This is my Mizzix deck, looking for some suggestion or any helpful changes. There are a couple of cards that I'm trying to fit in; but it's really tough to cut anything. I've had this deck for a while so it's been played a lot and foiled a bit, I'm just trying to make upgrades that seem to be good.
The thing with Mizzix is that since she's so fragile it's hard to rely on her for long. For that reason most people who run her try to abuse her on that turn, or maybe the next one if they have a counter. Then they combo out with AEtherflux Reservoir / Sentinel Tower, Grapeshot or some Firemind's Foresight combo to burn everyone, or Temporal Fissure to be the only player with a board.
If you want Mizzix to hold out longer you won't be able to rely solely on counterspells. You'll need equipment to give her shroud or indestructible, the most efficient being Lightning Greaves and Darksteel Plate. Even then it will be relatively easy to get gunned down because of how reliant on your Commander you are.
Any particular play style you'd like to go for with this deck?
The thing with Mizzix is that since she's so fragile it's hard to rely on her for long. For that reason most people who run her try to abuse her on that turn, or maybe the next one if they have a counter. Then they combo out with AEtherflux Reservoir / Sentinel Tower, Grapeshot or some Firemind's Foresight combo to burn everyone, or Temporal Fissure to be the only player with a board.
If you want Mizzix to hold out longer you won't be able to rely solely on counterspells. You'll need equipment to give her shroud or indestructible, the most efficient being Lightning Greaves and Darksteel Plate. Even then it will be relatively easy to get gunned down because of how reliant on your Commander you are.
Any particular play style you'd like to go for with this deck?
I'll echo this since it's 100% true.
My Mizzix deck runs Lightning Greaves and Darksteel Plate to protect her and keep her on board.
The thing with Mizzix is that since she's so fragile it's hard to rely on her for long. For that reason most people who run her try to abuse her on that turn, or maybe the next one if they have a counter. Then they combo out with AEtherflux Reservoir / Sentinel Tower, Grapeshot or some Firemind's Foresight combo to burn everyone, or Temporal Fissure to be the only player with a board.
If you want Mizzix to hold out longer you won't be able to rely solely on counterspells. You'll need equipment to give her shroud or indestructible, the most efficient being Lightning Greaves and Darksteel Plate. Even then it will be relatively easy to get gunned down because of how reliant on your Commander you are.
Any particular play style you'd like to go for with this deck?
I'll echo this since it's 100% true.
It is so true. Even if you put an entire suit of armor on her, she's still gonna die. A lot.
This gets into a small aside on this deck and the second (maybe first) most important card: Inexorable Tide. My strategy every game boils down to "cast Mizzix + get 1XP, find/cast Tide + get more XP, cast Mizzix when the XP discount is much larger". You can run a few other proliferates, but this one is by far the best, and the #1 tutor target every game for me. I've even gone so far as to run Gamble and Long-Term Plans as extra "copies" of the Tide because it's that important to the core strategy.
Thanks for the suggestions. For the most part, I haven’t had a problem keeping Mitzi’s out, but having Greaves on would ease the cause (and I’m not sure he I took it out of the list t begin with). For me the counters are mainly to get around board clears and threaten effects, and it generally works. Given some newer card: Firemind’s Research, Thousand-year Storm, Bonus Round and Sentinel Tower and I run into the age old EDH bind of, what to take out. What I am sensing is that I could cut a couple of counters for more lasting utility.
Unfortunately, Mizzix is one of those commanders where nearly every available card could be played and justified, so that's always going to be a problem. You could probably cut a few of the weaker counters (Confirm Suspicions, Clash of Wills, etc), but this is always going to be a problem.
Unfortunately, Mizzix is one of those commanders where nearly every available card could be played and justified, so that's always going to be a problem. You could probably cut a few of the weaker counters (Confirm Suspicions, Clash of Wills, etc), but this is always going to be a problem.
Yeah, Confirm Suspicions is easier on the whole, whereas Clash of WIlls is an Easy X spell to get another counter late game. I've gotta look at the counter a lot more critically to cut out the chaff, thanks.
