UntapAgain
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Commander
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{"ops":[{"insert":"Niv-Mizzet, the Firemind Primer"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Deck Style:"},{"insert":" Izzet Draw-Control, Spellslinger, Burn\n"},{"attributes":{"bold":true},"insert":"Suggested Tags:"},{"insert":" Izzet, Spellslinger, Card Draw, Control, Burn\nNiv-Mizzet is a blue-red control deck built around turning card draw into direct damage. Whenever you draw a card, Niv deals 1 damage to any target, which means ordinary draw spells can also function as removal or help finish opponents. The deck uses counterspells, bounce, burn, and card advantage to slow the game down until Niv can safely take over.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Early Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The first priority is developing mana and keeping your hand full. Cards such as "},{"attributes":{"bold":true},"insert":"Commander’s Sphere, Goldhound, Rapacious Dragon, Exhibition Magician,"},{"insert":" and other Treasure-producing effects help accelerate toward Niv’s six-mana cost.\nCheap interaction such as "},{"attributes":{"bold":true},"insert":"Spell Pierce, Make Disappear, Abrade, Fading Hope, Lightning Strike,"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Strangle"},{"insert":" can protect you during the early turns, but try not to spend removal on every minor threat. Save \ninteraction for cards that will actually become a problem.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mid Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck becomes much stronger once Niv is on the battlefield, but Niv does not need to be cast immediately when you reach six mana. It is often better to wait until opponents are tapped down or until you can protect him.\nOnce Niv is active, draw spells become damage engines. "},{"attributes":{"bold":true},"insert":"Thirst for Knowledge, Big Score, Winged Words, Case the Joint,"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Silundi Vision"},{"insert":" help keep cards flowing while triggering Niv repeatedly.\nEven Niv himself can tap to draw a card, giving you another source of damage each turn.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Controlling the Table"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Blue provides counterspells and bounce, while red provides efficient burn and removal. Cards such as "},{"attributes":{"bold":true},"insert":"Whirlwind Denial, Confiscate and Bebother, Abrade, Fateful End, Torch Breath,"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Consuming Tide"},{"insert":" help keep opponents from establishing overwhelming boards.\nThe goal is not to eliminate every permanent. Instead, use interaction selectively so the game lasts long enough for your card advantage to matter.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Finishing the Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Niv can gradually eliminate creatures and players through repeated draw triggers, but the deck also has several powerful backup threats.\n"},{"attributes":{"bold":true},"insert":"Crackle with Power"},{"insert":" can convert a large amount of mana into a devastating finishing spell. "},{"attributes":{"bold":true},"insert":"Hullbreaker Horror"},{"insert":" can dominate a long game by turning every spell you cast into additional bounce. "},{"attributes":{"bold":true},"insert":"Drakuseth, Maw of Flames"},{"insert":" provides another major threat that can heavily damage opposing boards once it begins attacking. "},{"attributes":{"bold":true},"insert":"Marang River Regent"},{"insert":" offers both a large flying creature and a flexible draw-and-bounce spell when the creature is not needed.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"How to Play the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Niv rewards patience. Develop mana, keep cards in hand, and avoid tapping out unnecessarily. The deck is strongest when opponents are unsure whether you are holding a counterspell, removal spell, or card-draw effect.\nThe central rule of the deck is:\n"},{"attributes":{"bold":true},"insert":"Do not cast Niv simply because you have six mana. Cast Niv when you are ready to protect him or immediately gain value from drawing cards."},{"insert":"\nOnce Niv survives, every extra card becomes another point of damage, and the deck can quickly shift from controlling the game to closing it out.\n"}]}
Burn
Burn
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Creature
Creature
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Cycling
Giant Koi
Waterbend : This creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Islandcycling (, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Islandcycling (, Discard this card: Search your library for an Island card, reveal it, put it into your hand, then shuffle.)
Creature - Fish

Cycling
(CTRL to add secondary)
Draw
Reckoner Bankbuster
This Vehicle enters with three charge counters on it.
, , Remove a charge counter from this Vehicle: Draw a card. Then if there are no charge counters on this Vehicle, create a Treasure token and a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 3
, , Remove a charge counter from this Vehicle: Draw a card. Then if there are no charge counters on this Vehicle, create a Treasure token and a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 3
Artifact - Vehicle

