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This is my post-Theros release version of Memnite's $20 Izzet 4 Turn Winhttp://www.mtgvault.com/memnite/decks/standard-20-izzet-4-turn-win/My favorite part of this deck is the fact that people will just throw you the commons and uncommons when you tell them you're looking for them. "Worthless" cards can still win games.4 Turn Combo1) Land2) Land3) Land Cyclops4) Land Aqueous Form, Armed and Titan's Strength for 22 unblockable damage*5*)If no Aqueous Form: Land, Teleportal, Armed, and Titan's Strength on Cyclops for 30 unblockable damage.If an opponent is playing direct removal wait a turn and use Mizzium Skin.This deck can be made cheaper by removing Steam Augury and replacing them with Divination (a cheaper card and a cheaper mana cost too!). If you are looking to increase the playability of this deck I would suggest adding 4 Steam Vents (R/U shockland) as they speed up your mana production.Other possible adds: Dissolve, Negate, Dispel, Counterflux, Spell Rupture, Triton Tactics, Coordinated Assault, Prowler's Helm, Young Pyromancer.(Suggest cards in the comments please!)
Win conditions:1) Nivix Cyclops with Aqueous Form (Teleportal), Armed, and Titan's Strength = 11/6 (15/6) Unblockable Double Strike (this combo can happen for 4 mana with the possibility of getting down to 3 mana). Ideally, you play your Cyclops and get Aqueous Form on to it ASAP, then you either hit your wombo combo, or use other spells to allow you to scry or draw to find them.2) While playing this deck during a standard tournament I realized that you were basically flopping around till you hit your combo hoping to peck away with Guttersnipes as your other win condition, then Theros fixed this with Spellheart Chimera. You are constantly going to be casting things trying to proc your combo, remove creatures, draw cards or counter spells, Spellheart Chimera provides a growing threat. The Chimera also works flawlessly with Izzet Charm and Steam Augury, where you can discard parts of your combo you have multiple of, but still receive a return for discarding them.Sideboarding:The side board gives you your changeup. It allows you to deal with a massive aggro deck and generally allows you to play a much faster game more consistently, while still keeping a combo feel.Remove: 1 Spellheart Chimera 2 Aqueous Form 2 Mizzium Skin 3 Steam Augury 4 Armed//Dangerous 2 TeleportalAdd: Whole sideboardSo not only have you removed part of the goldfishing around till you hit your combo, you've added mass quantities of removal and direct damage that is amplified by your Guttersnipes while still proccing your Blistercoil Weirds and Nivix Cyclops. The sideboard may not hit the massive wombo combo , but you can more readily proc smaller combos leading to a more consistent damage output.It is also possible to pick and choose spells from the sideboard in order to deal with specific threats like counter spells, life gain, fog, hand discarding and mid range creatures.
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Please suggest any improvements STANDARD ONLY. Also attempting to keep this deck under $30 so read the description before you tell me to add Steam Vents.
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better then guildgate!
Yes, I know, one of them also costs more then the entire deck and sideboard lol.
Guildgate slows the deck ;\...
And this deck isn't T1
This deck may be getting a full revamp, did a lot of play testing and trying of new ideas. It may turn in to an aggressive blitz deck removing the control elements entirely.
Deck has been revamped to fit my playstyle more and add a bit more aggressiveness. Also got tired of the flopping around waiting for draws on a 4 card combo.
Combo decks always sound so great on paper, then the mass amount of removal in standard kills the dream. At least for me. I do think there is a nice backbone here though! Add some counter spells and a few young pyromancers?
i've been using the Izzet Charms as counterpsells occasionally, i do agree that the deck could use counterspells to help mitigate the removal, but if they are using a direct removal on a cyclops you can counter with a mizzium skin at instant speed making it hexproof and causing their removal to fizzle. the only removal i'm scared of in this situation would be board modifiers (celestial flair type stuff, with the worst being supreme verdict which can't be countered anyway). but after they do it to you once in game one, you'll know what to expect from them in game two and can always tailor your play accordingly (if they've main boarded too much removal and don't have much counterspell, swap in your sideboard and play a completely different, far more aggressive deck). i personally felt like the counterspell is turning your combo in to a counter punch combo, which isn't nearly as effective as all out aggression. on to young pyromancer, i'm curious as to what you would want to take out in favor of them. the free chump blockers are nice along with more targets for your overloaded teleportal but i just don't see where they fit in.
