izzet-deck

voiddwellerstudios  asked:

Here's my rap: My name is Ruby and although I'm a nerd You better believe my rap gon be heard If you diss my main man Jace, You best believe I'll get up in your face I'm kinda weird and I'm kinda gay But to be honest I wouldn't have it any other way I'll beat ur ass at a game of mtg You won't win a game of modern against me You can bet your cards and you can bet your soul, But you won't beat my best deck; izzet control

Hey Ruby, it’s Ben. Jace is truly the best
Except his sense of fashion, can’t say that I’m impressed
If you really pressed me, put me in a stress-test
I confess he may be brilliant, but he’s never well-dressed!

Weird and gay? Please, of course you’re welcome at my table
That’s why it’s called The Gathering, we welcome all labels
But Modern? And Izzet? Control? Seems bleak
When you could Always Be Commanderin’, like my pal Rafiq

Or Glissa, Niv Mizza, Ruric-Thar, or Shu Yun
That’s what happens when you fight me - this battle is done!

So my Izzet control deck is basically becoming the worst thing ever. It’s just me using krark’s thumb + ral zarek and other coin flip cards to hack the laws of probability

4

Izzet Amonkhet time? Why yes, yes it is! My initial thought was trying to win with Approach of the Second Sun, but then I got real and made an Izzet spells deck with, yes, only NINE creatures. It turned out that, despite all the graveyard recursion, there was in fact enough burn in my pool to snap, crackle, pop my way through all of my opponents as I went 3-0 into the final round and then split the last match, taking home 11 shiny boosters to build my own monument of triumph with.

The best part of this deck? Probably being able to cast Trial of Zeal up to 6 times per game thanks to a pair of cartouches. I think red burn might struggle against Embalm and graveyard recursion without that kind of synergy. Blowing past Sandwurm Convergence with a 30-damage turn thanks to Insult // Injury was also nice. Those aftermath cards are pretty nifty.

You Want Izzet? We Got Izzet!

The news is in folks! Blue/Red is broken in half. Izzet lists have won GP San Diego and taken second at the Pro Tour, and we’re bringing you budget versions of each!

Creatures (19)
4x Chief of the Foundry
4x Ornithopter
4x Phyrexian Revoker
3x Thopter Engineer
4x Whirler Rogue

Non-Creature Spells (19)
4x Ensoul Artifact
4x Ghostfire Blade
4x Shrapnel Blast
3x Springleaf Drum
4x Stubborn Denial

Lands (22)
4x Darksteel Citadel
3x Foundry of the Consuls
7x Island
4x Mountain
4x Swiftwater Cliffs

First up is Artifacts/Affinity/Scissors that took second at the PT! A synergistic aggro deck, this is looking to drop your opponent from 20 to 0 ASAP. Plan A is to Ensoul up a cheap artifact, be it Ornithopter, Drum, Blade, or Citadel, and beat down, finishing off the opponent with Shrapnel Blast. Plan B is the use your token producers with a Chief of the Foundry to create a deadly flying armada, and play the slightly longer game.

The only thing we lose to budget is Hangerback Walker, which makes our long game a bit worse, but instead we play more token producers and can swarm the board a little bit faster.

Creatures (4)
4x Humble Defector

Non-Creature Spells (29)
4x Anger of the Gods
4x Magmatic Insight
3x Monastery Siege
2x Roast
2x Send to Sleep
4x Sphinx’s Tutelage
4x Tormenting Voice
4x Treasure Cruise
2x Whelming Wave

Lands (27)
7x Island
4x Swiftwater Cliffs
8x Mountain
4x Mystic Monastery
4x Radiant Fountain

Our second deck, fresh off of a GP win, attacks the opponent in a totally different way but is just as fast out of the gates. The entire deck is built to abuse Sphinx’s Tutelage. Once you have the enchantment in play, your goal is to simply draw cards until your opponent drops dead. Red draw spells are cheap and help you filter through your deck to find a Tutelage, and Treasure Cruise’s raw power helps you put the game away. Cards like Anger and Roast keep the board clear so that you can keep on millin’.

The real version of this deck runs 4 Jace, Vryn’s Prodigy, but he costs 25 bucks right now! We’ve replaced with him a playset of Humble Defector’s. They cost the same, and can draw you a lot of cards. The deck is fast enough that you’re quite happy to get the Defector back and to keep on drawing.

Both of these Izzet builds are quite explosive, and we hope you enjoy crushing your opponent in the name of science!

