can even be flashed back in a pinch.
Past in Flames - A card that always looked underwhelming in theory, in practice this card does a huge amount of work furthering your goal. Flashing back X spells, reusing storm cards and comboing off become much easier when your graveyard becomes a pseudo-second hand.
Patron of the Moon - Worth protecting when he comes down as for he can ramp harder than anything in this deck, especially after a large X draw spell like Stroke of Genius. Worth it just for emptying the hand of massive amounts of cards in a single turn.
Ponder - Essentially a cantrip that allows you to shuffle your library in a pinch. Adds to storm count and sorts out dud draws. Very useful.
Power Sink - A hugely powerful X spell that causes opponents to tap out completely if they can't pay X. Essentially locks down a turn in the right situation.
Preordain - Scrying and drawing into a cantrip is very useful here. Smooths out draws and set up reactive turns brilliantly.
Reality Spasm - Can be used as a ramp spell to untap lands or as a means to tap down opponent's creatures. Versatile and an X spell to boot, Mizzix loves this card in certain situations.
Reiterate - A spell copier with buyback and a section of many of the wincons of the deck. One of the best spells here and a powerhouse in Izzet EDH decks.
Repeal - As Mizzix allows you to choose the reduced cost of X, rather than it being the value of your experience counters, Repeal can be used to bounce problem permanents and draw a card to boot. Very useful.
Reverberate - One of the weakest spell doublers in the deck, Reverberate can still make waves when copying large X spells. Not as good as Reiterate or Increasing Vengeance but still useful.
Rite of Replication - Can make multiple copies of opponent's creatures or can be used on the likes of Charmbreaker Devils or Docent of Perfection
for shenanigans galore.
Scour from Existence - Often reads "Pay : Exile target permanent". It's colourless cost makes it an auto-include in many Mizzix EDH decks.
Shattering Pulse - Artifact hate that can be bought back to our hand. Can clear boards against artifact heavy strategies such as Breya, Etherium Shaper and card:Sharrum the Hegemon.
Sky Diamond - Ramps into Mizzix in the early game.
Spell Burst - A repeatable X counterspell that can be played again and again in certain situations, all whilst netting you experience counters. Very powerful.
Sphinx of the Final Word - Protects your spells from counters such as Pact of Negation and Force of Will allowing you to combo off almost risk-free.
Steady Progress - Nets you a card and an experience counter or two. A useful cantrip.
Stroke of Genius - A splashy X draw spell that can often draw you upwards of seven or eight cards. Great when recurred from the graveyard and always builds counters for Mizzix.
Talent of the Telepath - Spell Mastery is easy to get in this deck, especially with the reduction granted by Mizzix. A fun card that allows you to play opponent's spells.
Talrand, Sky Summoner - Nets you a 2/2 flying Drake for every instant or sorcery you cast. Can provide a beatdown win condition if storm or combo have been disrupted.
Temporal Cascade - Can shut down graveyard decks (but also you), and resets the game in a similar style to Day's Undoing. A fun card but a risky one.
Temporal Fissure - A storm win condition. With a high enough count you can return an opponent's entire board to their hand. Can blowout multiplayer games on its own if left unanswered.
Tezzeret's Gambit - Can draw you two cards for two life if its cost is reduced, nets you experience counters and can be recurred from a graveyard by many effects in the deck. Often underestimated but a powerful card.
Thought Vessel - Ramps and removes hand size restriction. With all the X draw spells in the deck, having no maximum hand size makes for some huge toolboxes of hands with powerful answers for every scenario.
Vandalblast - Removes all artifacts target player controls, all for a reduced cost of . A complete blowout and a useful card against mana rock heavy decks.
Whispers of the Muse - Its reduced buyback cost with Mizzix means you can nearly always pay and draw a card. Useful to refill hands or to build storm count.
Wild Ricochet - Steal spells, redirect damage, and be an all round nuisance. Very funny in the right setting.