Izzet input needed before FNM
Deck Help forum
Posted on Nov. 22, 2013, 1:30 a.m. by peidpiper91
i tweaked my izzet combo The Mizzium Effect deck and need input on it so i know whether or not the changes will help at FNM
peidpiper91 says... #3
@Slycne if I may ask what is tempo control because ,it looks like with the meta game at my local fnm spot that may be the better bet I it is what I think it is, the cyclops and guttersnipe are great but the rarely see effective play
November 22, 2013 3:11 p.m.
So a normal control deck is trying to win the game by dealing with all their opponents cards and then landing one big threat later. A tempo deck looks to play a decently sized threat earlier, and then protect it and put the opponent off balance enough until that threat can win.
So for instance, you might play a spell T2, play a Spellheart Chimera T3 and then counter/remove/bounce everything that play after that and just race them with the Spellheart Chimera .
November 22, 2013 4:09 p.m.
peidpiper91 says... #5
Ok I see what your saying that seams like it would be a rediculos amount if fun I'm think of kickin the cyclops the guttersnipe the hammer and a divination but I'm not quite sure how to shift it to more a tempo build
November 22, 2013 4:24 p.m.
It probably still needs refinement, but this should be a decent enough jumping off point.
Spells (22)
- 2x Izzet Charm
- 3x Counterflux
- 2x Cyclonic Rift
- 2x Dissolve
- 3x Lightning Strike
- 3x Magma Jet
- 3x Steam Augury
- 2x Essence Scatter
- 2x Turn / Burn
Creature (14)
Lands (24)
- 8x Island
- 4x Izzet Guildgate
- 8x Mountain
- 4x Steam Vents
Slycne says... #2
It could probably use a few more lands, that's a big chunk of 3 drops and 20 lands only finds 3 lands by T3 around 60% of the time while on the play. 22 would bump that to around 70%, 23 would be 75%.
The only other thing is what's the deck's plan? It looks a little scattered right now. I understand the basic idea of play spells, get effects from them, but you still want all those to support a more clear plan - not all of them work towards the same over all goal even if they do have interactions. For instance, Nivix Cyclops is a decent enough build around card, but all those counter spells don't play well with it. Engaging it on your opponents turn is much less useful since you can't attack when it's relevant.
I think there's 2 ways to go with it. You're either a controlling tempo deck playing cards that are good threats on their own - Frostburn Weird , Spellheart Chimera , Stormbreath Dragon , Young Pyromancer , permission and removal.
Or you're more of a combo deck that wants to craft a sequence of turns - Guttersnipe , Nivix Cyclops , Dynacharge and such.
November 22, 2013 1:53 a.m.