Niv-Mizzet, Kombo King: Partial Primer and DetailsNiv-Mizzet, the Firemind. Niv-Mizzet is the brilliant dragon leader of the Izzet guild based in the city world of Ravnica. This deck is a gathering of his greatest minions and treasures brought to one place in order for him to wage war on the rest of the multiverse.
In all seriousness though. My Niv-Mizzet EDH is an ultra-competitive, yet not too expensive*, multiplayer combo deck. This decks main goal is to go either fully infinite or at least resolve a very synergistic combo fuelled either with or without Niv-Mizzet's presence on the battlefield. Resolving almost any of the combo's present within the deck should easily be enough to either win, knock at least one other player out of the game, or at least put yourself in a position of dominance that nobody else present within the game could hope to reach once you've situated there.
I am still fairly new to the Niv-Mizzet deck in comparison to many other owners of this general or archetype but am also a fairly experienced MTG player so I feel that I can provide a strong explanation on all of the combos, synergies and strategies present within the deck.
To start off, I'll go through every combo present within the deck, NOTE: THESE ARE NOT SYNERGIES, I'll try and get through as many of those as possible afterwards.
INFINITE MANA:Palinchron +
Phantasmal ImageDeadeye Navigator +
Palinchron (or)
Cloud of Faeries &
Izzet BoilerworksReiterate +
Reset + 8 Lands
Filigree Sages +
Khalni Gem/
Gilded Lotus +
Training Grounds (Hearstone is usable with
Gilded Lotus only)
Filligree Sages + 8 Mana +
Doubling Cube +
Training Grounds (
Heartstone is usable with 9 mana)
Rings of Brighthearth +
Basalt MonolithIsochron Scepter +
Reset +
Filigree Sages + 6 Lands
Kiki-Jiki, Mirror Breaker +
Zealous Conscripts/
Pestermite/
Deceiver Exarch +
Intruder AlarmINFINITE DRAW:Niv-Mizzet the Firemind +
Curiosity/
Ophidian Eye/
Tandem Lookout/
Mind Over Matter (Also damage)
Mind Over Matter +
Arcanis the Omnipotent/
Azami, Lady of Scrolls/
Temple Bell (Will mill the entire table with
Temple Bell but can be risky)
Reiterate/
Izzet Guildmage +
Reset +
Brainstorm (Fetchable with
Firemind's Foresight)
OTHER COMBO'S:Kiki-Jiki, Mirror Breaker +
Deceiver Exarch/
Pestermite/
Zealous Conscripts/
Intruder Alarm & Any creature = Win combo
Erratic Portal/
Crystal Shard/
Equilibrium/
Deadeye Navigator +
Mnemonic Wall/
Izzet Chronarch +
Time Warp/
Temporal Manipulation = Infinite Turns provided mana is available
Firemind's Foresight (fetching)
Reiterate +
Reset +
Lightning Bolt = Win combo
Academy Ruins +
Mindslaver = Lock your opponent
Deadeye Navigator +
Palinchron/
Cloud of Faeries((
Training Grounds/Hearstone/
Izzet Boilerworks +
Pestermite/Deciever Exarch/
Zealous Conscripts)) +
Intruder Alarm +
Niv-Mizzet, the Firemind/
Arcanis the Omnipotent/
Azami, Lady of Scrolls (This is long and incredibly vague so here's an explanation. You
flicker one of the land untap creatures using
Deadeye Navigator and untap a land using
Palinchron,
Cloud of Faeries or the difficult method, this should cost one mana flat and
balance itself but can net you infinite if you have both
Training Grounds/Hearstone &
Izzet Boilerworks. Because you have a creature infinitely flickering your draw creature is able to infinitely draw cards.)
These are only a few of the easier infinite combo's available within this deck than the ones I have just explained but they are similar to the long combo I explained above and it is pointless to go through every single one because as you play the deck, the more hidden combos will reveal themselves.
Though incredibly difficult due to the nature of infinite combo's and their varying pieces, I have tried to make most of the deck work together fairly well despite it's combo specific nature.
SYNERGIES: These are cards that do not simply combo but also just generally help out with piloting the deck
Training Grounds: Works well with any creature with an activated ability that doesn't tap it out.
Isochron Scepter: There are a few smaller 1-2 cmc spells that you would not normally see within a hardcore combo deck such as this one, these are for use with
Isochron Scepter and answering smaller threats that other players are directing at you.
Dream Halls: Though I haven't mentioned it yet,
Dream Halls is the bread of this deck, it provides an incredible canvas on which you can use the massive card advantage this deck obtains to cast anything you need to.
Psychosis Crawler: Even though you may be able to obtain an infinite draw engine, In some scenario's due to only having 100 cards in your deck, If the infinite draw engine happens to occur on a turn that you do not also have infinite mana, you will (best case scenario) only be able to knock two players out before you mill yourself,
Psychosis Crawler makes it so that with only a 40 card draw you can knock every other player out of the game.
Thanks for reading! If you have any suggestions or comments please share them I'm always open to opinions and I always want to have improvements I can make on the deck.
*(I will include pricier cards that will improve the deck within the sideboard, also a few cards I didn't include that could help)