Precons › Commander 2015

Seize Control

Commander precon · Commander 2015 · 2015 · led by Mizzix of the Izmagnus

Synergy 4.4/5 (tight) · Bracket 1–2 · Mizzix of the Izmagnus works with 41 of its cards

Upgrades at bracket 1–2

No Game Changers and no infinite combos: the level of an unchanged precon. Game Changers are cards on WotC's official list of cards that make a deck much stronger.

6 swaps, and after them the report reads the deck at bracket 1–2.

Its cards work together a little more: synergy 4.4 → 4.8 of 5, still tight. It is a little more consistent: Build 3.8 → 4.0 of 5, still close; still 7 short on interaction, 3 short on ramp, was 5. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Izzet Boilerworks: Izzet Boilerworks enters tapped. Put in Cascade Bluffs: Cascade Bluffs never enters tapped and makes blue or red.
  2. Take out Izzet Guildgate: Izzet Guildgate enters tapped. Put in Ferrous Lake: Ferrous Lake never enters tapped and makes blue or red.
  3. Take out Swiftwater Cliffs: Swiftwater Cliffs enters tapped. Put in Steam Vents: Steam Vents never enters tapped and makes blue or red.

Ramp

  1. Take out Etherium-Horn Sorcerer: Etherium-Horn Sorcerer is next on the report's cut list. Works with 2 other cards: with 1 again and again, with 1 just once or in the background. Put in Arcane Signet: Ramp: you were 5 short; Arcane Signet counts as ramp.
  2. Take out Blustersquall: Blustersquall is next on the report's cut list. Works with 6 other cards: with 1 again and again, with 5 just once or in the background. Put in Fellwar Stone: Ramp: you were 5 short; Fellwar Stone counts as ramp.

Cards that work together

  1. Take out Awaken the Sky Tyrant: Awaken the Sky Tyrant works with 1 card in this deck, 1 of it on its theme; Windrider Wizard works with 9 cards, 6 of them on it. Put in Windrider Wizard: When Mizzix of the Izmagnus is cast, Windrider Wizard draws you 1 card

Upgrades at bracket 3

Up to three Game Changers, and no two-card infinite combo that costs 6 or less.

7 swaps, and after them the report reads the deck at bracket 3.

Its cards work together a little more: synergy 4.4 → 4.8 of 5, still tight. It is a little more consistent: Build 3.8 → 4.0 of 5, still close; still 7 short on interaction, 3 short on ramp, was 5. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Izzet Boilerworks: Izzet Boilerworks enters tapped. Put in Cascade Bluffs: Cascade Bluffs never enters tapped and makes blue or red.
  2. Take out Izzet Guildgate: Izzet Guildgate enters tapped. Put in Ferrous Lake: Ferrous Lake never enters tapped and makes blue or red.
  3. Take out Swiftwater Cliffs: Swiftwater Cliffs enters tapped. Put in Steam Vents: Steam Vents never enters tapped and makes blue or red.

Ramp

  1. Take out Etherium-Horn Sorcerer: Etherium-Horn Sorcerer is next on the report's cut list. Works with 2 other cards: with 1 again and again, with 1 just once or in the background. Put in Arcane Signet: Ramp: you were 5 short; Arcane Signet counts as ramp.
  2. Take out Blustersquall: Blustersquall is next on the report's cut list. Works with 6 other cards: with 1 again and again, with 5 just once or in the background. Put in Fellwar Stone: Ramp: you were 5 short; Fellwar Stone counts as ramp.

Cards that work together

  1. Take out Rite of the Raging Storm: Rite of the Raging Storm works with 1 card in this deck, 1 of it on its theme; Niv-Mizzet, Parun works with 21 cards, 20 of them on it. Put in Niv-Mizzet, Parun: When Epic Experiment is cast, Niv-Mizzet, Parun draws you 1 card
  2. Take out Awaken the Sky Tyrant: Awaken the Sky Tyrant works with 1 card in this deck, 1 of it on its theme; Windrider Wizard works with 9 cards, 6 of them on it. Put in Windrider Wizard: When Mizzix of the Izmagnus is cast, Windrider Wizard draws you 1 card

Upgrades at bracket 4–5

No limits on Game Changers or combos.

