One card you may want to consider putting in is Protean Raider. It's been a great card in my Izzet Drake/Fling deck. Also, and I'm sure you are already aware, Sulfur Falls is way better than Highland Lake.
Not a single rare Land yet. Looks like WotC really wants me to blow WCs on lands.
Sulfur Falls was the very thing I save wild cards for and got when DOM came out. They were a must for my D/F deck. So much frustration with the Highland. Matter of fact I'm seriously thinking of crafting more and dropping Wilds altogether.
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It is better to remain silent and be thought a fool than to open one's mouth and remove all doubt. - Maurice Switzer
I got 1 sulfur falls from a quick contructed event and decided to blow my rare WCs on the rest. Damn can this deck win from out of nowhere. It's running pretty smooth, the curve is low and it packs a punch. It can seem to durdle a bit to begin with, but like I said, it has to hit critical mass before it goes off. It sometimes flops, but then so do mostly all decks, but it just wrecks decks with low interaction. If they don't kill your guys asap, they're in for big damage T5-6. From there, even if you don't kill them on the spot, burn should do the trick. Riddleform is nightmare for control as is stormtamer. I'm convinced, izzet wizards is a deck. Wouldn't say T1, but T2 or T1.5 maybe. And since it's a budget deck, they're beginning to show up on the ladder, so watch out.
Oh my God, this deck. You about read my mind. Really wanted to do a wizard deck but I just haven't cracked the right cards nor have the wildcards available yet. I'm going to get into the DOM draft this weekend and hopefully pick up some needed cards.
Edit: Have always loved Izzet (see my D/F) and the idea of a wizard tribal tickles me. Here's hoping I can make one soon.
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It is better to remain silent and be thought a fool than to open one's mouth and remove all doubt. - Maurice Switzer
Joined: Feb 29, 2016 Posts: 2899 Location: Portugal
I went 7-2 in qc with a slightly altered (anti-RDW version) with 1 shivan fire and 1 Magma Spray instead of the Unsummons and an extra Riddleform for a Spellweaver.
I did beat 3 Rdw decks, lost to 1 and lost to approach when I got stuck at 2 lands for far too long. Some of the games were real nail-biters and I only just managed to pull those out. That's the sweet part about this deck, people underestimate it's Explosive power. Most fun moment was when I bounced a Gideon when my opponent was hiding behind his emblem. Had a fantastic back and forth vs a mono-black deck that could have gone either way, but in the end, he made the wrong blocking decision and I nailed it (only.just). Awesome stuff. I actually had to take a break and finish the Last games later because some of those games were so close, it was exausting.
Joined: Feb 29, 2016 Posts: 2899 Location: Portugal
Ghitu is fine, but not amazing. Mostly good when you get out Adeliz, but haste is nice when you pull one out from an Opt and lets you do a few more points of damage. Also, the +1/0 ability is like a 1 time prowess pump to get in some extra early damage. A solid 1 drop against Firebrands and turns on wizard bolts, so I can't complain. But, it's the most expendable wizard, so when I really need to chump... He's the prime candidate. I haven't got any Insults yet, my only qualm is the 3cc that screws my ultra low curve. Keld is probably more versatile, but I guess a 1 of Insult would be nice
Joined: Nov 10, 2013 Posts: 17753 Location: Montreal, Quebec, Canada
I've been playing Haven's Warrior's Guild a ton lately (i'm on a 2nd insane winstreak with it right now) and I find myself discarding Insult almost ALL THE TIME. Everything else in my hand just seems more impactful and important. I kind of like having Insult in the yard for immediate use next turn if I need to burn something. Having that 2 burn to the face and possible removal of creature on standby seems more important than being able to double damage.
That's been my experience with it. I found Insult's primary function to be more useful in a Gruul deck that plays Charioteer
Joined: Feb 29, 2016 Posts: 2899 Location: Portugal
But, T1 Soul-Scar, T2 Riddleform(2 damage), T3 Insult (10 damage), leaving you with several ways to win T4, not to mention 2 potential face burn in the yard.