#B

8

Docent of Perfection is a fantastic card fitting into a lot of Izzet decks as most commanders for it are Wizards. Jori En, Arjun, Mizzix, to make a few.

Further, it creates tiny wizards. This is already fantastic as the downside to wizard tribal was the lack of disposable wizards.

Please give some thanks to our giant experimental eldrazi bug wizard human before you leave tonight for tonight’s entertainment.

-Delf

Commander of the Week

Jori En, Ruin Diver 

I thought i’d try and build a deck around Jori En this week as I have recently received an awesome promotional copy. It has been a while since I last played an Izzet deck. She isn’t the best Izzet commander at 2/3 for 3 mana, but she’s cheaply costed and she has a pretty good ability if the deck has lots of cheap spells. I thought I might try for a more aggressive build, though i’m not sure how well it will work.

Cheap Spells 

I thought that lots of cheap spells that draw us cards or allow us to loot would be the way to go here. Cards like Reach Through Mists, Serum Visions and Preordain are all one mana draw spells that we can quite easily stack to trigger Jori En’s ability. See Beyond, Tormenting Voice, Wild Guess and Magmatic Insight are also cheap but cost a little more in terms of mana or additional costs.  

What are you looking for?

This deck will also have lots of Scrying, for reasons we will look at in the next segment. There are many ways to sift through the top cards of your library, I much prefer scrying over that overpriced divining top thing that everyone loves so much, because it allows you to put cards you don’t need on the bottom rather than just recycling the same three cards. Creatures like Thassa, God of the Sea and Geist of the Archives allow you to scry 1 every turn allowing you to trigger certain abilities and dump the top card on the bottom if you don’t need it. Omenspeaker and Augury Owl both allow you to scry a bit further upon entry and Prognostic Sphinx allows you to scry 4 whenever it hits someone. My favorite though is Eyes of the Watcher allowing you to pay an additional 1 whenever you cast an instant or sorcery to scry 2. You should be able to find what you are looking for.

Advantages of Scrying and Chain-Casting

I’ve noticed that there are quite a few creatures or enchantments that get a buzz whenever you cast an instant or sorcery or scry. I’ve always wanted to give it a try in commander. Cards like Flamespeaker Adept and Knowledge and Power both trigger when you scry gaining a power boost or allowing you to deal additional damage to a player. Nivix Cyclops, Wee Dragonauts, Mercurial Geists and Kiln Fiend all get large power boosts whenever an instant or sorcery is cast allowing some silly combat tricks and these cheap spells are going to help us with these. 

You can’t catch me 

Anything that grants evasion en masse is going to be very useful here. Cards like Teleportal, Glaring Spotlight, Archetype of Imagination and Thassa, God of the Sea can potentially deal massive damage to your opponents, just charge those creatures up with spells and let ‘em have it. Mizzix’s Mastery is also very good here because you get to cast all of those awesome spells again for free if you can pay the overload cost. Keranos, God of Storms is also a great alternative commander if you find Jori too weak. I also realize that life-gain decks may be a problem here, Leyline of Punishment can fix that though preventing any life gain and fog abilities. 

And Finally… 

Lands could include Temple of Epiphany, Mikokoro, Center of the Sea, Reliquary Tower and Desolate Lighthouse. I have no idea how well this deck will work in a multiplayer setting. It could be quite effective in a french game though. I do hope you find this article both helpful and fun and until next time, Happy Deck Building

FNM 1/11/14

HOKAY

So I ended up going 1-3.

BUT THAT’S OKAY because about halfway through round 2 I started to get a feel for what I was doing wrong and the kinds of cards I should be running.  I sided in a one-of Epic Experiment, and any game I played it in I won.  So I switched out some stuff and put in three of those for starters.  I’ll continue tweaking throughout the week and I’ll post a 2.0 decklist some time tomorrow hopefully.  

It was, as always, tons of fun taking this deck on its maiden voyage.  I’m excited to see what i can do with it after a few weeks when it’s in better shape.

V 1.0: D-

Open Letter to Wizard's RE: Deaf players

Hey everyone. I’m not sure where I should have typed this up, so I decided to drop it here on Reddit as I know some of the employees are always around. Maybe this can get relayed to the proper people.

First I want to talk a little bit about our LGS and how it’s changed dramatically over the course of a year. You can skip this part if you want.