Yeah I can really see you're going for all out aggression in this build.Just for me personally, whenever I make a deck with blue in it I feel this necessary obligation to run counterspells because, well it's blue, and why the heck not :P
I love playing control, I just feel like the format forces aggression unless you go full control (which most iterations of this deck are not). The counterspell is taking up much needed space when you're really only using it to prevent board wipes or if you don't have a Mizzium Skin in hand.
How about Spell Ruptures for control? It would be great control with the Chimera and Cyclops (especially since I believe the act of casting it will boost the cylcops' power).
love the spell rupture idea!. making them pay 4 from a cyclops is awesome.
what you gonna do when i cast my doomblade
mizzium skin or izzet charm. what are you gonna do when i hit you for game win and counter your removal?laugh as my 4 spellheart chimeras get a little stronger from the doomblade you casted on a 1/4 defender?read descriptions, read cards, read other posts. you'll get your answer before looking stupid.
i am gonna counter your izzet or skin :)
2 for 2. is a win every time on a 1/4 defender. especially with a growing threat in spellheart chimera. when the chimera has 5 damage every turn wouldn't you wish you still had your doomblade you spent on the cyclops?
no i have more to go ;)
and i have 4 cyclops and 4 chimeras. can't doomblade them all. this is cyclical conversation and a waste of time. you found a card that removes a creature, there are dozens of them, killing the creature beats the combo in this deck, it doesnt handle the sideboarded burn or counterspells. if you can hit every answer you need, then you win, just make sure to do it before 30 damage unblockable hexproof smacks you in the face.
I really like the idea and I'm going to test it very soon, but I'm afraid this won't have many chances against a good control deck or against heavy removals. I would sideboard something against blue at least...
i'm considering spell ruptures for more counter control. what else do you suggest. name some specific cards for me.
Take out the electromancer for 2 syncopate and 2 swan songs. If you want to keep the budget, maybe Dispel instead of swan song, or 4 Syncopate. Also, you might want to sideboard some bouncer (Journey's End?) against aggro and/or boardwipe (you bounce back your own creatures!)
I'm more inclined to use Spell Rupture in the current state of the deck because it would sometimes cost only 1 blue mana, and cause them to pay 4 or more if a cyclops is out. The issue I have with adding too much control is it takes away the burn aspect of the sideboard. The electromancers are definitely expendable but I believe they'd need to be replaced with a creature of some form (Guttersnipe or Young Pyromancer). I think the bounce you're talking about is Voyage's End, which is definitely an option if I were to add more control.
Yes sorry I confused the name! Spell Rupture is indeed a very good choice, but remember it does nothing if you don't have creatures on the field (although with blistercoil you're likely to always have something!). If you want to add creatures, just add 3 Spellheart Chimera and leave 1 slot free for extra counter/burn.
well there are 4 chimeras mainboard. whats your opinion on taking out the electromancers and 1 chimera then adding 3 pyromancers? that gives 2 open slots for counter type things (although i think i'd prefer to just mainboard 2 more izzet charms because of the utility).
Pyromancer could be a good idea, although since it's a combo based I'd rather add more control and not being tapped out on turn 2 for a creature that won't last long (Pyromancer is an instant kill for any burn-removal)
definitely a possibility. my local store does a standard tourney on wednesdays. i'll try and play this out with a playset of counterspells of some kind instead of the electromancers.
I have a similar deck but I must advise to take out the Teleportal and perhaps even the Aqueous Form too (doesnt pump the nivix)! I use Artful Dodge instead. Teleportal is too costly in comparison. Also, AD has flashback in case you need it again. Its hard to 4 turn with Teleportal but AD and Armed is prob the best cheapest way to 20 dmg with Nivix! I also have 2 Hidden Strings so I can tap his mana in anticipation of a counter to my kill shot, as well as pumping my cyclops, or untapping my lands in order to get more mana for a kill shot. Hidden strings and Artful Dodge are much more useful in my opinion!Lastly, I too once used Blistercoil Weird in this deck but I found it to be more of a hindrance than an advantage. Out of curiosity, why are you keeping them in yours?http://www.mtgvault.com/masterless/decks/attack-of-the-50-ft-monster/
Artful Dodge isn't standard legal anymore. Hidden Strings is interesting but it takes up useful space in the deck that could be used for many other things.I keep the Blistercoil Weirds because they're a 1 drop that can be used in a combo. If the game makes it to late game they make useful chump blockers also.
