

Mizzix's Mastery copies each spell in your graveyard. There are a ton of cards that copy spells, and I'm not just talking about Fork effects. Hands down, Twinning Staff is one of the most powerful cards in the whole precon. Make sure you build around it this is the kind of card that many decks out there can take advantage of, too, if you're not careful. It is most at home in Yeva and perhaps a Simic deck like Rashmi, Eternities Crafter where you can also run Teferi, Mage of Zhalfir, so you'll be the only one playing spells on other people's turns. You aren't planning to do fair things with those cards under normal circumstances, and Glademuse should be used to do the same sort of thing. However, similar to Heartwood Storyteller and Edric, Spymaster of Trest, Glademuse is one of those cards that looks like you're planning to play a fair deck that gives advantage away to opponents for free, but then seeks to abuse all the advantages in a very one-sided way.

Emergence Zone, Alchemist's Refuge, Vedalken Orrery, and Vivien, Champion of the Wilds all make Glademuse look great, and it certainly belongs in most Yeva, Nature's Herald decks. There's a fair way to run Glademuse, and that's by giving your creatures (or your spells in general) flash. If you find that this routinely makes you more than 10 tokens, though, consider the impact a spell like Creeping Corrosion would have in that same spell slot (though I'll admit, that card's art isn't even half as cute as this one). There are a lot of random Signets and Treasure tokens out there these days, after all. I think I ultimately do like this card, especially for decks like Kalamax or Wort, the Raidmother, each of which cares about this card's status as a spell. If an opponent has a lot of artifacts, wouldn't we rather cast a Bane of Progress ? Or if we're in red, a Vandalblast ? It sounds amazing to cast this with an Aura Shards in play, but at the same time, Aura Shards is so good in the first place that it might just blank this card in our hand. The better this card is for you, the more it means your opponent is already succeeding, too.

The awkward part about it, however, is that green is usually really good at destroying all those artifacts. I want very much to like this card, and in fact I think it will find its way into plenty of token decks, from Trostani, Selesnya's Voice to Ghired, Conclave Exile. There's a ton of room for this deck to keep things diverse and creative without bringing down its power level, so keep your eye on this guy.

Maybe throw in a Runechanter's Pike to commit to theme, or a Spellbinder, which is my favorite sleeper tech. Since the easiest way to tap Kalamax is to make some Kalam-attacks, I think the surprise pump spells are a great way to go. This trick does require some timing and has some restrictions, but it's the kind of thing to be aware of when playing with or against our Dino buddy. This makes him infini-big, just like it made Ral, Storm Conduit deal infinite damage to his enemies. If another player casts a spell, and the first spell you cast this turn is a copy effect like a Reverberate or Fury Storm to copy their spell, then the copies of the spells that Kalamax makes may copy the original Reverberate a million times. Oh, and of course, Ral, Storm Conduit taught us what happens when we hit an infinite-copy loop, and Kalamax is quite on board with it.
