Thousand-Year Storm - Illustration by Donato Giancola

Thousand-Year Storm | Illustration by Donato Giancola

Each color combination in Magic has its own unique strengths. These strengths are then usually supported by the enchantments found in those color pairs. Izzet () is a color pair that focuses heavily on instants and sorceries, a theme that's reflected in many of its enchantments.

Aside from support for casting spells, Izzet enchantments also combine elements of the individual colors like card draw, scrying, or direct damage. Many Izzet enchantments would fit nicely into spellslinger decks, artifact decks, or storm decks.

Let’s take a look at all of the Izzet enchantments that Magic has to offer and decide which are best.

What Are Izzet Enchantments in MTG?

Fevered Visions - Illustration by Steven Belledin

Fevered Visions | Illustration by Steven Belledin

Izzet enchantments are 2-color enchantment cards that are blue and red (). While an Izzet deck may also use both mono-blue enchantments and mono-red enchantments, for the purposes of this list I’m just looking at the enchantments that are both red and blue.

The name “Izzet” comes from the Ravnican Guild of the same name. The names of the 10 Guilds of Ravnica are often used as stand-ins for color pairs, so instead of having to say “red and blue” or “black and green” you can just say Izzet () or Golgari ().

#21. Battle of Frost and Fire

Battle of Frost and Fire

Battle of Frost and Fire, apart from sounding like a Game of Thrones ripoff, is a decent saga. Its first effect is basically a Storm's Wrath that could also miss some of your own creatures if you’re playing giants. Scry 3 makes it easier to ensure you’ll have a high-cost spell to cast the following turn, getting you some extra cards. The main drawback to this Izzet enchantment is its cost. While this card isn’t bad, there are probably better options once you get to the point that you’re casting 5-mana spells.

#20. Invasion of the Giants

Invasion of the Giants

Invasion of the Giants is a decent card for its mana cost, and chapter three can even offset its own cost if you’re playing a deck with giants in it. If the giant creature type ever becomes a more powerful typal group, I could see this enchantment getting a bit more play, but it’s currently held back by being a bit too specific. This Izzet enchantment is a solid choice for an Aegar, the Freezing Flame deck, since you’ll know you have a giant to cast with it, but there’s still a good chance chapter two will basically just draw you a card.

#19. Storm God’s Oracle

Storm God's Oracle

Storm God's Oracle’s ability to adjust its power and toughness can come in handy, since you can adjust this creature to be best suited to your current situation. In a pinch, you could also pay 3 mana to have it die from its own activated ability, in turn firing off its death trigger and allowing you to do 3 damage to any target. That means is can potentially do 6 damage in one turn if your opponent is out of blockers. This can be a very handy card in a Limited situation, especially at common.

#18. Firemind’s Research

Firemind's Research

Firemind's Research can add some value to any spellslinger deck. You’ll probably collect counters relatively quickly with the right build, making this card a nice additional option for things to do on your turn. 2 mana for a card or 5 direct damage is a pretty good rate. This card could end up being useless if it’s removed before you have enough counters, but it’s worth the risk at 2 mana. It also isn’t splashy enough to be instantly targeted by enchantment removal, so you’ll likely get some use out of it.

#17. Mischievous Chimera

Mischievous Chimera

Mischievous Chimera can be a very helpful tool for a spellslinger deck. Waiting to cast instants on other players’ turns is usually a good call anyway, and this card makes it even more worth the wait. 1 damage to each opponent may seem low, but it can add up over time. The real strength of this enchantment creature comes from its scrying ability, allowing you to have better control over your draws and set up future plays.

#16. Magefire Wings

Magefire Wings

Magefire Wings is a cheap aura that gives a creature flying and a small buff. This added bit of evasion for a small amount of mana can end up having a pretty big impact on the game, depending on the creature you play it on. I’ve included this card in an Animar, Soul of Elements deck that runs stompy creatures to make them an even bigger threat.

#15. Clout of the Dominus

Clout of the Dominus

Clout of the Dominus is a nice enchantment for Izzet Commander decks, since you know your commander will receive both benefits from it. Being just 1 mana, you can simply wait an additional turn to cast your commander until you’re able to immediately enchant it with this card, which helps keep it safe thanks to shroud, gives it haste, and allows it to attack immediately if you’d like.

#14. Heaven Sent

Heaven Sent

Conditionally, Heaven Sent can be a very useful card. If your deck is built around Clue tokens, or if it cares about how many artifacts you control, it can be an incredibly useful tool. Since it allows you to keep recasting it, you can continuously stockpile Clue tokens until this saga pings one of your opponents’ life totals to 0. That said, this card is only really helpful if you have a use for Clue tokens outside of their typical effect, since you’re essentially paying 1 mana per token with this card.

#13. Vault 112: Sadistic Simulation

Vault 112: Sadistic Simulation

Vault 112: Sadistic Simulation gives you some extra time by stunning big threats. Its energy counters can also be helpful, depending on your build. Even if you aren’t using energy counters for anything else in your deck, they’ll still be useful for this saga’s third chapter, allowing you to draw more cards. Alternatively, if energy is a big part of your deck, you can save some of the four counters you get from Vault 112: Sadistic Simulation for other purposes.

#12. Cryptic Pursuit

Cryptic Pursuit

Cryptic Pursuit is a pretty effective tool in the Anhelo, the Painter Commander precon deck it came in. Any similar deck that has a built in way to sacrifice the manifested cards makes Cryptic Pursuit more effective, since you’ll have control over when you can play your manifested instants and sorceries. This is also a good Izzet enchantment for more creature-heavy builds, as you can later turn the manifested cards face up, making this a form of card advantage for you.

