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Révision affichée: 128. 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.
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 - Intuition
When you cast Intuition, if you have Enter the Infinite in your hand grab the following: Mizzix's Mastery, Snapcaster Mage, Force of Will/Pact of Negation
If you need to tutor Enter the Infinite with Intuition, grab these instead: Enter the Infinite, Snapcaster Mage, Mizzix's Mastery
TIP #2 - Body of Knowledge
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. Keranos's bolt happens AFTER you've drawn a card, so you can totally play Body of Knowledge and prepare to bolt it knowing you won't kill it if you have 3 cards in your hand. ALSO, 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. ALSO Pyrohemia + Body of Knowlege = boardwipe at instant speed, 1-to-1 draw, and a massive creature that keeps getting bigger.
TIP #3 - Enter the Infinite and Windfall
Casting Enter the Infinite and then casting Windfall ends the game in a draw. (Everyone should over draw their deck and dies at the same time.)
TIP #4 - Explosion of Riches
Did you know Explosion of Riches actually reads "5R - Deal 20 damage to your opponents. Draw a card."?
If you can, ALWAYS cast Explosion of Riches and duplicate it with either a duplication spell (twincast/Increasing Vengeance) or Double Vision. Your opponents will ALWAYS choose to draw the card. My reasoning is, players view the chances of getting hit by all 4 instances of 5 damage as next to nothing (it's actually 6.25%), and will always take the extra card, even though the damage is potentially lethal. Even in the case that the same person doesn't take all the damage, you take none, and will drastically lower life totals of all opponents. Also it's really funny watching your opponents kill themselves/each other for one card. This card also hilariously becomes a pseudo-boardwipe when Chandra's Incinerator is in play.
TIP #5 - Soul Barrier
Soul Barrier low key does work, and you should play it early if you can.
Nobody will EVER pay an extra 2 mana for a creature until they are in the single-digit health range. I've seen this card do 30 damage by itself, and nobody will ever get upset with you or destroy it. This thing brings is a Damage-Over-Time monster and nobody seems to care. It also pairs really well with Chandra's Incinerator, usually doing double duty and creating spot some removal.
TIP #6 - Spellseaker
Spellseeker is great for grabbing your two boardwipes:
Breath of Darigaaz/Curse of Swine in the early game, and Cyclonic Rift in the medium to late game.
It can also tutor for many of you counterspells if you are about to go off and need to protect yourself.
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.
If you don't have your commander out to ensure you grab Nexus of Fate after you've cast Enter the Infinite, instead of choosing a land to be the one card you put back in the deck, choose something that can be tutored to your hand, leaving NoF as the only card left.
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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