this is cool.Check out my new deck:http://www.mtgvault.com/nocleverusername/decks/nocleverdeckname/
*UPDATE*So after playing this deck in a Standard tourney last night, the conclusion was that i'm going to need answers to Esper Control. In a small wednesday pool of about 12 players there were 6 variations of the same Esper Control deck. In comes Pithing Needle and a few counterspells. Pithing Needle Ashiok, Jace and Aetherling as soon as they play one or even before if you have an open turn and aren't afraid of the counter.The Electromancer has been taken out in favor of mainboarding 2 more Izzet Charms and 2 Voyage's End. The sideboard has been changed to reflect the need for Pithing Needle.
You don't really want to sideboard 8 Pithing needle ;)Also, 3 might be enough, and I'm not sure you need them at all. If Planeswalkers get in the way, just counter or burn them or attack with your creatures. The worst thing that can happen is that you get 3 cards exiled (Ashiok) or 10 to the yard (Jace), which could be quite painful but not too much considering that at turn 5 you should already have all your resources for combo.If it goes late, I can see how AEtherling would be a problem, but then again, focus on the combo. To play the bid dudes your opponent must likely be tappedout...
it's honestly there because it's a 1 drop and can be tacked on when not hitting your combo. none of the decks i played against had anything to deal with a Pithing Needle outside of Detention Sphere, which is not an optimal target for it. So i feel like they are a great answer, and a budget oriented one at that.
and i'm attempting to make this playable outside of the gimmick of a 1 shot kill. flopping around looking for the combo doesn't win games, where as proccing combos around 7 damage 3 times gets you much closer.
Newest Deck. Re-Animator!!http://www.mtgvault.com/drshagnasty/decks/friends-in-the-yard/
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My deck is similar but instead of being as rushy I threw in 2 Melek, Izzet Paragon, so late game if I keep top decking spells my cyclops can grow and punch them in the face. I like the 1 drop weird, I'm a noob and didn't know it existed and I have no one drops but he'd be perfect, same with teleportal.
Wait so with Nivix Cylcops, it gets +3/0 for every instant/sorcery you cast per turn? And if yes, does this work with Kiln Fiend too?
+3/+0 for every spell cast until end of turn. Yes it does. This was when i was very new to standard and playing competitively in general so the numbers of spells vs lands are very off.That being said i bet there's a modern deck that plays something very similar to this with kiln fiend and nivix cylops followed by snapcasters.
Something like, Artful Dodge, Double Cleave, Mizzium Skin and Titan's Strength/Brute Force.
Ok, I created my own deck with Kiln Fiend, but I thought that it was only +3/+0 in general for one turn.
In addition, does Blistercoil Weird work the same way as Nivix cylcops and kiln fiend?
Yes, each time you play a spell, you get a trigger.
Also, I recommend Rouse the Mob, it's 1 mana red, standardized and it gives +2/+0 and trample. If an opponent has a 4/4 out on the battlefield, that's enough for you go swing, killing it and sweeping your opponent. It's a really good card to potentially replace aqueous form, if you want to sweep on turn 4 or 5. The best part about this card is that it's only 2 cents.
I would suggest adding Swan Song x4. One drop counter spell, plus a 2/2 flying creature token shouldn't be a big deal if you're trying to kill your opponent by (realistically) turn 5 or 6.
Unfortunately this deck doesn't realistically kill by turn 5 or 6. A 4 card combo is definitely hard to pull off. I was very new to standard when I made this deck and didn't fully understand deckbuilding yet. It would steal a game or two over the course of an FNM but overall it would get someone to 11 or so and run out of gas.
There is an Izzet blitz deck in modern that is much more consistent due to the 1 mana buff spells and cantrips to filter and pump.
Also (now that I think about it), I would sub out the Blistercoil Weirds for Young Pyromancers, so if you are waiting around for the wombo combo and have to use counter spells and backup plans, you are at least getting chump blockers.