#11. The Apprentice’s Folly

The Apprentice's Folly

The Apprentice's Folly can give you a pretty impactful couple of turns for a reasonable price. This saga is also interesting because, unlike others, your opponents actually have an incentive to let it hang around. If they remove it immediately, you’ll get to keep your copied creature. This means you’ll likely get two turns with your copied creatures, possibly more. If you have some way of preventing the final chapter’s effect from going off, or even just a way to sacrifice this Izzet enchantment like a bargain effect, then you can keep your two cloned creatures.

#10. Improbable Alliance

Improbable Alliance

Improbable Alliance is a cheap way to get extra value out of something certain decks will probably be doing anyway. Any deck built to draw extra cards during a turn can generate a lot of tokens out of this enchantment, especially since it’s cheap and can come out early. Improbable Alliance had a decent run back when it was in Standard and can still be a nice addition to an Izzet Commander deck.

#9. Cloven Casting

Cloven Casting

Cloven Casting is a bit expensive, but if you can get it out, it’s a very powerful enchantment. Being able to copy any multicolored instant or sorcery for just 1 mana gives you a huge advantage in an Izzet spellslinger deck.

#8. The Lost and the Damned

The Lost and the Damned

The Lost and the Damned is a cheap enchantment, meaning you can drop it early for maximum value. Izzet decks often use impulse draw, allowing you to play cards from exile, meaning this card can generate quite a few tokens. This card also works well with Experimental Frenzy, or mechanics like flashback or jump-start that let you cast cards from your graveyard.

#7. Mirror Sheen

Mirror Sheen

Mirror Sheen is essentially the Izzet enchantment version of mutually assured destruction. Your opponents will be slightly more hesitant to target you with powerful spells if they know you can simply copy those spells and send them back their way.

#6. Sorcerer Class

Sorcerer Class

At its worst, Sorcerer Class is just a slightly more expensive Faithless Looting. At its best, Sorcerer Class can hit all your opponents for a decent amount of damage each turn. Its second level makes it easier to get to its third, and it gives you more potential sources of mana for casting big spells. One of the class cards from Adventures in the Forgotten Realms, this enchantment is a great addition to a lot of Izzet spellslinger decks, especially in Commander where you’ll have a bit more time to level it up.

#5. Fevered Visions

Fevered Visions

Fevered Visions is a good way to both draw extra cards and punish opponents for having too many cards. This Izzet enchantment is a great addition to a Nekusar, the Mindrazer deck, since it becomes extra punishing for opponents. While you do risk giving your opponents more resources with it, the benefit might also incentivize them not to remove your enchantment.

#4. Quicksilver Dagger

Quicksilver Dagger

On its own, Quicksilver Dagger gives you a good repeatable form of card draw for a decent mana value. What makes this Izzet enchantment even more powerful is that there are quite a few ways to turn it into a source of infinite card draw. All you need is a card like Lurking Roper or Famished Paladin and a way to give it lifelink like Basilisk Collar or Loxodon Warhammer, then enchant it with Quicksilver Dagger, and you can use it to draw as many cards as you’d like, doing quite a bit of damage in the process. There are several other ways to go infinite with this card, making it a powerful combo piece.

#3. Keranos, God of Storms

Keranos, God of Storms

One of the worst feelings in Magic is really needing a spell and drawing a land card. Keranos, God of Storms gives you an additional draw if you hit a land instead of a spell, making it less likely you’ll get land-flood. This legendary enchantment creature can also output a decent amount of damage depending on what you draw. While revealing your draws can be a disadvantage, it can actually be an advantage if you’re playing with counterspells. Some players might hold off playing their better cards if they know you can counter it, essentially allowing your single counter to act as a deterrent for multiple players.

#2. Storm the Vault / Vault of Catlacan

Storm the Vault Vault of Catlacan

Storm the Vault’s frontside isn’t all that special, but thankfully it’s relatively easy to transform into Vault of Catlacan. Vault of Catlacan is an even better version of Tolarian Academy, a land so powerful that it’s banned in almost every format, and restricted in the only format you can play it in.

#1. Thousand-Year Storm

Thousand-Year Storm

The best way to describe why Thousand-Year Storm is so powerful is with a bit of Magic trivia. Magic has a way of ranking the likelihood a mechanic will return called the Storm Scale. This is named after the storm mechanic which Head Designer Mark Rosewater considers to be the most overpowered mechanic in Magic’s history.

Thousand-Year Storm gives storm to all of your instant and sorcery spells.

Best Izzet Enchantments Payoffs

Thousand-Year Storm

It’s hard to say that there’s one consistent payoff for all these Izzet enchantments, as they’re all somewhat unique. That said, the most consistent theme among them does seem to be interactions with or benefits from casting instants and sorceries. Spellslinger decks are likely the best place for these enchantments, especially ones like Thousand-Year Storm.

Some Izzet enchantments, like Storm the Vault and Heaven Sent are good inclusions for decks that run a lot of artifacts. Storm the Vault acts as its own payoff as long as you play it after you control enough artifacts, whereas Heaven Sent can help satisfy artifacts-matter abilities like the one on Storm the Vault. Heaven Sent would also work really well with Urza, Lord High Artificer or other cards that can use artifact tokens for unique purposes.

Wrap Up

Cryptic Pursuit - Illustration by Marc Simonetti

Cryptic Pursuit | Illustration by Marc Simonetti

The best Izzet enchantments are the ones that play up or support the strength of the color pair. This could mean enhancing aspects of Izzet that are already strong, like how Thousand-Year Storm makes spellslinging even stronger. It sometimes also means filling in gaps in the strategy, like how Improbable Alliance generates creatures for you without having to cast any.

Which Izzet enchantment is your favorite? What mono-color enchantments work well in Izzet decks? Let me know in the comments or on Draftsim's Twitter/X.

Thank you for reading, and see you next time!

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