I really don't like chromatic lantern in a two color deck. I feel it's honestly just a really bad mana rock.
It activates Maze of Ith and other colourless lands, but I can see your point. What do you think about Izzet Locket?
I generally want my mana rocks to be able to power out the commander a turn early, if necessary. So, for a 4cc commander, I'd lean more towards the Mirage Diamonds.
If I had to pick a 3cc artifact for a 2 color deck, the extra versatility of being able to cash it in late-game or in the face of a Vandalblast is probably worth more than making Maze of Ith produce colored mana, and the rocks that add mana of "any color" aren't as useful when you only need two colors. Even for a blue deck that has no shortage of draw power, getting TWO cards back is still pretty substantial, unlike its predecessors. So, I'd probably put the Locket in second place: behind Coalition Relic, but ahead of most of the other 3cc rocks, including the Lantern.
To the mods: OP last updated their list on May 30th, so even though the last post was in Feb., I do not see this as a necro-post. I also wanted to post before this place closes down.
This is my Mizzix deck, looking for some suggestion or any helpful changes.
My build is based on executing one of three main combos:
1) Mystic Retrieval + Runic Repetition = Replaying any spell. If that spell is Time Warp, then I can win with Guttersnipe or various other inevitable cards which check each time a spell is played, which will be 3 or more each of my infinite turns. Heck, you can even just drclare drawing into lab man eventually and just playing draw-go until you deck yourself. You do NOT need Mizzix to go off with this combo either, she just helps make it a lot cheaper once you get to three experience. Simply having Sapphire Medallion and Arcane Melee (for example) will get you to a cost reduction of 3 and makes the "combo" only cost colored pips. Jace's Sanctum, Baral, Chief of Compliance and other cards are all effective at helping Mizzix and helping you get to the magic number of 3 or 4 that you need to go off.
2) Like you, I run the Reiterate + a ritual combos. As I said in #1, I do not even need Mizzix if I can get the cost reduced to 4.
Lands Cascading Cataracts looks terrible. It puts you down one mana in exchange for filtering colorless into colored mana. Is that ever really worth it?
Command Tower, Forbidden Orchard and the like are not really needed in two colors. In fact, in the strong lists I have seen, they tend to take advantage of Back to Basics and Blood Moon while really only playing basics and fetch lands. The fetch lands do not care about Back to Basics, and with only 4 mountains in those decks, they are perfectly fine with Blood Moon turning future fetch lands into Mountains.
Saprazzan Cove seems like it could be fun/interesting tech with proliferate cards, but Mirrodin's Core cannot add more than one counter per activation. Even with proliferate, how useful is Saprazzan Cove? It comes into play tapped and still does not add mana until you have put your first counter on it and untapped it. That is super slow and heavily dependent on proliferate action to be of any use. You also only seem to have Fuel for the Cause, Tezzeret's Gambit, and Inexorable Tide to help with that. Flux Channeler, Contentious Plan, and Steady Progress are quite good if you are trying to go that route . I am also surprised to see that you do not run Coalition Relic, as that is really nice with proliferate. Much nicer than the land Saprazzan Cove.
The rest seem fine. Fetch lands would be better/faster than Evolving Wilds, Myriad Landscape, Grixis Panorama and the like, but budgets are something we all live with. Honestly, the common tapped lands like Izzet Guildgate are better than Evolving Wilds and Terramorphic Expanse (except in the niche situation where you have Chromatic Lantern). Even then, this is not a deck which should want/care about Chromatic Lantern to begin with. I would just rather have access to both colors through my guildgate coming into play tapped than fetching a basic... if I have to live with a land entering the battlefield tapped. My deck is mostly just fetch lands, basics and a few non basics like Spirebluff Canal and Sulfur Falls.
