Commander Deck Tech: Iceman and Firestar

00Comment iconComment iconComment iconComment icon

In today's article, we'll explore an Izzet Loot list commanded by Iceman and Firestar!

Writer image

Translated byJoey

Writer image

Revised byJoey

Edit Article

Introduction

Many, many years ago, an animated TV show called "Spider-Man and His Amazing Friends" aired every week. In it, Spider-Man saved the day alongside two other heroes called Iceman and Firestar.

In today's article, we'll do my favorite thing to do with Universes Beyond cards: Reference a very cryptic part of pop culture. It is all worth it when someone gets it. It's time to see what Spider-Man's Amazing Friends have been up to!

Iceman and Firestar, The Commanders

Loading icon

Iceman and Firestar is a legendary 3/3 creature with Flying and two abilities that represent the two halves of its color identity (Izzet) really well. Whenever you cast a blue spell, this card lets you tap up to one target creature. Whenever you cast a red spell, this card lets you loot, that is, discard a card and then draw another card.

Its first ability is more relevant than it seems, considering big creatures and combat commanders are quite popular in EDH. Tapping a threat before combat will often buy you enough time to stabilize and then progress your game plan. You can also use this ability offensively, carving a way forward to attack and deal a lot of damage or draw cards with a few effects.

Its second ability is the real reason the list below exists. Discarding a card and then drawing another card might seem like just a way to fix your hand, but this list was specifically built to allow us to take full advantage of this effect. For instance, cards like Rielle, the Everwise will make discarding cards a plus instead of a cost. Your red spells will keep your hand going while the rest of the deck gives you something in return for moving cards around like this.

The Deck

The list we'll see today, built by KaleyJustin8, is in Izzet colors and centers around drawing and discarding cards. It also plays a few spellslinger pieces and some creatures that punish opponents when you draw or discard cards. The idea is not to set up the same combo every time. Instead, it's a puzzle: you can make it work in several different ways, and you'll often perform better when you adapt to each situation.

Here it is:

Loading icon

Loot

Loading icon

Loot cards are this deck's bread and butter. Faithless Looting is one of the best cards possible for this type of strategy because it doesn't cost much, filters your hand, and also returns to play with Flashback. If the commander is in play, it will also allow you to discard and draw cards another time, and this, in turn, will activate a few of your payoff cards.

Thrill of Possibility keeps your hand going at instant speed, whereas Frantic Search is particularly efficient because it draws cards, discards them, and also untaps lands. Tolarian Winds and Windfall elevate each match they're in, particularly if your payoff cards are already in play. They can turn a bad hand into lots of resources and, in some situations, can also end the game.

Loading icon

Two-color spells are great with Iceman and Firestar because they activate both of its abilities. Izzet Charm is useful in multiple ways. You can use it to counter cards, remove a small creature, or filter your hand. Prismari Command is similar: it offers you different options as the match goes on.

Channeled Force, Practical Research, and Ill-Timed Explosion work on a bigger scale. They allow you to reorganize your hand and also interact with the board, which is critical considering you don't want to spend the first few turns watching your opponents play.

Discard Payoff

Loading icon

Rielle, the Everwise is one of the most important cards in this list because it draws extra cards for you when you discard cards for the first time each turn. Alongside cards like Faithless Looting, Frantic Search, and Tolarian Winds, it often creates a huge card advantage very easily.

Containment Construct and Conspiracy Theorist allow you to discard cards for no real cost, as it lets you play what you would lose. Bag of Holding lets you save resources for later, whereas Currency Converter turns each card you discard into more cards, Treasures, or tokens. Library of Leng is older and a bit weird, but it fits this list well. With this card, you'll be able to control what happens when you discard cards a bit better, particularly when you need to save a specific card.