About six months ago, we had a new player come in to the shop to play at FNM. He played a long time ago, stopped for several years, and is now getting back into it. He’s gone from playing a rag-tag blue deck placing last every week to dominating the first and second spot with a solid home-brew Izzet deck. It’s almost inspirational to have watched the transformation of skill and understanding of the game. But what’s been more inspirational to me, is that Levi, our new regular local player, is deaf, and has transformed the way everyone at the shop plays.

At first, many people were mildly irritated by the increased amount of playtime and overuse of gestures needed to play. Honestly, we have a lot of younger kids, and many of them have never been in a situation where they are faced needing to communicate with someone they otherwise normally couldn’t. Ironically, I’m fluent in Sign Language and have helped break down the language barrier, but the true beauty behind this entire event is how willing and open our entire LGS player-base and staff has been to not only being more patient in their matches with Levi, but also to learning Sign Language to communicate with him. It’s an amazing feeling to have a thirteen year old kid glance over at me and ask how to sign something to convey this to Levi, rather than ask me to translate it for him.

This is getting long, and I apologize for that, but the main reason I’ve written this all out is that, the most recent trailer for Journey into Nyx [1] popped up on our community Facebook group, and while we were all discussing it, Levi was very confused - because he’s not able to hear, he has no idea what the video is actually about (other than obviously knowing that it’s introducing the last set in the block) - (unless we [which we have] transcribe it for him). I don’t know if this will get to the proper channels, but having Closed Captioning on future videos produced by Wizards would be the most amazing step in the right direction for appealing to the incredibly wide and varying fan-base it has.

TL;DR - Wizards, please put Closed Captioning on your videos for your deaf fan base.

-Dayreon

This is an amazing story of an LGS coming together, but it is also something I honestly wouldn’t have thought of and something I’m sure Wizard’s didn’t think about. It is a great suggestion, and I hope they listen and take action soon! A comment in the suggestions adds “Closed captioning on live coverage too would be incredible too”, which is another improvement they should at least consider.

Alright here’s a story about my prerelease and how everything aligned just right for me to get this card

THere was just barely enough of us to actually have the tournament because a dad and his two sons came to the shop I was at.

I went with red because the promo is a dragon. The stars aligned just right and my deck was Izzet colors and had a crap ton of scrying and zapping (if you saw me on the field I would be the spitting image of cymede in my costume)

Like… nearly everyone went white tho. Except the dad and his kids (Blue for dad, green and red for babies)

First round I face one of the sons, i crushed him. He played this mish mash of green and black and he barely had mana for anything. Me deciding to be a nice person helped him fine tune his deck because he thought we needed 60 cards instead of 40. (also it was a test of patience for me… then again I taught my cousins so it wasn’t so bad)

Second round I played the dad. Quickly I realized we were playing the same deck p much when we both dropped scryfish turn 2 and he zapped one of my dudes. Couple turns later I’m staring at keranos as soon as he cast the god I cried in jealousy and that I would trade after the matches. I lost very quickly because I kept getting zapped and couldnt’ draw anymore spells after the scryfish. Second game I crushed him. Turned the god into a pig. But we went to time and drew so there was never a clear winner game 3.

After that round he had to leave. But since I was nice to his son and I had a bunch of rares, I just gave him some spells for his boys to get my god.

TLDR

Go through a trial of patience and lightning, rewarded with a god.

Thoughts on Deck Efficiency in Commander

-Efficiency is a catch-all term; simply put in this instance it means “A deck’s ability to consistently perform it’s plan at the desired pace”. This means many things for many decks; but some common themes emerge.

-Curve. Edh is partially about a place to drop high-cmc spells, but you have to safely arrive to a point where they make a positive difference. Thus, some ramp; but ramp is ‘bad’ late-game, so others try to stair-step cmc with some ramp involved. Elfball decks are designed to have 3 mana on turn 2, for example. Control decks often go for board control, then use half their resources proactively, half reactively to close the game. Aggro decks curve early creatures into more creatures/combat tricks. A good three mana creature like Vampire Nighthawk is good turn 3 and okay turn 6 when supplemented by a 3 mana reactive use of resource. This brings us to…

-Card slots: I am a big fan of playing cards more than once. It takes little investment in a deck (sometimes none) to be able to cast twice, return from graveyard to hand/play, etc. Cards like the Zenith/Beacon cycle are obvious examples, and cards with flashback shine. For example, I like to run a couple of burn spells in my Izzet decks; my favorites are Red Sun’s Zenith and Devil’s Play because they are relevant at any point in the game (x spells) and have built in multiple uses. Another way to ‘maximize’ card slot efficiency is the use of modal spells; the commands and the charms. Further on the hypothetical Izzet deck, Izzet Charm and Brutal Expulsion are almost auto-includes. Don’t forget split cards, especially when both halves work for a deck (Turn/Burn being my example). Having a card with more than one use in any way- recursion, options- are macro card-advantage. It’s why Bloodghast and Reassembling Skeleton always see play, even competitively.