Your deck looks like a lot of fun and has nice ideas which I will steal from and look for cards when I am out flipping through binders at an LGS. one thing Ilove about Mizzix is how many cards which do not have a home anywhere else can be very powerful in Mizzix. Something I learned while playing Mizzix and that otherpeople brought up is that the only X counterspell I would play is Spellburst. There are enough hard counters out there which are not dead when Mizzix is not in play.
Crush of Tentacles is a card I like a lot. Sometimes you just need a reset button, and I have even won games off of the Octopus token a few times.
Private Mod Note
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"Whatever style you wish to play, be it fast and frenzied or slow and tactical, the surest way to defeat your opponent consistently is by dominating him or her in the war of card advantage." - Brian Wiseman, April 1996
Lands Cascading Cataracts looks terrible. It puts you down one mana in exchange for filtering colorless into colored mana. Is that ever really worth it?
Command Tower, Forbidden Orchard and the like are not really needed in two colors. In fact, in the strong lists I have seen, they tend to take advantage of Back to Basics and Blood Moon while really only playing basics and fetch lands. The fetch lands do not care about Back to Basics, and with only 4 mountains in those decks, they are perfectly fine with Blood Moon turning future fetch lands into Mountains.
Saprazzan Cove seems like it could be fun/interesting tech with proliferate cards, but Mirrodin's Core cannot add more than one counter per activation. Even with proliferate, how useful is Saprazzan Cove? It comes into play tapped and still does not add mana until you have put your first counter on it and untapped it. That is super slow and heavily dependent on proliferate action to be of any use. You also only seem to have Fuel for the Cause, Tezzeret's Gambit, and Inexorable Tide to help with that. Flux Channeler, Contentious Plan, and Steady Progress are quite good if you are trying to go that route . I am also surprised to see that you do not run Coalition Relic, as that is really nice with proliferate. Much nicer than the land Saprazzan Cove.
The rest seem fine. Fetch lands would be better/faster than Evolving Wilds, Myriad Landscape, Grixis Panorama and the like, but budgets are something we all live with. Honestly, the common tapped lands like Izzet Guildgate are better than Evolving Wilds and Terramorphic Expanse (except in the niche situation where you have Chromatic Lantern). Even then, this is not a deck which should want/care about Chromatic Lantern to begin with. I would just rather have access to both colors through my guildgate coming into play tapped than fetching a basic... if I have to live with a land entering the battlefield tapped. My deck is mostly just fetch lands, basics and a few non basics like Spirebluff Canal and Sulfur Falls.
Your deck looks like a lot of fun and has nice ideas which I will steal from and look for cards when I am out flipping through binders at an LGS. one thing Ilove about Mizzix is how many cards which do not have a home anywhere else can be very powerful in Mizzix. Something I learned while playing Mizzix and that otherpeople brought up is that the only X counterspell I would play is Spellburst. There are enough hard counters out there which are not dead when Mizzix is not in play.
Crush of Tentacles is a card I like a lot. Sometimes you just need a reset button, and I have even won games off of the Octopus token a few times.
A lot of great points, thanks for sharing. Spell Burst looks like a hidden gem - wonder how I missed it? The Terramorphic/Evolving lands can be easily cut for basics. Mirrodin's Core has always been an odd card, both functionally and strategically. Another cut for a basic or City of Brass/Mana Confluence land.
Back to Basics is a total all star, never that about the staxy effects in the deck, but it does have a lot of basics. Great suggestion.
The Subtle Proliferate might be an option, because I find that I need more draw, like ridiculously. And the proliferate just helps the experience count.
I'll probably run Coalition Relic over another rock, another under the radar card.
Edit: How could I forget Everflowing Chalice? That is another card which works with proliferate triggers. Cast it for 2 mana and one charge counter, then watch it tick up.
/edit
Yeah, the "Runic Repition" deck list you can find here (after doing a search) has a lot of great ideas.
I was wondering how you were doing for card draw.
My deck has a lot of digging effects. I love Impulse, Peer Through Depths, and Supreme Will. They all have a single colored pip (as opposed to Steam Augury and Prophetic Bolt). Thirst for Knowledge and Compulsive Research are also great ways to dig while costing a single pip of blue.
