[EDH] RU rdy 2 X-plode?

by ImaWizardHarry on 11 November 2015

Main Deck (99 cards)

Sideboard (44 cards)

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Deck Description

Are you a spellslinger?
Do you like combos?
Do you enjoy control?
Do you like to bluff?

Welcome to Mizzix, the most explosive spellcasting general in Magic.


OVERVIEW

Mizzix is a simple goblin, she just wants you to cast bigger and bigger spells. Every time you do, she grants you an experience counter ("XP"). Noobslinger? Have an XP. Spell bigger than you are? Get another XP. Unlike Melek or Riku who copy spells, Mizzix progressively reduces their cost by how much XP you have.

This makes those unplayable, high-cmc spells viable by indirectly ramping you, and also significantly brings down typical thresholds for infinite spell combos.

In practice, Mizzix shines most by making Buyback and X-spell decks viable all by herself. This also lends itself nicely to Storm, so there's a great deal of flexibility to her.

But why are you running Mizzix if you can play rituals, you ask? As an example, an active Mizzix with:
- 2 XP: Chaos Warp or Fabricate like they were Pongify
- 3 XP: get infinite mana with Reiterate + Seething Song {1RRR}
- 4 XP: 2 mana can A) draw a card B) bounce anything C) copy spell D) steal spell
- 7 XP: exile a permanent for free, copy an army for {UU}

...so really, the question you should be asking is, "How fast can I get XP?" ;)


DECK CONSTRUCTION

This build of Mizzix takes the best of Buyback and X-spells, and includes enough security in rituals and mana doublers to fill in for an absent commander.
No matter your changes, this should be your vanilla breakdown:
- big mana
- card draw
- protection
- removal
- proliferation
- counter magic
- tutors
- wincons
- recursion

You'll notice that I've excluded a few powerhouse cards like Cyclonic Rift, Insurrection, Turnabout, Force of Will, etc. Those cuts were made intentionally to avoid 1-card wins, limit the budget and create a combo deck that lives up to the title, requiring several steps to win.

It's still consistent and effective, but if your only goal is to win, then by all means get ruthless and optimize away!

How to Play

HOW TO PILOT

This deck wins through combo, so your objective playing it is to assemble a critical mass of pieces based upon your board state.
The primary piece is the damage spell; Mizzix and rituals are there to fuel it, tutors and copy spells to supplement it.

Successfully resolving a Firemind's Foresight is usually enough to get you your win in hand, as you can tutor for 3 of the following pieces:
- (1) Mystical Tutor
- (1) Fall of the Titans
- (2) Comet Storm
- (2) Reality Spasm
- (2) Mindswipe
- (3) Reiterate
- (3) Seething Song


ALTERNATIVES

Deck Tags

  • EDH
  • Burn
  • Combo

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,166 times.

Mana Curve

Mana Symbol Occurrence

0590190

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for [EDH] RU rdy 2 X-plode?

things you may wanna consider taking out:
-Guttersnipe, i know 2 damage to everyone is nice, but when you're X-ing people, you probs wont need it.

-Grapeshot, same concept, at most it does +1 dmg for each spell u cast that turn, if you're casting a bunch of spells, you probably won cause most of your X spells will draw into X burn, it's not a finisher, and it's not an early game card, so what is it really gonna do for you?

-Champion's Helm, its expees $ wise and honestly, it cost 1 more mana than swift foot boots so that it can pump ur commander, something i feel you probs wont need either.

-Mirari, this is tough, i feel like its costly to use (i have it in chandra) but may if ur spells are cheaper u can find that sweet spot where it works, ionno, keep ur eye on this card, i still keep it in chandra but dont know how to feel about it.

-propaganda, i feel like when you can cast aetherize for 1 blue, what more do u need with it?

-Overwhelming Intellect, this i'd replace with draw and other counterspells, look down to see what i mean.



Cards you may consider putting in:
-aetherize, gross.

-Logic Knot, this thing can trigger experience counters in a number of ways and almost always will still be UU counter, add an xp counter.

-Mindbreak Trap, another very VERY powerful counterspell, that at worst is UU, at best is 0 AND give u an exp counter sometimes due to its CMC being 4.

-Foil, yea, the card's name is foil, last counterspell ill mention (they're synergies with your commander are just too fucked up)

-Treasure Cruise, draw/exp counter delve value, in fact, look at all the cards with alternative costs, you basically add a third way to cast it with ur commander and no matter what it gives value (meaning cards like: Commandeer/Misdirection/Foil)

-100% put this card!!: reality spasm, it doubles as a mana geyser for ur deck (untap a land/rock for each xp counter u have)UU

0
Posted 11 November 2015 at 23:37

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