Joined: Feb 29, 2016 Posts: 2899 Location: Portugal
Just won 2 straight games that I mulled to 5. I love the low curve. I've kicked so many Uw control deck's butts that I almost feel sorry for them. When you start seeing them cycle cast out, Illuminations and Censors like crazy, you know its in the bag. Rdw is the only thing that puts up a fight and is a bad match-up, otherwise it's a walk in the park. Don't know it will go with kaladesh though, seems like stuff like Harvester would really hurt the deck.
Thats 1,65 average CMC Good old Frank says this on that average CMC
21 Lands /AVERAGE CMC 1.44-1.76 --- Aggro deck –-- You need 2 lands on turn 2 every game (98.8%) but would like 3 lands on turn 3 (82.3%) for several 3-drops
Ok, totally different approach to the archetype, coz we have to accept that wizards are not the beatdown deck of the format -I say we but I mean mostly just me- and after playing quite a lot of DOM I just felt that wizards can be something different, so I returned to the whiteboard and start jamming those less aggressive wizards that don't shine just for the beats... and I came up with this thing:
TEMPO WIZARDS
The idea is to mess up our opponent board while we accumulate damage with evasive 2 drops. The deck is mainly blue with splashes of red for Adeliz and Wizard Lightning so the mana base is way more consistent.
I´m trying Admiral order coz I got 2 of those from the draft, just for the occasional discount during combat it is also just a hard counter in any other case... but it might be better to just run Wizards counter...
Naru Mera can pump the team with flash and can also copy a Wizards lightning at 5 mana.
Warkite Marauder has been an all-star here, allowing Spellweaver Eternal to attack without trading and being a great target for curious obsession
Merfolk Trickster has been great also taping blockers end step and being ready to swing in our turn has been his line.
Journey Mage is a bit pricy but he is a 3/2 and that has been relevant the bounce is great at turn 4 coz if we are executing our plan they are desperate to put something on the ground and we punish them for that
Ok, totally different approach to the archetype, coz we have to accept that wizards are not the beatdown deck of the format -I say we but I mean mostly just me- and after playing quite a lot of DOM I just felt that wizards can be something different, so I returned to the whiteboard and start jamming those less aggressive wizards that don't shine just for the beats... and I came up with this thing:
TEMPO WIZARDS
The idea is to mess up our opponent board while we accumulate damage with evasive 2 drops. The deck is mainly blue with splashes of red for Adeliz and Wizard Lightning so the mana base is way more consistent.
I´m trying Admiral order coz I got 2 of those from the draft, just for the occasional discount during combat it is also just a hard counter in any other case... but it might be better to just run Wizards counter...
Naru Mera can pump the team with flash and can also copy a Wizards lightning at 5 mana.
Warkite Marauder has been an all-star here, allowing Spellweaver Eternal to attack without trading and being a great target for curious obsession
Merfolk Trickster has been great also taping blockers end step and being ready to swing in our turn has been his line.
Journey Mage is a bit pricy but he is a 3/2 and that has been relevant the bounce is great at turn 4 coz if we are executing our plan they are desperate to put something on the ground and we punish them for that
Why no Naban? Doubling the bounce and tempo plays seems legit to me... I've seen a deck that even runs panharmonicon as well as naban. I don't think you have enough stuff to turn on riddleform or for the full 4 adeliz. Warkite marauder also begs to have something to ping 0/1s in the deck too or at least shock.
Naban eats the T2 play just to set up I will try one to see how it works but I don't like that he does do anything right away... I think he will get a lot better with the 3 cmc bounce guy. Riddleform triggers with 16 spells if you count the 2 counters, but I can see the point... I will continue my testing but I think I can chop a couple Riddleforms for Opt and hopefully grab an extra card with Naru.
The Deck Nabanamonicon is interesting. While it's basically a mono-blue Wizard Panharmonicon deck, the end result is something like Standard hatebears. None of our individual cards are all that powerful, but they are all amazingly annoying, bouncing creatures, tapping things, and generally just pestering our opponents. When you throw Naban or Panharmonicon into the mix, they all becoming annoying times two or even three. Ideally, the end result is that all of these little annoyances add up to a match win, and while the deck looks janky on paper, it wins a lot more often than you'd think!