Muddle the Mixture is a fantastic card. It can simply be a 2cmc hard counter to protect a combo or Mizzix from removal, but the fact that it can find Merchant Scroll is huge. Merchant Scroll finds Intuition, and Intuition finds Runinc Repeition + Mystic Retrival + Time Warp. It does not matter what they put in your hand, as you can just cycle all three and go infinite.
Depending on your play groups, another piece of tech whuch I learned years ago, while playing Vintage, is Pyroblast and Red Elemental Blast. One mana hard counters which protect your combos have won their fair share of counter wars. It is the same reason Swan Song is good.
I would rather have Negate and Arcane Denial over X counterspells as well. Not only are they 2cmc hard counters, but they are also single pip counters which add to your combo protection with Mizzix online.
The thing is, even in the early game, it is worth casting your cheap dig spells instead of saving them for when Mizzix is in play. As I mentioned before, I realized that I only needed 3 or 4 experience to combo off, which means that I did not have to hold my 1cmc or 2cmc dig spells. I just used them to dig into my tutors/combos/removal.
Also, even with just 3 experience, Firemind's Foresight is reduced to 2RU and adds that 4th experience needed to pull off the Reiterate combo. So, Muddle the Mixture can also find Merchant Scoll, which can find Firemind's Foresight if you do not have Intuition.
Personal Tutor is another tutor to find Merchant Scroll and thus your combo. Personal Tutor can also find Enter the Infinite, which I mentioned earlier can be looted to the graveyard and cast with Mizzix's Mastery. I have set up turn 3 and turn 4 wins with play lines like that. Turn 1 tutor, turn two mana crypt or sol ring into a cheap dig spell that pitches EtI, and turn 3/4 Mizzix Mastery. Draw the deck, free/cheap rocks into lab man and free/cheap draw with Free/cheap counter back up. Mizzix not even needed. Just "oops, I win."
"Whatever style you wish to play, be it fast and frenzied or slow and tactical, the surest way to defeat your opponent consistently is by dominating him or her in the war of card advantage." - Brian Wiseman, April 1996
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1 Mizzix of the Izmagnus
//Creatures//
1 Guttersnipe Foil
1 Jace, Vryn's Prodigy (FTV)Foil
//Artifacts//
1 Chromatic Lantern Foil
1 Gilded Lotus Foil
1 Izzet Signet Foil
1 Primal Amulet Foil
1 Pyromancer's Goggles Foil
1 Sol Ring Foil
1 Sphinx-Bone Wand Foil
1 Victory Chimes Foil
1 Wayfarer's Bauble Foil
//Enchantments//
1 Inexorable Tide Foil
1 Leyline of Anticipation Foil
1 Metallurgic Summonings Foil
1 Thousand-Year Storm Foil
//Instants//
1 Aetherspouts Foil
1 Blue Sun's Zenith Foil
1 Brainstorm Foil
1 Capsize
1 Clash of Wills Foil
1 Comet Storm Foil
1 Condescend Foil
1 Cyclonic Rift
1 Dig Through Time Foil
1 Epiphany at the Drownyard Foil
1 Expansion // Explosion Foil
1 Fall of the Titans Foil
1 Firemind's Foresight Foil
1 Frantic Search Foil
1 Fuel for the Cause Foil
1 Impulse Foil
1 Increasing Vengeance Foil
1 Insidious Will Foil
1 Mindswipe Foil
1 Mystic Confluence (FNM)Foil
1 Pull from Tomorrow Foil
1 Reality Spasm Foil
1 Reiterate Foil
1 Rewind Foil
1 Scour from Existence Foil
1 Spell Swindle Foil
1 Syncopate Foil
1 Time Stop Foil
1 Turnabout
1 Unwind Foil
1 Banefire Foil
1 Bonus Round Foil
1 Brass's Bounty Foil
1 Call to Mind Foil
1 Devil's Play Foil
1 Finale of Revelation Foil
1 Fireball Foil
1 Jaya's Immolating Inferno Foil
1 Mystic Retrieval Foil
1 Past in Flames Foil
1 Pull from the Deep Foil
1 Red Sun's Zenith Foil
