Magic: The Gathering Arena

Magic: The Gathering Arena

How can I build an izzet deck
That isn't aggro or control
It doesn't seem to have a design point for midrange, but I could be wrong
< >
Показване на 1-9 от 9 коментара
we call it a Tempo Deck

midrange can act as aggro or control depending on the opponent. against a goblin he would be control, against the UW he would act as aggro.

The tempo deck can change between agro and control within the same match. try to use some creatures with flash, burn as removals or to finish the game and some draws and counters.

For example, play a flash animal on the opponent's turn, and hit it 2 by 2 until it dies. Use your counters to protect your creature and your removals to kill your opponent's weak creatures, and return the strong ones to their hand.

It's difficult to explain how such a crazy interaction with UR works on a forum, but I hope I helped.

PS.: sorry any possible grammar mistake or a bad English, it is not my first language
Последно редактиран от FCino; 13 дек. 2024 в 16:31
I tried Izzet few times, and it never worked. You say its tempo deck so its like Occulus reanimate, but it just doesnt work for me. When i play cards buffing spells (for example enchantments that make second spell each turn stronger) I dont have instants/sorceries to play, if I have have good hand (full of instants to play) I dont have anything on board to make them better.
I tried numerous times, this is like the least likabe deck from me. It just doesnt work (kinda like Todd Howard but the opposite).
Последно редактиран от Traumaturgy; 14 дек. 2024 в 3:40
Isn’t pirates a kind of midrange type?
Which format and how strict are you being with your definition of midrange? Izzet midrange tends to rely more on synergy than golgari or rakdos, which can often just be goodstuff piles. Because of the dependence on synergy, the decks tend to be named after that synergy rather than just being called Izzet midrange. Izzet Phoenix in explorer/pioneer is an example of this.
Grixis does midrange pretty well. UR by itself tends to favor spells (instants/sorceries) or combo or aggro.

That said there are midrange blue cards and midrange red cards. I'll give an example list in a bit.
A sample standard midrange deck for UR. Granted this is ain't top tier. It is also heavily mythic/rare wc intensive. So if you are a pauper on Arena this may be too hard for you to build. I was a little lazy by not going into Historic/Explorer.Timeless where there are a greater variety of cards to choose from.

Deck
3 Island (DMU) 278
2 Rite of Replication (FDN) 711
4 Mockingbird (BLB) 61
3 Overlord of the Boilerbilges (DSK) 146
5 Mountain (DMU) 280
2 Bonehoard Dracosaur (LCI) 134
1 Dragonhawk, Fate's Tempest (BLB) 132
4 Trumpeting Carnosaur (LCI) 171
1 Terror of the Peaks (OTJ) 149
3 Terror of the Peaks (M21) 164
3 Ill-Timed Explosion (MKM) 207
2 Saheeli, the Sun's Brilliance (LCI) 239
4 Solemn Simulacrum (FDN) 257
1 Agatha's Soul Cauldron (WOE) 242
1 The Irencrag (WOE) 248
1 Mazemind Tome (BRR) 30
4 Kitesail Larcenist (LCI) 61
2 Restless Spire (WOE) 260
2 Shivan Reef (DMU) 255
1 Temple of Epiphany (FDN) 699
2 Temple of Epiphany (M21) 252
1 Temple of Epiphany (M20) 253
4 Thundering Falls (MKM) 269
2 Cavern of Souls (LCI) 269
2 Fountainport (BLB) 253
As an Izzet main, I can tell you it's all about trying to think a few steps ahead and knowing what your opponents are going to play based on the meta. You don't have 10,000 kill spells and you don't have huge beasties, so you need to chose your targets and attacks carefully. You need to think about combos and how well things are going to play with each other, as the strength comes from interactions and combos.
Don't play something just because you have the mana. Think about timing of instants and flash spells. A creature flashed into play at just the right time has very limited counter play.
This is my otter deck. It's not too Mythic/Rare heavy, but does have a few. I am consistently a Mythic level player, and it holds it's own in Hell Que. Give it a try.

Why I Otter:
Deck
9 Island (OTJ) 273
3 Slick Sequence (OTJ) 233
3 Sleight of Hand (WOE) 67
4 Stormchaser's Talent (BLB) 75
4 Valley Floodcaller (BLB) 79
4 Otterball Antics (BLB) 63
3 Mountain (OTJ) 275
4 Fabled Passage (BLB) 252
3 Torch the Tower (WOE) 153
4 Pearl of Wisdom (BLB) 64
4 Spirebluff Canal (OTJ) 270
2 Shivan Reef (DMU) 255
4 Stormcatch Mentor (BLB) 234
4 This Town Ain't Big Enough (OTJ) 74
2 Ral, Crackling Wit (BLB) 230
3 Into the Roil (FDN) 509

Sideboard
4 Stormsplitter (BLB) 154
3 Hell to Pay (OTJ) 126
3 Unable to Scream (DSK) 78
3 Bulk Up (FDN) 80
2 Season of Weaving (BLB) 68


How to play this deck:
Focus on getting Storm Chasers Talent to play. This deck has a lot of fun bouncing it in and out of play for otter tokens.
Valley Flood Caller is best flashed in at opponents end steps as it is very strong and is always a target for removal. It gives all your spells flash, and opens up a lot of options for timing.
Use This Town Ain't Big Enough to return their attacking threats and Storm Chasers Talent back to your hand. Late game you can use the talent to return the spell back to your hand to do all over again. This is a great way to trigger prowess and get more tokens without depleting your hand.
Once you have a few otters, use a draw combo to keep casting draw spells and buff otters until they swing out for the win.
The deck can agro out or play as a control style depending on how your opponent paces the game. It will fell like an agro deck early game, but be careful. Don't agro out too soon as you will fizzle and die top decking.
The deck is good against removal as it makes a lot of tokens.
It can have trouble against discard, and that is very heavy in the meta right now.
Let me know if you have any questions. I'm happy to recruit for the guild...
Последно редактиран от Izzet Firemind; 18 дек. 2024 в 16:18
just build niv mizzet combo
< >
Показване на 1-9 от 9 коментара
На страница: 1530 50

Дата на публикуване: 13 дек. 2024 в 9:39
Публикации: 9