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Historic - Izzet Wizards ver.3 Bo1

Historic - Izzet Wizards ver.3 Bo1
by Appi_94
Buy on TCGplayer $92.93
Historic
Aggro
best of 1
0 mythic
20 rare
28 uncommon
12 common
0
1
2
3
4
5
6+
Creatures (15)
4
A-Symmetry Sage
$0.00
4
Soul-Scar Mage
$5.16
Instants (12)
4
Consider
$3.96
4
Play with Fire
$17.96
Sorceries (13)
4
Reckless Charge
$1.40
Lands (20)
1
Island
$0.35
3
Mountain
$1.05
4
Spirebluff Canal
$19.96
4
Ramunap Ruins
$1.40
4
Steam Vents
$71.96
60 Cards
$167.6

Visual view

Historic - Izzet Wizards ver.3 Bo1
Historic
by Appi_94
0 mythic
20 rare
28 uncommon
12 common
0
1
2
3
4
5
6+

Description

Historic Bo1 deck I\’m currently playing as a beginner of MTG Arena. This is a Best of 1 list, with no sideboard (that should be implemented in the future), that is in developing phase. With \”developing phase\” I mean that this is a list not near to the complete and most powerful version of the Izzet Wizards, but the list I\’m currently playing as a beginner, build from the resources I obtained playing daily the game. Next are following some considerations I came up whit, while evolving the list starting from the most budget version of it (I hope this would be helpful to newcomers like me that will find this list on the site):

1- A-Symmetry Sage (the modified version exclusive to MTG Arena) is the most important creature spell of the deck and the first thing you should craft/try to obtain; other key creature spell is Balmor, Battlemage Capitain for two main reasons: they buff all of your other creatures whenever you cast an instant or sorcery, also giving trample to them, and they are a flying 1/3  creature with only 2 mana cost;

2- The second more important thing to do is to craft your mana base: starting from your basic lands, you should craft all the double mana lands (Spirebluff Canals, The Pathways, ecc…), and your shocklands (Steam Vents), and replace them gradually. In the future you should also craft land cards like Fiery Islet, Otawra and Sokenzan, but budget alternatives I found useful are Ramunap Ruins (gives you colorless mana or red mana, and occasionally you could use it to deal extra damage) and Spikefield Hazards (could be played as a land or as a removal for minions on the occasions). An important thing to keep in mind is that you should play at least 20/21 lands in this deck to be on top of your mana curve (you play really poor cost creature and instant/sorceries) and, moreover, avoid to brick your hands;

3- Dreadhorde Arcanist is another important creature you want. They are a two mana cost 1/3 wizard with trample by default with a very broken effect: whenever you attack with them you can cast instants/sorceries from your graveyard with a mana cost equal to their strenght. Basically you attack whit Dreadhorde Arcanist, boost him up with other cards or creatures effects (especially Symmetry Sage and Reckless Charge) and you can cast a free spell from the graveyard as it has flashback. A solid budget alternative to Dreadhorde Arcanist is Electrostatic Infantry, creature you get for free after you complete the deck challenges tutorial. Electrostatic Infantry is a solid alternative, until you can craft Dreadhorde Arcanist, for different reasons: they are a two mana cost 1/2 wizard with trample by default, that buff themselves whenever you cast an instant/sorcery; and as compared to Arcanist, Electrostatic Infantry buff does not get away (so you can cast it and build him up, making him a treat for the oppo).

4- Soul-Scar Mage is your alternative drop 1 creature to Symmetry Sage, but they have rare rarity. A solid alternative to them is Ghitu Lavarunner: a 1 mana cost 1/2 wizard that gains +1/+0 and haste if you have two or more instants/sorceries in your graveyard. Imho Ghitu Lavarunner is a better choice than the most famous Monastery Swiftspear for two reasons: they are a wizard unlike Monastery (so they sinergize with your other cards) and they are of common rarity (so easier to craft).

5- After you have build up your list, asap you should craft Flame of Anor because is just broken af in this archetype. Flame of Anor is a 3 cost mana instant that make you draw to cards, deal 5 damage to a permanent and remove an artifact. Normally you can chose only one of the 3 options the card shows, however if you control a wizard you can choose up to two options instead; and guess what you are playing? Yes! Wizards! So Flame of Anor is basically your jack of all trades. As an alternative until you can craft it you could play Static Discharge, a 2 mana sorcery that deals 3 damage to permanent or player and build up damage every time you use it (the first Static Discharge deals 3 damage, the second 4, then 5, ecc…); so it his a good card to deal direct damage to the oppo or to use as a removal.

6- The instant \”Consider\” could be replaced by other cards like Sleight of Hand or Ancestral Anger (even thought Ancestral Anger lose some consistency when you obtain Balmor). Personally I\’ve found Play with Fire a very solid card (deals 2 damage to permanent or player, and if damage is dealt to player you can look at the top card of your library), but I\’ve seen other people also play cards like Strangle and Shove Aside. I think the choice here is up to you, how you feel more comfortable with.

 

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