Draw
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Evasion
Evasion
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Instant
Instant
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Land
Land
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Pump
Mizzium Tank
Trample
Whenever you cast a noncreature spell, this Vehicle becomes an artifact creature and gets +1/+1 until end of turn.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever you cast a noncreature spell, this Vehicle becomes an artifact creature and gets +1/+1 until end of turn.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle

Pump
(CTRL to add secondary)
Ramp
Sticky Fingers
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchantment - Aura

Ramp
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Removal
Crashing Wave
As an additional cost to cast this spell, waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Tap up to X target creatures, then distribute three stun counters among any number of tapped creatures your opponents control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tap up to X target creatures, then distribute three stun counters among any number of tapped creatures your opponents control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Sorcery

Dragonspark Reactor
Whenever this artifact or another artifact you control enters, put a charge counter on this artifact.
, Sacrifice this artifact: It deals damage equal to the number of charge counters on it to target player and that much damage to up to one target creature.
, Sacrifice this artifact: It deals damage equal to the number of charge counters on it to target player and that much damage to up to one target creature.
Artifact

Removal
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Niv-Mizzet, the Firemind Primer"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Deck Style:"},{"insert":" Izzet Draw-Control, Spellslinger, Burn\n"},{"attributes":{"bold":true},"insert":"Suggested Tags:"},{"insert":" Izzet, Spellslinger, Card Draw, Control, Burn\nNiv-Mizzet is a blue-red control deck built around turning card draw into direct damage. Whenever you draw a card, Niv deals 1 damage to any target, which means ordinary draw spells can also function as removal or help finish opponents. The deck uses counterspells, bounce, burn, and card advantage to slow the game down until Niv can safely take over.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Early Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The first priority is developing mana and keeping your hand full. Cards such as "},{"attributes":{"bold":true},"insert":"Commander’s Sphere, Goldhound, Rapacious Dragon, Exhibition Magician,"},{"insert":" and other Treasure-producing effects help accelerate toward Niv’s six-mana cost.\nCheap interaction such as "},{"attributes":{"bold":true},"insert":"Spell Pierce, Make Disappear, Abrade, Fading Hope, Lightning Strike,"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Strangle"},{"insert":" can protect you during the early turns, but try not to spend removal on every minor threat. Save \ninteraction for cards that will actually become a problem.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mid Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck becomes much stronger once Niv is on the battlefield, but Niv does not need to be cast immediately when you reach six mana. It is often better to wait until opponents are tapped down or until you can protect him.\nOnce Niv is active, draw spells become damage engines. "},{"attributes":{"bold":true},"insert":"Thirst for Knowledge, Big Score, Winged Words, Case the Joint,"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Silundi Vision"},{"insert":" help keep cards flowing while triggering Niv repeatedly.\nEven Niv himself can tap to draw a card, giving you another source of damage each turn.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Controlling the Table"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Blue provides counterspells and bounce, while red provides efficient burn and removal. Cards such as "},{"attributes":{"bold":true},"insert":"Whirlwind Denial, Confiscate and Bebother, Abrade, Fateful End, Torch Breath,"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Consuming Tide"},{"insert":" help keep opponents from establishing overwhelming boards.\nThe goal is not to eliminate every permanent. Instead, use interaction selectively so the game lasts long enough for your card advantage to matter.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Finishing the Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Niv can gradually eliminate creatures and players through repeated draw triggers, but the deck also has several powerful backup threats.\n"},{"attributes":{"bold":true},"insert":"Crackle with Power"},{"insert":" can convert a large amount of mana into a devastating finishing spell. "},{"attributes":{"bold":true},"insert":"Hullbreaker Horror"},{"insert":" can dominate a long game by turning every spell you cast into additional bounce. "},{"attributes":{"bold":true},"insert":"Drakuseth, Maw of Flames"},{"insert":" provides another major threat that can heavily damage opposing boards once it begins attacking. "},{"attributes":{"bold":true},"insert":"Marang River Regent"},{"insert":" offers both a large flying creature and a flexible draw-and-bounce spell when the creature is not needed.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"How to Play the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Niv rewards patience. Develop mana, keep cards in hand, and avoid tapping out unnecessarily. The deck is strongest when opponents are unsure whether you are holding a counterspell, removal spell, or card-draw effect.\nThe central rule of the deck is:\n"},{"attributes":{"bold":true},"insert":"Do not cast Niv simply because you have six mana. Cast Niv when you are ready to protect him or immediately gain value from drawing cards."},{"insert":"\nOnce Niv survives, every extra card becomes another point of damage, and the deck can quickly shift from controlling the game to closing it out.\n"}]}



































































