Mizzix Storm(InfiniteCombo)EDH

by JacDan388 on 18 June 2016

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

Mizzix of the Izmagnus Deck & Primer:
This Mizzix of the Izmagnus deck is built as an infinite combo and storm generation deck. The deck and its commander are very strong, borderline broken. The experience counter generation of Mizzix reduces the mana costs of spells and reducing (or eliminating) mana costs is one of the ways to break the rules of the game.
Due to Mizzix's power level, she makes an excellent commander for both budget and non-budget builds.

History of the Deck:
This deck started as my first EDH deck with Melek as the commander. I decided to play UR as those colors were not something I would not play when I started with MtG in the 90's. Melek seemed like a powerful creature.
The Melek deck never really came together. It was tough to piece wins together and I just couldn't figure out a build that worked well. The deck sat on the shelf for most of 2015 while I tried to figure out a better path for the deck and built other decks that were more successful (and fun).
Then Mizzix was spoiled as part of the Commander 2015 product and a better deck emerged. I started brewing with Mizzix after the spoiler was released and it soon became apparent that Mizzix was more powerful than Melek and that a lot of the Melek deck would need to be replaced.
I settled on a Mizzix build that seemed powerful but when I was goldfishing the deck the experience trigger was tough to get to trigger after 4 or 5 counters. I liked the deck but didn't feel that I had found the optimal build.
The light bulb moment came from listening to the Command Zone podcast where the power of X CMC spells was discussed. The use of X spells allows the player to cast the spell for more mana than there are experience counters. Casting a spell that costs X and at least one colored mana will always gain an experience counter.
That was the missing piece for me and a "final" deck list was solidified. I began building it.

Goals of my Deck Build:
These are the goals I have outlined to guide the deck building:
The deck must be powerful but not completely broken. Must be able to match the power level of decks in my play group
To have multiple win conditions to create variance in game play

Disclaimer on Power Level and this Build:
This is the not the "best" or most optimal build of a Mizzex deck and will never be the "best" based on the goals I have set for the deck.
There are some commanders the require the most optimal build to win, I do not believe that Mizzix is one of them. He is such a powerful commander that even the most budget builds are still wonderful decks. I encourage you to try the precon, a pauper commander, or a budget build.

Notes on Card Selection:
The Use of 'X' Spells:
The generation of an experience counter can be difficult due to the requirement of a spell to have a higher CMC than the number of experience counters a player currently has. It is in this regard that spells with variable CMCs shine. By utilizing spells with 'X' casting costs the player can control how much the spell is cast for and ensure that an experience counter is added. Additionally, the value of X can be equal to the number of current experience counters and any card that has a casting cost of X + a colored mana will always generate an experience counter. Example Syncopate
Mana Rocks:
Mana generation is always excellent but most mana rocks generate colorless mana. Once Mizzix has experience there no longer is a need for colorless mana thus it is best to keep mana rocks to those that generate colorless mana. It is tempting to cut Sol Ring because of this reason but I haven't due to a turn 1 Sol Ring enables a turn 2 cast of Mizzix.
On the Manabase:
Most 100 card decks would like to a see a land count between 36 and 39. This deck runs land light since drawing extra lands once Mizzix has 4 or more experience counters can be a dead draw. I am currently running 33 lands but am considering adding another land based on the mulligan rule change in January 2016. Along the same lines as colorless mana rocks, lands that produce colorless mana should be kept to a minimum.
The Importance of Card Draw:
Card draw is an important part of any Commander deck design. This deck utilizes a very large amount of since it is a combo deck and without a critical mass of spells that work together some cards are just dead draws. While there are a few tutors in the deck, card draw needs to be the card category with the biggest representation to ensure that we find the action cards.