1 Rite of Replication Foil
1 Spelltwine Foil
1 Tezzeret's Gambit Foil
1 Time Spiral
1 Volcanic Vision Foil
//Lands//
1 Cascade Bluffs Foil
1 Cascading Cataracts Foil
1 Command Tower
1 Evolving Wilds Foil
1 Forbidden Orchard Foil
1 Geier Reach Sanitarium (Prerelease)Foil
1 Grixis Panorama Foil
1 Halimar Depths Foil
9 Island Foil
1 Izzet Boilerworks Foil
1 Maze of Ith
1 Mirrodin's Core Foil
7 Mountain Foil
1 Myriad Landscape Foil
1 Reflecting Pool Foil
1 Reliquary Tower Foil
1 Saprazzan Cove Foil
1 Scalding Tarn
1 Shivan Reef Foil
1 Steam Vents Foil
1 Sulfur Falls [foils]
1 Terramorphic Expanse Foil
1 Thespian's Stage Foil
The cards that I'm trying to fit in are:
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
2019:
1 Expansion // Explosion
1 Finale of Revelation
1 Thousand-Year Storm
1 Bonus Round
1 Confirm Suspicions
1 Aethersnatch
1 Supplant Form
1 Dismal Failure
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
If you want Mizzix to hold out longer you won't be able to rely solely on counterspells. You'll need equipment to give her shroud or indestructible, the most efficient being Lightning Greaves and Darksteel Plate. Even then it will be relatively easy to get gunned down because of how reliant on your Commander you are.
Any particular play style you'd like to go for with this deck?
I'll echo this since it's 100% true.
My Mizzix deck runs Lightning Greaves and Darksteel Plate to protect her and keep her on board.
Competitive
GUWB Thrasios/Tymna Breakfast Hulk GUWB - RGBW Tana/Tymna Blood Pod - URGAnimar, Soul of ElementsURG - UTeferi, Temporal ArchmageU
Tuned
UBG Sidisi, Brood Tyrant (Write Up) UBG-BG The Gitrog Monster BG-UG Kumena, Tyrant of Orazca UG - UBG Muldrota, the Gravetide UBG - UBW Varina, Lich Queen UBW - RB Xantcha, Sleeper Agent RB - UB Yuriko, the Tiger's Shadow UB - GWURafiq of the Many GWU - WUB Oloro, Ageless Lich WUB - GUBRKydele, Chosen of Kruphix and Vial Smasher The Fierce GUBR - BG Hapatra, Vizier of Poisons GB - WB Athreos, God of Passage WB - UBThe Scarab God UB - UBRMarchesa, the Affinity RoseUBR - UBGTasigur, the Golden FangUBG - GSelvala, Heart of the WildsG - BRGrusilda, Monster MasherBR - BChainer, Dementia MasterB - WBGKarador, Ghost ChieftainWBG - URMizzix's Thousand Year StormUR - RGOmnath, Locust of RageRG - GUEdric, Spymaster of TrestGU - WUBrago, King EternalWU
Legecy Decks
W Death and Taxes W-C Eldrazi Stompy C-R Mono Red Prison R-U MerfolkU
It is so true. Even if you put an entire suit of armor on her, she's still gonna die. A lot.
This gets into a small aside on this deck and the second (maybe first) most important card: Inexorable Tide. My strategy every game boils down to "cast Mizzix + get 1XP, find/cast Tide + get more XP, cast Mizzix when the XP discount is much larger". You can run a few other proliferates, but this one is by far the best, and the #1 tutor target every game for me. I've even gone so far as to run Gamble and Long-Term Plans as extra "copies" of the Tide because it's that important to the core strategy.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
Unfortunately, Mizzix is one of those commanders where nearly every available card could be played and justified, so that's always going to be a problem. You could probably cut a few of the weaker counters (Confirm Suspicions, Clash of Wills, etc), but this is always going to be a problem.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
I generally want my mana rocks to be able to power out the commander a turn early, if necessary. So, for a 4cc commander, I'd lean more towards the Mirage Diamonds.
