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Zeige Revision 93. 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.
WINNING WITH THIS DECK:
THE INFINITE FIRESTORM WinCon:
A classic, really. Harder to achieve in this deck as it requires ramping to 12 mana to cast Enter the Infinite.
Once you have your whole deck in your hand, cast Firestorm and discard enough cards to kill the table.
THE NARSET TURNS WinCon:
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:
This is probably the meanest way to win in all the decks I own, so proceed with caution.
Obliterate is an uncounterable 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 hard-reset the game for your opponents, while keeping enough value-over-time pieces under 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:
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.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Weitere Wahrscheinlichkeiten |
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