Arena Standard - Izzet Tryout

43 35
10 26 2 22
TCGPlayer $97.52
Cardmarket €74.19

Trying to build something serious on my own, getting some ideas from here and there, so I might not applying them in the best way (appreciate any hints!)

Basically, the deck is built around [[Ral, Izzet Viceroy]] and [[Niv-Mizzet, Parun]]. As these can show up and start working around drop 6-7 minimum we need a number of measures to counter the initial steps.

{{Ral, Izzet Viceroy}} {{Niv-Mizzet, Parun}}


For protecting ourselves on drops 1-3 this deck uses the typicals [[Shock]], [[Spell Pierce]] and [[Quench]]. I've been reading around about this [[Syncopate]], but frankly I was just lookng for something on the first drops and I don't feel it does work better than Quench on this steps . [[Lava  Coil]] can also be used on these inisital steps but might get more relevant on next ones (specially these nice phoneix buddies show up...).

A starring mention on this intitial steps defence would be to [[Burning Prophet]], I read about it from sinpyro, while explaining his Arena Standard - [WAR]Izzet Wizards deck. I become a big fan of this card (thanks for the hint pyro!) . It helps with the blocking of the low creatures as well as this +1/0 for each spell casted, not to mention the scry ability and how it helps on the trawling the deck.

{{Burning Prophet}}


Later on the game we can play something more secure like [[Beacon Bolt]],starting to be very powerful on the middlegame, with the jump-start capability it's something that can get rid of those big menacing creatures. Also [[Ionize]], something more serious than [[Quench]] and will make its work when the mana is not scarcing.

There is also this set of [[Crackling Drake]], ready to counter opponent creatures, deal with planeswalkers and also set a menace to the opponent. I'm using these instead of [[Enigma Drake]] even though these are faster because first it will give you and extra card when played and more important, it count the spells in exile too (so all these jump starts that we have will make their point and you won't have to worry about those 'clearing the graveyard' cards). I did consider using the phoenix, but these give more power later on the game.


Of course, a bunch drawing carts sucha as[[opt]], [[Radical Idea]] and [[Chemister's Insight]] helping us in getting the card advantage when moving from the initial steps to more the mid and late game. [[Burning Prophet]] and [[Search for Azcanta]] will make their work on helping with this.


For rounding the deck I have this well known [[Expansion // Explosion]], not only for copying a spell that can helps at specific point, but consider also the late game with Niv-Mizzet, Parun on board so doubling the damage as it is drawing as many cards as damage is doing.


I'm still polishing it (I just add the Burning Prophet recently, removing some [[Dive Down]]s I had) . Seems to work decently against some control decks and aggro decks. Is not the white wheenie of course, but I have more fun with it.

It is true that I find that is sometimes is dependent on the cards you get (which deck hasn't), but once you know what you aim for, a matter of a mulligan and alittle of luck 

Hope you enjoy it, and of course let me know your thoughts!



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Last Updated: 04 May 2019
Created: 04 May 2019
539 23 0

Mainboard - 60 cards (20 distinct)

Creature (10)
Instant, Sorcery, Enchantment, Artifact (26)
Land (22)
Planeswalker (2)
Main/Sideboard Rarity Count
20 10 16 2 0
0 0 0 0 0

Mainboard - 60 cards (20 distinct)

3 Niv-Mizzet, Parun
4 Crackling Drake
3 Burning Prophet
4 Opt
2 Search for Azcanta // Azcanta, the Sunken Ruin
2 Spell Pierce
2 Shock
3 Ionize
2 Beacon Bolt
2 Expansion // Explosion
2 Radical Idea
2 Chemister's Insight
2 Lava Coil
3 Quench
5 Mountain
7 Island
4 Sulfur Falls
4 Highland Lake
2 Steam Vents
2 Ral, Izzet Viceroy

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