Izzet or Izzet not?

by Mordornoob on 25 November 2016

Main Deck (60 cards)

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Deck Description

Just a deck I threw together I would really like some feedback on how to make it a little bit better, I really want to keep my izzet static caster in the deck because mainly that's the whole reason I built the deck in the first place.

Deck at a Glance

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This deck has been viewed 1,096 times.

Mana Curve

Mana Symbol Occurrence

0140300

Card Legality

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

Deck discussion for Izzet or Izzet not?

I hate to say it, but this deck is sort of all over the place. You only run 8 creatures, but you have 4 aruas that are worthless without a creature, and none of your 8 creatures are for attacking anyway. If you're running it just for hexproof then you are wasting a lot of time and card advantage protecting a 3 drop creature that isn't a win condition anyway. Same thing with swiftfoot boots, its just not worth running 6 things that hexproof when you only have 4 creatures you want to hexproof.

Elixir of immortality doesn't really have a place in here. 5 life won't save you and there really isn't a reason to shuffle cards back in other than to refill the burn ratio, and on top of that it conflicts with pyromancer ascension, so I wouldn't bother running it at all.

I would put serious thought into rethinking what's going on in this deck. I know you want to keep the staticaster, but since its not a win condition and is only conditionally good, I would consider swapping it out for thermo-alchemist, which in my opinion is one of the best additions to burn/control decks ever. It's a win condition and if necessary an early game blocker, and if they manage to remove it then they used removal on a 2 drop, which isn't the end of the world.

You are also running zero blue control, which would go a long way in this deck. 4 remands will help you tremendously as they buy you time early game and are basically never a dead draw as they replace themselves. at least 3 electrolyze as they can burn off early/small creatures or be thrown directly at the life during your opponent's turn, and always replaces itself. It combo's wonderfully with thermo-alchemist as well, as you will get 4 damage and another card when the two hit at the same time.

It would be good to run 4 sleight of hands as they will help the tactical consistency of this deck and ups the turn 1 plays this deck can make, which is always good.

I know they are kind of pricy, but running the search lands will help this deck a ton as well as it only needs 1-2 mana to function and only a max of 4 to play anything, so the fetch lands will thin out the deck of lands so middle and late game you wont top deck a land every other turn.

I have a few decks built like my suggestions if you want to take a look at them, just let me know.

Again, I'm not trying to diss your deck or you, but there seems to me to be a lot of work that needs to be done here. Just my thoughts.

0
Posted 16 January 2017 at 20:02

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