Notes on Specific Cards:
This section lists notes on specific card choices highlighting which ones are most important to the deck and which ones are more of my pet selections. I've omitted discussing cards that are part of a win con or generating storm/mana since their importance was already highlighted.
Capsize - this card can create a lock on the board by itself. Paired with enough experience counters and Mizzix it can be cast many times per turn, nullifying your opponent's moves. Very powerful.
Leyline of Anticipation - an amazing card in any commander deck, this helps you win on your opponents turns and to more efficiently use your mana up in the end step before your turn. Can be replaced by Vedalken Orery. It might be a wise idea to run both.
Firemind's Foresight - this is essential a 1 card combo as it tutors for all the cards you need to go infinite. Incredibly strong, almost broken, card in this deck.
Counterspell - A great card. A staple in almost every blue edh deck.
Tezzeret's Gambit / Steady Progress - these cards are more powerful than they seem. Great tutor targets in the early turns to help increase the experience count.
Mystic Speculation - this card just over performs in this deck. With enough experience and Mizzix out you can filter through large chunks of your deck a turn.
Time Reversal - this card is probably a strictly worse version of Wheel of Fortune, but the artwork is gorgeous, it looks awesome in foil, and the graveyard removal can be helpful in certain scenarios.
Scour from Existence - removal that is free with enough experience.
All Is Dust - board wipe that is free with enough experience.
Jace's Sanctum - once enough experience is generated the cost reduction portion of the card doesn't matter anymore. The scry is always relevant and super helpful.
Past in Flames - gives you a way to use combo pieces a second if you've gotten countered, used some to generate storm / mana for a value play, or been milled by an opponent.
Expedition Map - this card is extremely handy as it tutors for Reliquary Tower, Glacial Chasm, Command Beacon, or boseiju. Whatever you need at the moment. If you have all of those on the field already then grab a Halimar Depths for the deck manipulation.
Command Beacon - couldn't have asked for a better land to have been printed in the Commander products. Mizzix will be a target and this helps if he's been removed targeted a lot.
Jace Beleren - I love planeswalkers, they are my favorite card type. My other commander deck is nothing but planeswalkers. Jace is a powerful card. Also, you can play him before Mizzix, after which you will have better plays to make.
Dack Fayden - did I mention I love planeswalkers? An early Dack can help steal opponent's mana rocks or a Lightning Greaves to help protect Mizzix. When you are looking for cards to close out the game the Loot ability is very helpful. If you are able to get to ultimate, use Grapeshot to steal all the creatures.
Ral Zarek - a fun planewalker to ultimate but will be replaced by Jace, Vryn's Prodigy Flip in the future.

What's not in this deck?
There is another possible win condition for Mizzix is a board wipe with a card like Platinum Angel that prevents you from dying. Molten Disaster, Rolling Earthquake, and other X board wipe spells work great for this win condition. I may change out some of the storm package for this win con in the future just to mix it up.
Another possible win condition is infinite turns. Generating infinite mana can be used to cast Reiterate and an extra turn spell infinite times. Of course you need to figure out how to kill people with all those turns...
Other than the mass damage and extra turns win cons - the one card that I wish could go in this deck but can't is Epic Experiment. I love this card, it's very fun to play, and it looks fantastic in foil. I have omitted the card due to the number of X spells in this build. If you run a build with less X spells then definitely play Epic Experiment.

Planned Upgrades:
Wheel of Fortune - nothing fancy but the deck might need to another wheel effect to keep the cards flowing.
Jace, Vryn's Prodigy Flip - being able to flashback spells is very helpful, even it's just a draw spell. Long-Term Plans - more tutor effects are better.Lands - there are always better lands.

Current Chopping Block:
This section lists the cards that seem to be under performing and are next inline to be removed during an upgrade:

Temporal Tresspass

How to Play

Win Conditions:
Kill your opponents with Comet Storm
Deck your opponents with Stroke of Genius
Deck yourself with Stroke of Genius + Lab Maniac
Deck yourself with Mind Spring + Lab Maniac
Deck yourself with Enter the Infinite +Draw Spell + Lab Maniac
Kill your opponents with lots of Goblin tokens from Empty the Warrens
Kill your opponents with damage from Ignite Memories
Kill your opponents with damage from Grapeshot
A well timed overloaded Rite of Replication

Generating Mana and Storm Count:
Many of the win conditions in the deck require you to generate either mana and/or storm count. Here are the combinations to do it:
Desperate Ritual + Mizzix of the Izmagnus + Reiterate and at least 4 experience
Mizzix of the Izmagnus + Reiterate + Seething Song and at least 4 experience
Turnabout + Reiterate + 5 lands or mana sources and at least 4 experience
Mystic Retrieval + Turnabout + Runic Repetition
Past in Flames + any of the other combinations

Tips for Playing the Deck:
Generally counterspells are best saved for protecting Mizzix, protecting one of the combos, and for using X counterspells to increase experience count
Don't be afraid to use a storm spell for value meaning it is sometime correct to generate storm and use a card like Grapeshot to eliminate one player or to wipe the board.
If you attempt to combo and it doesn't work out it's not the end for you. Past in Flames will give you another shot while the table of players is thinking you are done
When playing against deck with counter magic either save your counter magic for their or bate their use of it to clear the way for the win
Actively play card draw spells whenever you can
It is best to use your cards to get the experience count above 4 than it is to save cards to use when your experience count is above 4
In respective to the previous two bullets, the first turns of the game should be spent cantriping and working to get the experience count to 4 or above. A card like Steady Progress or Tezerret's Gambit is amazing in the first few turns of the game

Deck Tags

  • Storm
  • EDH
  • Commander
  • Mizzix

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0620220

Card Legality

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

Deck discussion for Mizzix Storm(InfiniteCombo)EDH

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Posted 18 June 2016 at 17:18

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