Izzet Prowess

Standard54.0% WR · 548 matchesLive buildBuy on Manapool
Meta % — last 8 weeks
0.0%10.5%21.0%2/163/164/13
updated 5d ago
5d ago11.9%

This is a tempo mirror where both decks are trying to resolve threats and protect them with cheap interaction. Spell Pierce and Spell Snare come in to counter their key spells like Winternight Stories, Eddymurk Crab, and Spell Snare itself, giving you counterspell edges in the stack war. Get Out provides flexible bounce to reset an Eddymurk Crab or other threat at instant speed. Hearth Elemental, Into the Flood Maw, Shock, and Torch the Tower come out because the single-target burn is less impactful against a deck running 4/5 Eddymurk Crabs and Hearth Elementals that are resilient or require multiple spells to answer. Keep your cantrips and Stormchaser's Talent chain intact — the player who resolves and protects Talent first usually wins.

Bring In
+2 Spell Pierce
+1 Spell Snare
+1 Get Out
Take Out
1 Hearth Elemental
1 Into the Flood Maw
1 Shock
1 Torch the Tower
5d ago10.5%

In the mirror, the game is decided by who lands Stormchaser's Talent and protects it — counterspells become critical while standalone burn spells lose value. Bring in Spell Pierce and Spell Snare to disrupt Talent activations and key cantrips, and Get Out as flexible interaction against an opposing Slickshot Show-Off or Drake Hatcher threatening to close the game. Cut the single Shock and Torch the Tower since one-damage effects rarely matter when both players are racing with prowess triggers, and trim Hearth Elemental and Into the Flood Maw as they are too slow and situational against an opponent running the same threat density. Play carefully around Boomerang Basics — returning lands at a key moment can strand spells in hand and is one of the primary ways tempo swings happen in this matchup.

Bring In
+2 Spell Pierce
+1 Spell Snare
+1 Get Out
Take Out
1 Hearth Elemental
1 Into the Flood Maw
1 Shock
1 Torch the Tower
5d ago10.5%

Dimir Excruciator is a midrange-control deck looking to grind you out with hand disruption (Duress, Deceit), sweepers (Day of Black Sun), and powerful threats like Doomsday Excruciator and Superior Spider-Man. Post-board they bring in Flashfreeze, which counters our red spells and significantly weakens our removal suite, so we trim the weakest and most inconsistent red one-ofs along with Wild Ride, whose random nature is particularly punishing when they're picking apart your hand. Spell Pierce comes in to tax their expensive sorceries like Day of Black Sun, Insatiable Avarice, and Winternight Stories, while Ral, Crackling Wit provides a resilient source of card advantage that isn't answered by creature removal. Get Out and Bounce Off give us tempo outs against Doomsday Excruciator or Superior Spider-Man when we need to buy a turn and close the game with prowess triggers.

Bring In
+2 Spell Pierce
+2 Ral, Crackling Wit
+1 Get Out
+1 Bounce Off
Take Out
2 Wild Ride
1 Shock
1 Torch the Tower
1 Hearth Elemental
1 Into the Flood Maw
5d ago8.5%
5d ago6%
5d ago4%
5d ago3.6%
5d ago2.6%