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Zeige Revision 105. There is a more recent version of this deck.
I wanted a Izzet commander deck that was open ended enough that I could have a few flexible wincons, but also defend myself while I get all the pieces I need on board.
Enter Keranos, God of Storms, an easy turn 4 commander that will remove your opponents' interruptive creatures, and draw you cards on the occasion.
HOW TO PLAY THE DECK
TURNS 1 - 3 will likely be casting cantrips and mana rocks. Usually there isn't much interaction needed at this stage.
TURNS 4+ will be playing your commander and then biding your time getting your preferred wincon.
DECK TIPS:
TIP #1
When you cast Intuition, grab the following: High Tide or Force of Will (to either help cast or protect your cast of Enter the Infinite if it is already in your hand), otherwise tutor for: Enter the Infinite, Obliterate / Maddening Cacophony, Mizzix's Mastery (That way no matter what they choose you will have access to a very powerful play) [NOTE: if you want to throw a card like Snapcaster Mage into the deck, so that you can choose to tutor for Enter the Infinite, Snapcaster Mage, Mizzix's Mastery and make sure you can always cast Enter the Infinite to win, go ahead!).
TIP #2
Body of Knowledge is for bolting with Keranos, God of Storms when you have 4 or more cards in your hand, in order to avoid killing it and have the choice to draw more cards. But don't be afraid to hit it with Blasphemous Act if able - drawing 13 cards at once is always preferable to drawing 3 at a time every turn.
WINNING WITH THIS DECK (SOME WINCONS ARE NOT PRESENT, I SWITCH THEM OUT FROM TIME TO TIME):
THE FATE TO BECOME INFINITE WinCon (moderate, requires a lot of mana up front)
With enough mana you can cast Enter the Infinite and Nexus of Fate on the same turn. Otherwise you can cast Enter the Infinite, and if you have Keranos out, for the single card you put back into your deck with Enter the Infinite, it can be a land so that you are guaranteed to draw into Nexus of Fate. When you cast Nexus of Fate, it will hit the graveyard, return to your library, and be the only card left to draw. Rinse and Repeat, bolting for 3 for infinity.
THE NARSET TURNS WinCon (difficult, tutoring of 3 pieces and very risky)
This is a personal favorite because of how goofy it is to set up. Casting Isochron Scepter, exile Narset's Reversal with it.
Now, when you cast any spell that gives you an extra turn, activate Isochron Scepter and send the spell back to your hand.
THE CONCEDE OR DIE WinCon (easy, but late-game)
This is probably the meanest way to win in all the decks I own, so proceed with caution.
Obliterate is an un-counterable hard game-reset. But it doesn't destroy your commander, planeswalkers, or enchantments that you may have on the field at the time of casting.
If you can blow the game back to turn 1 for your opponents, while keeping enough value-over-time pieces in your control, you will essentially out-speed them to your end game.
The entire time, Keranos will be drawing you cards or getting rid of creatures your opponents will be playing.
THE MILL WinCon (easy)
I saw Maddening Cacophony I had to have it in a deck. What better place to put it than in a deck with spells to cast it multiple times/copy it on the stack?
Mill your opponents early for 3/4 of their deck and let them flounder with no real way to come back from having no access to anything meaningful.
THE KARN LOCK OUT (difficult, have to draw into Karn, cannot tutor him)
The 'banned in modern' classic, Karn, the Great Creator and Mycosynth Lattice. Nothing your opponents control can really do anything anymore, aside from attack of course. Tutor this with Treasure Mage and dig for karn and bada-bing its time to bolt your opponents while they are helpless.
DRAMATIC SCEPTER (boring af)
Not original in any way: Isochron Scepter + Dramatic Reversal, and a few mana rocks will net you infinite mana to slam into some silly X spell.
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