-Synergy: How specifically a deck does what it wants to do. We mentioned recursion above; how does a deck need recursion? Instants and Sorceries? Creatures? Artifacts or even Enchantments? In the above Izzet deck, how do those instants and sorceries play amongst themselves? A perfect card for such a deck is Increasing Vengeance. It fits the above criteria of multiple use, and not only is an instant or sorcery, it positively affects other instants and sorceries. Another card like such is Past in Flames, which, like Increasing Vengeance, passes on it’s effect to other cards of it’s type. In effect, synergy- the more a card interacts with each other individual cards- creates efficiency.

-Answering problems. In our Izzet deck, we have an 'instant and sorcery’ synergy. We’ve chosen cards that fill more than one role or can be used more than once. We have curved our early spells in a balanced manner into our Diluvian Primordial, Sphinx of Uthuun and whatnot. Now, out of this general build we have weaknesses become apparent. This list only runs 6-10 creatures; we’re weak to aggro, so we have to answer that threat with mass and targeted bounce/burn- in instant and sorcery form. The colors of Izzet have problems with Enchantment removal and hexproof/indestructible creatures; so we have counterspells to stop them before they happen (serving the dual purpose of forcing our winning plays through). Finally, a minor weakness is present in speed. So we dedicate a few slots to utility ramp artifacts, things like Pyromancer’s Goggles, Izzet Keyrune, and Izzet Cluestone among others. These measures allow the deck to be efficient in the first place, relatively well-protected against major interruptions.

Deckbuilding is either an artistic science or a scientific art.

Master the Blue Sun

Preface: This is our favorite deck. The whole squad spent two nights on Skype crafting this beauty, and we’ve all fallen in love (some of us with the deck, others with Gin Jitaxias). It started out as an Izzet Tron deck, and evolved into what you see before you today. If anyone makes a video series with this deck, whether it be in real life or on MTGO, I will make you a special prize/fall in love with you.

Alright, let’s get to it.

Creatures (10)
4x Arbor Elf
2x Rampaging Baloths
4x Sakura-Tribe Elder

Non-Creature Spells (27)
2x Garruk Wildspeaker
4x Explore
4x Master the Way
4x Sleight of Hand
3x Urban Evolution
4x Utopia Sprawl
3x Blue Sun’s Zenith
3x Mana Leak

Lands (23)
10x Forest
2x Gruul Turf
5x Island
2x Mountain
4x Simic Growth Chamber

The main strategy of the deck is to cast a Blue Sun’s Zenith on end-step for a huge pile of cards, and then untap and burn the opponent out with Master of the Way. Simple, right? We just need to acquire a ludicrous amount of mana to draw 8-10 cards off of Blue Sun’s.

Enter: the rest of the deck. This pile is all about making a lot of mana. So much mana. Crazy amount of mana! Explore, Urban Evolution, and Sakura-Tribe Elder drop extra lands onto the battlefield. Arbor Elf and Garruk combo with Utopia Sprawl (Arbor Elf into Sprawl with 2 Forests is 4 mana on turn 2!). And bounce lands synergies nicely with Explore effects and Garruk’s untap.

But the deck can’t always pull off its main combo fast enough. Our secondary win-con is Rampaging Baloths. With all these land drops going on its easy to go crazy with these guys. Try to cast them with at least one land drop remaining, that way, even if it meets a Terminate you still get a 4/4. The Baloths can be just as deadly as the Master after the Blue Sun’s as well. Dropping these and following up with a few Explores is a surefire way to overrun the board (and combos nicely with the Overrun ultimate from Garruk!).

And of course, blue is hanging around to give us some card protection and selection. Sleight of Hand smooths out our draws and helps us dig for the combo/ramp pieces we need, and Mana Leak will help stop early aggression while we’re setting up.

Isn’t it beautiful? Like many home-brew combos, it’s a little prone to losing to itself, but when it goes off it feels fantastic. If you like big mana, drawing cards, burn, or making enormous armies (so…if you’re a Magic player) then this deck has something for you!

#B (with creative credits also going to -G, ~T, and -i)