Izzet Spellementals

Standard54.0% WR · 143 matchesLive buildBuy on Manapool
Meta % — last 8 weeks
0.0%6.8%13.7%2/233/164/13
updated yesterday
1d ago14.3%

Mono-Green Landfall is a tempo-aggressive deck that accelerates mana through Llanowar Elves and Icetill Explorer before deploying large threats like Mossborn Hydra and Mightform Harmonizer backed by Royal Treatment to protect them. Your permission spells like Spell Pierce and Spell Snare are largely dead here since the opponent plays few non-creature spells and operates at sorcery speed, so swap them out for direct interaction. Bring in the additional Sear and Fire Magic to efficiently answer early accelerants — killing Llanowar Elves and Sazh's Chocobo before they snowball is the priority. Ghost Vacuum handles any incidental graveyard recursion and is a cheap spell that still triggers your Elemental synergies off Hearth Elemental. Your burst damage plan through Burst Lightning and Sunderflock combined with Hearth Elemental's card advantage should let you stabilize and go over the top if you can disrupt their early curve.

Bring In
+1 Sear
+2 Fire Magic
+2 Ghost Vacuum
Take Out
2 Spell Snare
2 Spell Pierce
1 Bounce Off
1d ago11.9%

This is a mirror match where both players are trying to win the spell-count race to power up Eddymurk Crab and Sunderflock, so the game often comes down to who can counter the opponent's key threats while advancing their own board. Bring in Disdainful Stroke and Annul to counter the opponent's Ral, Crackling Wit and any problematic artifacts or enchantments they may sideboard in, while Get Out provides a tempo swing against a large Eddymurk Crab or Sunderflock. Cut the single-target removal like Sear and Abrade since the opponent's threats are mostly spell-generated tokens rather than creature-based, and trim Into the Flood Maw and Glacial Dragonhunt as expensive situational spells that are too slow when both players are trading counters on low-curve spells. In the mirror, prioritize holding up Spell Snare and Spell Pierce on key turns while using Sleight of Hand and Opt to find your most impactful threats — the player who resolves a large Sunderflock or Winternight Stories first usually wins the tempo battle.

Bring In
+2 Disdainful Stroke
+2 Annul
+1 Get Out
Take Out
1 Bounce Off
1 Glacial Dragonhunt
1 Sear
1 Abrade
1 Into the Flood Maw
1d ago11.2%

4c Ouroboroid is a midrange-combo deck that wins by generating massive value through Ouroboroid and Brightglass Gearhulk, then closing with Craterhoof Behemoth as a game-ending threat. Bring in Disdainful Stroke and Annul to counter their key four-plus-mana threats and artifact/enchantment payoffs, as hitting Ouroboroid or Gearhulk early is critical to staying ahead. Ghost Vacuum handles any graveyard synergies they may leverage, and also serves as a cheap artifact to trigger your own spell-matters engines. Spell Snare is largely blanked by their mana curve, and the single copies of Sear, Abrade, and Into the Flood Maw are too low-impact against their creatures with high toughness. Keep your cantrip package and Burst Lightning intact to maintain tempo and find your key interaction consistently.

Bring In
+2 Disdainful Stroke
+2 Annul
+2 Ghost Vacuum
Take Out
2 Spell Snare
1 Bounce Off
1 Sear
1 Into the Flood Maw
1 Abrade
1d ago10.5%
1d ago10.5%
1d ago8.5%
1d ago6%
1d ago4%
1d ago3.6%
1d ago2.6%