Naban, Dean of Iteration and Panharmonicon give us a massive seven copies of Panharmonicon in our deck, since every one of our creatures is a Wizard for Naban. Naban, Dean of Iteration itself is basically a Wizards-only Panharmonicon with a huge upside (it's only two mana, which means we can start doubling triggers on Turn 3) and a huge downside (it dies to pretty much anything). While running out Naban, Dean of Iteration on Turn 2 is fine, in some cases, it's better to wait until Turn 4, when we can play Naban and immediately play a Wizard with an enters-the-battlefield ability, so even if our opponent kills Naban, we still get some value out of it before it dies. Meanwhile, Panharmonicon gives us backup copies of Naban, Dean of Iteration with the late-game upside of not being legendary. While we can't stack up copies of Naban himself, with the help of Panharmonicon, we can get two or three enters-the-battlefield-trigger doublers on the battlefield at the same time, which is when our deck gets really crazy.
Silvergill Adept and Champion of Wits are our main card-advantage Wizards. Thankfully, a lot of the good Wizards in Standard also happen to be Merfolk, so we can often cast Silvergill Adept for just two mana, and it's drawing us two cards if we have a Naban or Panharmonicon on the battlefield, which is a great deal, especially when leaving behind a 2/1 body. As for Champion of Wits, at first, it just helps us filter through our deck, hit our land drops, and find our Nabanamonicons, and then it works like a finisher in the late game, often refilling our hand for seven mana with eternalize. If we have just one Naban or Panharmonicon out when we eternalize, we end up drawing eight cards (and discarding four); with one of each, we draw a massive 12 (and discard six), which amounts to not just a new hand but a good new hand, since we can filter away dead land drops with the discard ability. Together, these cards help to make sure we have a steady stream of Wizards and Panharmonicons to eventually win the game.
Merfolk Trickster, Watertrap Weaver, and Academy Journeymage help us deal with opposing creatures and generally annoy our opponent. With the help of Naban, Dean of Iteration and Panharmonicon doubling or tripling their enters-the-battlefield abilities, all of these cards turn into pseudo-Fogs that also leave behind bodies on the battlefield. Typically, Nabanamonicon ends the game by building up a board full of random 2/2s, tapping down our opponent's entire team, and attacking for lethal!
Illusionist's Stratagem serves two purposes in our deck. First, it works amazingly with all of our card-draw and creature-bouncing / tapping Wizards. For example, blinking a couple of Silvergill Adepts with a Panharmonicon out turns Illusionist's Stratagem into a draw five for four mana that can also save our creatures from removal, or blinking Watertrap Weavers during our opponent's upkeep gives us a double-Fog effect, since the creatures we tap will stay locked down for two turns. Second, Illusionist's Stratagem allows us to go infinite with a Nabanamonicon and Naru Meha, Master Wizard!
The combo is pretty simple. If we get up to eight mana and have a Naban or Panharmonicon on the battlefield, we cast Illusionist's Stratagem; then, before it resolves, we cast Naru Meha, Master Wizard to copy it. The copy blinks Naru Meha and something else, the copies from Naru Meha again copy the original Illusionist's Stratagem (which is still on the stack), rinse and repeat. While we don't have an actual finisher built into the combo, the end result is that we can draw as much of our deck as we want (or even our entire deck) while tapping down our opponent's entire team with Watertrap Weaver or even bouncing all of our opponent's creatures with Academy Journeymage. Then, we simply pass and trust that our new grip of cards and our opponent having no board will allow us to attack for the win the next turn. Plus, we can do all this at instant speed, thanks to Naru Meha, Master Wizard having flash, so in theory, we can bounce everything on our opponent's end step, untap, and swing for lethal!
Otherwise, we have four copies of Syncopate to help against non-creature decks. While Nabanamonicon is very good against creatures thanks to our endless tricky Wizards, things like planeswalkers and Approach of the Second Sun can be a problem. While four copies of Syncopate isn't a ton of defense in these matchups, combined with a bunch of flashy Wizards, it means we at least have some shot in game one, and then we can bring in a bunch more counters to fight against these decks after sideboarding.