If I had to pick a 3cc artifact for a 2 color deck, the extra versatility of being able to cash it in late-game or in the face of a Vandalblast is probably worth more than making Maze of Ith produce colored mana, and the rocks that add mana of "any color" aren't as useful when you only need two colors. Even for a blue deck that has no shortage of draw power, getting TWO cards back is still pretty substantial, unlike its predecessors. So, I'd probably put the Locket in second place: behind Coalition Relic, but ahead of most of the other 3cc rocks, including the Lantern.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
My build is based on executing one of three main combos:
1) Mystic Retrieval + Runic Repetition = Replaying any spell. If that spell is Time Warp, then I can win with Guttersnipe or various other inevitable cards which check each time a spell is played, which will be 3 or more each of my infinite turns. Heck, you can even just drclare drawing into lab man eventually and just playing draw-go until you deck yourself. You do NOT need Mizzix to go off with this combo either, she just helps make it a lot cheaper once you get to three experience. Simply having Sapphire Medallion and Arcane Melee (for example) will get you to a cost reduction of 3 and makes the "combo" only cost colored pips. Jace's Sanctum, Baral, Chief of Compliance and other cards are all effective at helping Mizzix and helping you get to the magic number of 3 or 4 that you need to go off.
2) Like you, I run the Reiterate + a ritual combos. As I said in #1, I do not even need Mizzix if I can get the cost reduced to 4.
3) Enter the Infinite is also a flavor win in my opinion. It has a quote from the guild leader Niv-Mizzet and sets up a Laboratory Maniac win. Draw your deck, cast free and cheap mana rocks, then free/cheap draw to win the game and have Force of Will + Pact of Negation and Misdirection as free Counterspell backup.
===============================
Feedback on your list:
Lands
Cascading Cataracts looks terrible. It puts you down one mana in exchange for filtering colorless into colored mana. Is that ever really worth it?
Command Tower, Forbidden Orchard and the like are not really needed in two colors. In fact, in the strong lists I have seen, they tend to take advantage of Back to Basics and Blood Moon while really only playing basics and fetch lands. The fetch lands do not care about Back to Basics, and with only 4 mountains in those decks, they are perfectly fine with Blood Moon turning future fetch lands into Mountains.
Saprazzan Cove seems like it could be fun/interesting tech with proliferate cards, but Mirrodin's Core cannot add more than one counter per activation. Even with proliferate, how useful is Saprazzan Cove? It comes into play tapped and still does not add mana until you have put your first counter on it and untapped it. That is super slow and heavily dependent on proliferate action to be of any use. You also only seem to have Fuel for the Cause, Tezzeret's Gambit, and Inexorable Tide to help with that. Flux Channeler, Contentious Plan, and Steady Progress are quite good if you are trying to go that route . I am also surprised to see that you do not run Coalition Relic, as that is really nice with proliferate. Much nicer than the land Saprazzan Cove.
The rest seem fine. Fetch lands would be better/faster than Evolving Wilds, Myriad Landscape, Grixis Panorama and the like, but budgets are something we all live with. Honestly, the common tapped lands like Izzet Guildgate are better than Evolving Wilds and Terramorphic Expanse (except in the niche situation where you have Chromatic Lantern). Even then, this is not a deck which should want/care about Chromatic Lantern to begin with. I would just rather have access to both colors through my guildgate coming into play tapped than fetching a basic... if I have to live with a land entering the battlefield tapped. My deck is mostly just fetch lands, basics and a few non basics like Spirebluff Canal and Sulfur Falls.
