Niv-Mizzet Reborn wants a deck that removes its creatures and brings them right back to reuse them. It also works in a deck built around Avatars, Dragons or Library Manipulation.
Mana cost
All five colors ()
Power / toughness6 / 6
RarityMythic
Flying
When Niv-Mizzet enters, reveal the top ten cards of your library. For each color pair, choose a card that's exactly those colors from among them. Put the chosen cards into your hand and the rest on the bottom of your library in a random order.
Picked for what they do in Niv-Mizzet Reborn's deck. When two cards do the same job, the one with the lower comes first. All of them fit Niv-Mizzet Reborn's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Open the full glossary
explain how Niv-Mizzet Reborn works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
Wizards of the Coast3 May 2019
A "color pair" is exactly two colors. There are ten color pairs in Magic: white-blue, white-black, blue-black, blue-red, black-red, black-green, red-green, red-white, green-white, and green-blue.
Wizards of the Coast3 May 2019
If the top ten cards of your library don't contain all ten color pairs, you choose as many cards as you can and put those cards into your hand.
Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWUBRGPlayers write colors as letters: W for white, U for blue, B for black, R for red, G for green. Blue is U because B was already taken by black.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion page
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