The Matchups Nabanamonicon is at its best against midrange creature decks, where all of our tricky, disruptive creatures are able to keep our opponent's board under control while we eventually win the game with a combination of card advantage, creatures beats, and our Naru Meha, Master Wizard combo. We also have a shot against aggro, but it really depends on how fast of a draw our opponent has. If they start off with multiple one-drops while we keep a slow hand, we can get run over before we get a chance to recover and start generating Nabanamonicon value. Against control, our random creature bounce isn't as good, but the combination of Syncopate, flash creatures, and a good control sideboard means that we can win. Plus, if we can stick a Panharmonicon or Naban, Dean of Iteration, we can just out-draw our opponent with Champion of Wits and Silvergill Adept until we eventually run our opponent out of cards.
The Odds All in all, we played six matches and won five, giving us an 83% match win percentage, while also winning 10 of our 14 games (good for a 71% game win percentage), which makes Nabanamonicon way above average for an Against the Odds deck. While Naban, Dean of Iteration dies a lot, the value it generates when it sticks on the battlefield is pretty insane, and even if our opponent kills the first copy, we're likely to hit another one before long thanks to Silvergill Adept and Champion of Wits. While the Nabanamonicon package is essential, the real power of the deck comes from all of our random annoying hatebear-ish creatures. On paper, it looks like a random pile of 2/2s, but in practice, having a ton of Merfolk Tricksters, Academy Journeymages, and Watertrap Weavers seems to be a pretty good way of winning games! Honestly, I was surprised by how well the deck played. I figured it would win every once in a while, but after playing a bunch of matches, it seems like Nabanamonicon might be a legitimate budget option for Dominaria Standard!
Joined: Feb 29, 2016 Posts: 2899 Location: Portugal
I've been trying out the deck and it's fun (I'm still missing a couple of cards, so I had to improvise).
Poor Naban just dies all the time (Somebody sneezes and off he goes to the gy...), but when he sticks you start pulling off all sorts of crazy stuff. The new bounce wizard will definitely make it better (why the hell print the dominaria one if they were gonna make a strictly better card?). Champion of wits actually sucked, since there is no graveyard recursion in the deck. I guess an izzet version could be made, because some face damage/removal would come in handy.
Ok, this is the new deck... and its a ton of fun.. lots of synergies that can drive people nuts...Naban really shines now with all the new wizards. One Naban + Trickster or Exclusion mage are just beyond annoying... bouncing 2 creatures or tapping 2 blockers is just overwhelming tempo... the double triggers on Viashino are insane pinging for 4 to the face on ETB, but the top play is flashing Naru with Naban on the field and one wizard lighting on the stack... Muahahahhahaha!!!
Departed deckhand is a clock and its second ability has come in handy a couple of times, Dismissive Pyromancer is great filtering dead draws and acting as removal... besides is a wizard... I love him! Omenspeaker I´m not crazy about her but scry 4 is .... just so good Sleep is on trials, but so far performing very well coz once you deployed 3 wizards it's pretty much lethal on a 2 turn clock, that plus our tempo suite most times is enough to seal the deal.
Ok, this is the new deck... and its a ton of fun.. lots of synergies that can drive people nuts...Naban really shines now with all the new wizards. One Naban + Trickster or Exclusion mage are just beyond annoying... bouncing 2 creatures or tapping 2 blockers is just overwhelming tempo... the double triggers on Viashino are insane pinging for 4 to the face on ETB, but the top play is flashing Naru with Naban on the field and one wizard lighting on the stack... Muahahahhahaha!!!
Departed deckhand is a clock and its second ability has come in handy a couple of times, Dismissive Pyromancer is great filtering dead draws and acting as removal... besides is a wizard... I love him! Omenspeaker I´m not crazy about her but scry 4 is .... just so good Sleep is on trials, but so far performing very well coz once you deployed 3 wizards it's pretty much lethal on a 2 turn clock, that plus our tempo suite most times is enough to seal the deal.
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