Hey guys, this is Landon with the Command Valley, bringing you another Commander deck tech. Today’s deck tech is super exciting because I’ve built a deck around the recently spoiled Kaza, Roil Chaser, who is being printed in the new Zendikar Rising set! Kaza is SO cool. I am a huge fan of wizards–they are probably my favorite tribe. I love all the tricky things they can do and I LOVE casting big instants and sorceries, with Spellslinger being my favorite archetype. To buy the cards talked about in this article, click on this link and it will take you to Game Grid’s site. You can copy the decklist at the end of this article and paste it into the decklist function on the right side of the screen on Game Grid’s store.
Kaza presents a very interesting puzzle to solve that has been very tricky to work around. Most spellslinger decks that I’ve built care about a highly-dense, low-CMC spell package because you’re trying to cast as many spells in a turn as possible–and typically only run about five to ten creatures to maximize the instants/sorceries.
I found that Kaza wants a much more balanced library between creatures/noncreature spells and a different suite of instants/sorceries altogether–when compared to typical spellslinger decks. I settled on playing interactive and card advantageous wizards with a focus on instants and sorceries with X in their mana cost. At first, I thought maybe I’d want big, flashy spells (the Expropriate and the extra turn level spells); however, those spells would be dead in our hands if Kaza were to be removed.
X spells are almost always relevant, but get exponentially stronger as the value of X starts getting higher and higher and Kaza’s mana reducing ability will indeed increase the value of X in our X spells. It is also important to always have a backup plan. Wizards are known for being meticulous planners, and I feel flavor dictates that we have at least a combo or two, in the contingency that our X spells aren’t able to do the job. We’ll get to that in a bit.
With that lengthy intro out of the way, let’s start off with the ramp! Kaza is obviously one of the strongest ramp spells in the deck, but we’ve got some really good wizards and mana rocks, too. These do not all give you extra mana (actual ramp is a little harder to come by in these colors); however, reducing the costs of our spells is almost the same thing and cards like Goblin Electromancer pull double their weight with Kaza as our commander.
You’ll notice with these that there are a lot of reduction abilities, which is pretty consistent with Kaza’s strategy of making spells cheaper rather than once-per-activation effects (except for Vodalian Arcanist). Stonybrook Banneret also only helps our Wizards be cheaper rather than our spells, but since we want to be getting a lot of wizards out, it’s definitely still got its use.
Alright, now let’s cover the wizards that help us dig deeper into our library, and ensure that we have the spells we need. Another thing to keep in mind is that all of these wizards are also “ramp” for our instants/sorceries because of Kaza!
There are a lot of goodies here, mostly because Wizards are fantastic at card draw and advantage, so having a lot of them in here helps us both in the “getting the cards we need” strategy and the “get lots and lots of wizards” strategy for Kaza. Windrider Wizard is a new card being printed in Zendikar Rising, and I love that it makes all of our wizards have an additional looting effect. It’s probably my favorite spoiler so far (besides Kaza, of course).
In addition to creature-based card advantage, here are some instants and sorceries that will help us dig deeper! Dig Through Time and Ignite the Future’s flashback cost are both hugely expensive, but Kaza will hopefully help with making them much cheaper to cast. Fortunately, they both have cheaper ways to cast them, so we’re not relying on Kaza to make that happen.
We’re getting closer to the X spells, I promise, but let’s cover some of our tricky wizards that have some fun and flavorful abilities. Naban, Dean of Iteration is in the deck to double all of our wizard’s ETB abilities, of which we have many.
Archaeomancer can put our X spells back into our hand to reuse again.
Merfolk Trickster is a great interaction piece that can really hose an opponent’s big turn if their deck relies too much on their commander.
Docent of Perfection isn’t a wizard but it can certainly provide us with an incredible amount of them, and if we manage to flip it over (which is very easy to do) then we’re giving all of our wizards evasion and might be enough to actually win through combat rather than combo.
I’ve broken down the X spells into the following three categories below. Without going too deep into the combos–I’ll go over those in a minute–I’d like to simply mention that the aforementioned combos will provide us with infinite mana, that we can then pour into our X spells, so keep that in mind.
These spells let us draw an absurd amount of cards, hopefully drawing us into our burn spells and other win cons:
Our primary goal is to sling huge fireball-like spells at our opponent’s faces. Because that’s what wizards do.
We’re only running a few interaction cards in this section; however, they are important. The deck is a little low on interaction, because we’re really focused on our strategy, and that’s okay!
Before we dive into our infinite combos, I’d like to go over what I like to call the “spicy spells” and the interaction spells. These are fun spells that kind of hold the deck together and round off some the rough edges.
Mana Geyser will generate us a disgusting amount of mana and could help us cast a game-ending Comet Storm.