Loading icon

Inti, Seneschal of the Sun fits this strategy really well because it turns discards into impulse draws and also puts counters in play. Like so, you'll be able to grow your main creatures. Surly Badgersaur is one of the most fun cards in this list. It is really similar to Waste Not, as it rewards you for discarding different types of cards with mana, tokens, or counters.

Monument to Endurance is a more dedicated payoff piece. It rewards you for doing exactly what this deck already does naturally, drawing and discarding cards.

Damage and Finishing the Game

Loading icon

Now, let's discuss a few of this deck's main finishers, like Brallin, Skyshark Rider, which punishes opponents when you discard cards. Glint-Horn Buccaneer does something similar, and you can also activate its own ability to keep discarding and drawing cards. Just one Tolarian Winds or one Windfall will already make these effects deal a lot of damage at once and globally.

Niv-Mizzet, Parun attacks through a different angle. It turns card draw into damage and rewards you for casting instants and sorceries. The Locust God is another expensive piece. It creates tokens whenever you draw cards. Alongside a wheel effect or a sequence of loot effects, it often creates a board big enough to threaten all opponents.

Loading icon

Malcolm, Alluring Scoundrel and Ghostly Pilferer will keep the cards going and offer you evasive bodies. They can't really win the game by themselves, but they build a solid structure so that this whole strategy can keep working.

Marauding Mako grows naturally as you discard cards, and Kiora, the Rising Tide is another piece that goes well with a full graveyard, as it gives you many big tokens. These creatures are important because you won't win every match with a wheel effect. Instead, you'll often win with a sequence of loot effects, particularly when your commander is in play.

Interaction and Protection

Loading icon

This list might center around value, but MTG matches are often won with interactions. Chaos Warp is still one of the most important red answers in Commander, precisely because it deals with permanents that red usually can't, like enchantments. Broadside Barrage, Glacial Dragonhunt, Traumatic Critique, and Cool but Rude will also help you manage the board and protect your most important turns.

Iceman and Firestar's blue ability should also be considered an interaction. Tapping a creature before combat, stopping a blocker, or delaying an enemy commander might not seem like much, but it will buy you some time, and this is exactly what a list centered around value needs. After all, you'll need time until your engines start dominating the game. It's a pretty modest ability, but you should never underrate it.

How to Play

A decent opening hand for this list usually includes two or three lands, a mana rock or a cheap looting spell, and at least one card that can create value out of your discards. You don't need to focus solely on Rielle, the Everwise or The Locust God, but hands that only interact and don't draw cards are often dead ends for this deck.

Early on, you should develop mana and get your hand ready. Iceman and Firestar can come into play early, but it's a good idea to have a red spell or a blue one so that you can get value as soon as possible. If your pod is aggressive, saving a blue spell so that you tap the most dangerous creature in play will prevent a lot of damage.

In the mid-game, you should set up a discard engine with some payoff. Rielle, the Everwise with Frantic Search, Brallin, Skyshark Rider with Windfall or The Locust God or any sequence of draws will already change the board considerably. From then on, the game is a matter of managing resources and deciding when to discard useful cards and when to save your pieces for a bigger turn.

When it's time to end the game, you need to check which payoff card is available. Brallin, Skyshark Rider and Glint-Horn Buccaneer win by draining the board bit by bit or once you discard several times in a row. Niv-Mizzet, Parun turns card draw into removals and direct damage. The Locust God creates an army of tokens that can end the game through combat, particularly if Wonder or Anger are also giving you evasion or speed.

Final Words

I've only seen one episode of the old Spider-Man animated show with Iceman and Firestar. It's a classic superhero cartoon that used to air on Saturday mornings where I live, with a lot of humor and a pet dog that cracked jokes at the end of every episode.

As for the deck, it is quite fun. You can do a lot with it. For instance, you can change a lot of cards, as long as you keep the card draw/discard core. You can even push it more towards Pirates, spellslinger, or even wheel effects, depending on your particular pod.

What do you think? Tell us your thoughts in our comment section below.

Thank you for reading, and see you next time!