An Introduction To Niv-Mizzet Parun in cEDH

I feel that cEDH repels most Magic players due to its inflexibility. The best decks are already solved, and all 98-99 cards within are vetted by its dozens of faithful testers.
But what if we took a step back? To a deck that's a little more glass-cannon, a little more casual, and a hell of a lot more fun? Niv-Mizzet, Parun
The First Thing You Need to Know About Niv-Mizzet Parun
Now, despite what Niv-Mizzet's abilities may lead you to believe, this deck isn't all sunshine and rainbows. Casting cost aside, Niv is an incredible threat that, if your opponents choose wisely, will paint a target on your head the size of a glacier. I've never had a problem getting Niv onto the field. As you'll learn later in this article, the deck is built to make all six of those color pips a little less daunting.
The real battle starts when he hits the table. Niv is a harbinger of insane card value and unparalleled board control. My hardest days are when my opponents compile their resources to kill it as soon as it lands. But fear not, I've built this deck to face off against three deadly players and come out on top... most of the time.
While winning an insane counter-war is an awesome experience that will skyrocket your ego, it starts to get a little frustrating. Niv-Mizzet is a "bad deck" because we're in Izzet. Finding our win conditions is a task akin to finding a needle in several haystacks. But our opponents won't realize that. They'll see eighteen cards in our hand and watch their boards fall to pieces and they will form one single thought: "Kill the big Dragon."
Despite the Rhystic Study
Niv-Mizzet Parun's Primary Gameplan
So you've decided to keep reading despite that extensive warning? Boy, I hope you're ready to spend an entire cEDH game with only one goal in mind. All you need to worry about while playing this deck is how to make six colored pips...and how to keep them on the field. Using some extremely broken acceleration pieces that I'll touch on below, we need to get Niv out by turn 3. Keeping this path in mind is vital because the entire deck orbits around him. Every spell you cast prior to Niv is wasted value that we desperately need while stuck in Izzet.
Once he hits the field, we'll use all 26 of our counterspells to make sure he sticks around. Niv is an insane value engine that easily churns counter wars into card draw: the more our opponents try to remove him, the closer we'll get to finding one of our Curiosity
The Mulligan
Let's get into the most important part of this deck. Believe me when I say that you will do nothing if you don't mulligan to the following pieces:
This list may seem pretty short, but acceptable cards also include most of our tutors:
While I haven't been counting, I'd estimate that I've played about 800 games with this deck. Please do not make the mistake of keeping trap hands that do not advance the Niv plan or contain broken Magic cards. Your turn-one seat-one Timetwister
How Should I Protect Niv-Mizzet, Parun?
Once you've cast your commander and thus cleared your first major hurdle, get excited because a much MUCH bigger hurdle still lies before you. That is the "getting Niv to stick for a single turn cycle," hurdle. It will make you want to switch sports. You'll want to quit Track & Field in favor of basketweaving or a similarly hurdle-less sport. You'll have to do anything you can to convince your opponents not to kill Niv. Tell them that you have two ways to tutor your three win conditions. Show them that your hand contains one single Dispel
But seriously, don't cast Niv all willy-nilly with no gameplan. Six color pips don't grow on trees, and your opponents will do everything they can to remove Niv regardless of whether their threat assessment is correct or not. Make sure you at least have one counter in hand, and if you don't, wait a turn and see what you draw. If you still don't draw a counterspell, analyze the board for a moment and see if you can afford to wait another turn. Recovering after getting your Niv bounced or removed is some of the most boring Magic: The Gathering you will ever play, and I just don't want you to go through that.
Winning With Niv-Mizzet, Parun
When you're waiting to draw your Curiosity
Don't be afraid to slap your hand on the table to make sure they understand that you're out of interaction. In order to avoid getting to that point, you have to over-communicate. Don't just pass priority with cards in hand because you think someone else has an answer. Pass priority while also giving them some information to work with. For example, "I don't have anything for this, but I can interact later," or, "I do have interaction, it just doesn't apply here just yet." Make sure your opponents know that you're just policing the table until a win magically pops into your hand... and that'll take a minute.
When you finally find Curiosity
A Promise
This deck has a lot of shortcomings. Imagine Achilles with six heels instead of one. But it's unique, ever-changing, and the good games feel better than any other deck. Holding down an entire board with one big Dragon is a feeling unlike any other...and it's worth every difficulty to get there. I can't wait for you to experience it. So finally, the decklist itself:
Shauna's cEDH Niv-Mizzet Parun
View on ArchidektCommander (1)
Instants (41)
- 1 Alchemist's Retrieval
- 1 An Offer You Can't Refuse
- 1 Chain of Vapor
- 1 Counterspell
- 1 Cyclonic Rift
- 1 Daze
- 1 Deflecting Swat
- 1 Delay
- 1 Dig Through Time
- 1 Dispel
- 1 Fierce Guardianship
- 1 Flusterstorm
- 1 Force of Negation
- 1 Force of Will
- 1 Geistwave
- 1 Gush
- 1 Hydroblast
- 1 Lightning Bolt
- 1 Mana Drain
- 1 Mental Misstep
- 1 Mindbreak Trap
- 1 Miscast
- 1 Misdirection
- 1 Muddle the Mixture
- 1 Mystical Tutor
- 1 Pact of Negation
- 1 Pongify
- 1 Pyroblast
- 1 Rapid Hybridization
- 1 Red Elemental Blast
- 1 Snap
- 1 Snapback
- 1 Spell Pierce
- 1 Stern Scolding
- 1 Stubborn Denial
- 1 Submerge
- 1 Swan Song
- 1 Thunderclap
- 1 Trickbind
- 1 Unsubstantiate
- 1 Valakut Awakening // Valakut Stoneforge
Lands (27)
- 1 Ancient Tomb
- 1 Bloodstained Mire
- 1 Cephalid Coliseum
- 1 City of Brass
- 1 Command Tower
- 1 Exotic Orchard
- 1 Fiery Islet
- 1 Flooded Strand
- 1 Forbidden Orchard
- 1 Gemstone Caverns
- 3 Island
- 1 Mana Confluence
- 1 Misty Rainforest
- 1 Mountain
- 1 Mystic Sanctuary
- 1 Otawara, Soaring City
- 1 Polluted Delta
- 1 Prismatic Vista
- 1 Scalding Tarn
- 1 Steam Vents
- 1 Tolaria West
- 1 Training Center
- 1 Urza's Saga
- 1 Volcanic Island
- 1 Wooded Foothills