7 swaps, and after them the report reads the deck at bracket 3. These are the same swaps as at bracket 3: none of the stronger cards bracket 4–5 allows does any of these jobs strictly better, so aiming higher changes nothing for this deck.

Its cards work together a little more: synergy 4.4 → 4.8 of 5, still tight. It is a little more consistent: Build 3.8 → 4.0 of 5, still close; still 7 short on interaction, 3 short on ramp, was 5. That is what this page measures: how well the deck holds together, not how strong it is.

Lands

  1. Take out Izzet Boilerworks: Izzet Boilerworks enters tapped. Put in Cascade Bluffs: Cascade Bluffs never enters tapped and makes blue or red.
  2. Take out Izzet Guildgate: Izzet Guildgate enters tapped. Put in Ferrous Lake: Ferrous Lake never enters tapped and makes blue or red.
  3. Take out Swiftwater Cliffs: Swiftwater Cliffs enters tapped. Put in Steam Vents: Steam Vents never enters tapped and makes blue or red.

Ramp

  1. Take out Etherium-Horn Sorcerer: Etherium-Horn Sorcerer is next on the report's cut list. Works with 2 other cards: with 1 again and again, with 1 just once or in the background. Put in Arcane Signet: Ramp: you were 5 short; Arcane Signet counts as ramp.
  2. Take out Blustersquall: Blustersquall is next on the report's cut list. Works with 6 other cards: with 1 again and again, with 5 just once or in the background. Put in Fellwar Stone: Ramp: you were 5 short; Fellwar Stone counts as ramp.

Cards that work together

  1. Take out Rite of the Raging Storm: Rite of the Raging Storm works with 1 card in this deck, 1 of it on its theme; Niv-Mizzet, Parun works with 21 cards, 20 of them on it. Put in Niv-Mizzet, Parun: When Epic Experiment is cast, Niv-Mizzet, Parun draws you 1 card
  2. Take out Awaken the Sky Tyrant: Awaken the Sky Tyrant works with 1 card in this deck, 1 of it on its theme; Windrider Wizard works with 9 cards, 6 of them on it. Put in Windrider Wizard: When Mizzix of the Izmagnus is cast, Windrider Wizard draws you 1 card

Opens a route: Windrider Wizard. 28 of its cards reach Psychosis Crawler through it.

Also short, against a typical Commander deck: interaction 5 of 12, ramp 8 of 13.

The decklist

Creatures

Arjun, the Shifting Flame · Broodbirth Viper · Charmbreaker Devils · Dragon Mage · Etherium-Horn Sorcerer · Gigantoplasm · Goblin Electromancer · Illusory Ambusher · Jace's Archivist · Lone Revenant · Melek, Izzet Paragon · Psychosis Crawler · Talrand, Sky Summoner · Warchief Giant

Instants and sorceries

Act of Aggression · Aetherize · Aethersnatch · Blatant Thievery · Blue Sun's Zenith · Blustersquall · Brainstorm · Call the Skybreaker · Chain Reaction · Comet Storm · Counterflux · Desperate Ravings · Dominate · Echoing Truth · Epic Experiment · Fact or Fiction · Faithless Looting · Firemind's Foresight · Magmaquake · Meteor Blast · Mirror Match · Mizzium Mortars · Mizzix's Mastery · Mystic Confluence · Mystic Retrieval · Preordain · Prophetic Bolt · Reins of Power · Repeal · Rite of Replication · Sleep · Steam Augury · Stolen Goods · Stroke of Genius · Urza's Rage · Vandalblast · Windfall · Word of Seizing

Artifacts and enchantments

Awaken the Sky Tyrant · Izzet Signet · Rite of the Raging Storm · Seal of the Guildpact · Sol Ring · Thought Reflection · Thought Vessel · Worn Powerstone

Lands

Command Tower · Evolving Wilds · 14 Island · Izzet Boilerworks · Izzet Guildgate · 13 Mountain · Reliquary Tower · Rogue's Passage · Spinerock Knoll · Swiftwater Cliffs · Temple of the False God · Terramorphic Expanse · Vivid Crag · Vivid Creek

Other Commander 2015 precons