Rite of Replication can give us a copy of the best creature on the table and, if we tap our commander, we can make FIVE copies of the best creature on the table really easily.
Enter the Infinite You don’t need me to explain this one to you. It’s absolutely nuts. We draw our whole deck and then win!
Runechanter’s Pike is something we want to stick on Kaza, and maybe steal some games with a flying wizard with a spear. I like that.
Ral, Storm Conduit will make sense once we go over some of the combos, but being able to copy one of our X spells for no mana is also VERY powerful.
Aetherize and Mizzium Mortars are our board sweepers which we’re a little low on, but that’s because we really don’t want to sweep away our wizards. Reality Shift is great removal and we’re also running the following counters:
Let’s start with good ol’ Niv.
With Niv Mizzet on the table, we enchant him with either Curiosity or Ophidian Eye. The next instant/sorcery that’s cast will trigger Niv letting us draw a card–this lets us do one damage to any target. If we happen to point that one damage at an opponent, Curiosity will trigger and let us draw a card another card, triggering Niv again, dealing one more damage to an opponent. This is a loop that will basically draw our entire deck, and deal a ton of damage to our opponents (maybe even taking them out entirely). With our deck in our hand, we simply cast Thassa’s Oracle if the damage wasn’t enough and we win the game.
Alright, now for the Dualcaster Mage and Naru Meha combos. Dualcaster Mage and Naru Meha with Ghostly Flicker will give us infinite mana. We cast Ghostly Flicker and hold priority, and flash in Dualcaster Mage or Naru Meha targeting that Ghostly Flicker. Their ETB will resolve, putting a copy of Ghostly Flicker on the stack. The copy will resolve before the original and we can flicker either of our copy mages and a land. The land will re-enter the battlefield untapped, and we will have another copy spell ability, which we use to copy that original Ghostly Flicker that’s yet to resolve. Each time we flicker our copy mage and the land, we can tap the land for mana, and it will enter untapped (depending on the land, obviously). This results in infinite mana. We can then dump that mana into a Comet Storm or a Fireball for lethal.
Dualcaster Mage also works to win us the game with Twinflame. The steps for Twinflame work exactly the same as Ghostly Flicker. But instead of infinite mana, we have infinite hasty Dualcaster Mages.
Alright, let’s finish up with the mana base. I’ve stayed pretty budget on the lands since we’re a two-color deck, if you’ve got the nice shocks and fetches, feel free to swap those in.
Mystic Sanctuary can let us recycle one of our X spells with is super useful.
Sunscorched Desert will also be lethal if we Flicker this with our Dualcaster Mage/Ghostly Flicker combo.
Here are the rest of the lands:
Thank you everyone so much for checking out this article. We hope that you are just as pumped as we are for Zendikar Rising! You guys rock! Hope you all have a wonderful, and stay safe out there.
Don’t forget, you can copy and paste the following cards into the deckbuilder on Game Grids website here or at https://store.gglehi.com/?ref=tr70pbnsd-aw to buy the deck or just the cards you need to finish it:
1 Command Tower
1 Mystic Sanctuary
1 Windrider Wizard
1 Arcane Signet
1 Vedalken Aethermage
1 Everflowing Chalice
1 Talisman of Creativity
1 Sage of Fables
1 Docent of Perfection
1 Augur of Bolas
1 Wayfarer’s Bauble
1 Dualcaster Mage
1 Ral, Storm Conduit
1 Cloudkin Seer
1 Sea Gate Oracle
1 Firemind’s Foresight
1 Ophidian Eye
1 Expansion / Explosion
1 Enter the Infinite
1 Sunscorched Desert
1 Baral, Chief of Compliance
1 Naban, Dean of Iteration
1 Stonybrook Banneret
1 Rolling Thunder
1 Gadwick, the Wizened
1 Riptide Director
1 Izzet Signet
1 Mana Geyser
1 Pull from Tomorrow
1 Mass Manipulation
1 Sulfur Falls
1 Merchant of Secrets
1 Kaza, Roil Chaser
1 Runechanter’s Pike
1 Blue Sun’s Zenith
1 Ghostly Flicker
1 Exotic Orchard
1 Swiftwater Cliffs
1 Comet Storm
1 Mizzium Mortars
1 Ignite the Future
1 Rite of Replication
1 Merfolk Trickster
1 Sigil Tracer
1 Frantic Search
1 Azami, Lady of Scrolls
1 Niv-Mizzet, Parun
1 Reality Shift
1 Highland Lake
1 Vodalian Arcanist
1 Merchant Scroll
1 Mind Spring
1 Thassa’s Oracle
1 Shivan Reef
1 Thassa’s Intervention
1 Goblin Electromancer
1 Nivix Guildmage
1 Dig Through Time
1 Naru Meha, Master Wizard
1 Finale of Revelation
1 Street Spasm