Your deck looks like a lot of fun and has nice ideas which I will steal from and look for cards when I am out flipping through binders at an LGS. one thing Ilove about Mizzix is how many cards which do not have a home anywhere else can be very powerful in Mizzix. Something I learned while playing Mizzix and that otherpeople brought up is that the only X counterspell I would play is Spellburst. There are enough hard counters out there which are not dead when Mizzix is not in play.
Crush of Tentacles is a card I like a lot. Sometimes you just need a reset button, and I have even won games off of the Octopus token a few times.
A lot of great points, thanks for sharing. Spell Burst looks like a hidden gem - wonder how I missed it? The Terramorphic/Evolving lands can be easily cut for basics. Mirrodin's Core has always been an odd card, both functionally and strategically. Another cut for a basic or City of Brass/Mana Confluence land.
Back to Basics is a total all star, never that about the staxy effects in the deck, but it does have a lot of basics. Great suggestion.
The Subtle Proliferate might be an option, because I find that I need more draw, like ridiculously. And the proliferate just helps the experience count.
I'll probably run Coalition Relic over another rock, another under the radar card.
Thanks for the constructive feedback.
(W/U)(B/R)GForm of Progenitus, Shape of a Scrubland
BRGJund Tokens with Prossh, the Magic Dragon Foil
URGAnimar, the RUG CleanerFoil
RRRFeldon of the Third Path 2.0 Foil
BG(B/G)Not Another Meren DeckFoil
UR(U/R)Mizzix, Y Control and X Burn Spells
(W/U)(B/R)GHarold Ramos - The 35 Foot Long Twinkie (In +1/+1 counters)
UB(U/B)Dragonlord Silumgar
Edit: How could I forget Everflowing Chalice? That is another card which works with proliferate triggers. Cast it for 2 mana and one charge counter, then watch it tick up.
/edit
Yeah, the "Runic Repition" deck list you can find here (after doing a search) has a lot of great ideas.
I was wondering how you were doing for card draw.
My deck has a lot of digging effects. I love Impulse, Peer Through Depths, and Supreme Will. They all have a single colored pip (as opposed to Steam Augury and Prophetic Bolt). Thirst for Knowledge and Compulsive Research are also great ways to dig while costing a single pip of blue.
Muddle the Mixture is a fantastic card. It can simply be a 2cmc hard counter to protect a combo or Mizzix from removal, but the fact that it can find Merchant Scroll is huge. Merchant Scroll finds Intuition, and Intuition finds Runinc Repeition + Mystic Retrival + Time Warp. It does not matter what they put in your hand, as you can just cycle all three and go infinite.
Depending on your play groups, another piece of tech whuch I learned years ago, while playing Vintage, is Pyroblast and Red Elemental Blast. One mana hard counters which protect your combos have won their fair share of counter wars. It is the same reason Swan Song is good.
I would rather have Negate and Arcane Denial over X counterspells as well. Not only are they 2cmc hard counters, but they are also single pip counters which add to your combo protection with Mizzix online.
The thing is, even in the early game, it is worth casting your cheap dig spells instead of saving them for when Mizzix is in play. As I mentioned before, I realized that I only needed 3 or 4 experience to combo off, which means that I did not have to hold my 1cmc or 2cmc dig spells. I just used them to dig into my tutors/combos/removal.
Also, even with just 3 experience, Firemind's Foresight is reduced to 2RU and adds that 4th experience needed to pull off the Reiterate combo. So, Muddle the Mixture can also find Merchant Scoll, which can find Firemind's Foresight if you do not have Intuition.
Personal Tutor is another tutor to find Merchant Scroll and thus your combo. Personal Tutor can also find Enter the Infinite, which I mentioned earlier can be looted to the graveyard and cast with Mizzix's Mastery. I have set up turn 3 and turn 4 wins with play lines like that. Turn 1 tutor, turn two mana crypt or sol ring into a cheap dig spell that pitches EtI, and turn 3/4 Mizzix Mastery. Draw the deck, free/cheap rocks into lab man and free/cheap draw with Free/cheap counter back up. Mizzix not even needed. Just "oops, I win."
I hope it helps. Keep me (us) updated.