Nanonox's 1vs1 cube

Oculus takes from your library; it just triggers on your opponent’s turn.

I also found myself cutting a few unnecessary tempo payoffs recently. The deck is often fine playing more generic threats; the critical density of cheap spells/interaction is usually the harder part to draft in most cubes I’ve tried. You could definitely shave iconoclast if necessary. Delve or pseudo-delve cards like the aforementioned Oculus can also serve as spell velocity payoffs that can be played in other decks more easily.
 
Like Miles, I've found Fire Nation Occupation to slot easily into various tempo or controlling Esper decks and has me asking do I have too many of this effect
...

S tier

Saheeli, Sublime Artificer: The hybrid mana, the artifact tokens, noncreature trigger and the potential nonsense you can pull off with her minus ability means she is a lock.

Monastery Mentor: Noncreature trigger and scaling tokens means you can close out the game real quick. Rare spell velocity payoff in White.

Stormchaser's Talent: Feels like cheating to have it in this category, but late game it technically works as a spell velocity payoff.

A tier

Third Path Iconoclast: This one shines because of the cheap mana value and the artifact tokens it makes.

Shark Typhoon: Also kind of cheating, but if you ever reach 6 mana you go off. Mostly played for the cantripping token though.

B tier

Young Pyromancer: Being restricted to instants and sorceries makes this one a much narrower payoff. The two mana and single color makes it a lot more appealing though.

Toph, Hardheaded Teacher: Two things holding Toph back are the 4 mana and the fact you have a finite amount of lands. However, it triggers off creatures unlike most of the others. It also animates lands for some landfall shenanigans. I think you need a sacrifice outlet to really go off with her since the lands return to the battlefield giving you landfall triggers and bodies to sacrifice.

Geralf, the Fleshwright Triggers off creatures too, but you need two spells to get going and hopefully considerably more.

Fire Nation Occupation: It's a noncreature itself which these decks value and asks you to play at instant speed for pretty big tokens. The restriction isn't too hard to get around and gives Black a unique take.

Right now I value having Saheeli + Young Pyromancer or Saheeli + Geralf to have a decent Red or Blue base for any color pair to latch onto. What that means though is that if you find yourself in Izzet, you have all of these + Third Path + Vivi + Steelcutter + DRC + Planisphere + Talent + Typhoon. At that point it feels overly supported! Not sure what the solution is. As crazy as it sounds, maybe Third Path Iconoclast isn't needed in Izzet because of all the mono-colored options.

Has anyone else felt this way?

I think Izzet is happy to have this "overly-supported", even in a tighter Cube. It's really a key focus of both of those colors, so I guess it's hard to feel bad about cards that instruct your drafters to make sensible decks, and that play out in a fun way.

Stormchaser's Talent is different enough that it doesn't make this feel oppressive.

Monastery Mentor and Fire Nation Occupation fall into a different category simply because of their color. They're fun expansions of the underlying theme.

By the way, one of the cool things about Toph is earthbending the same land over and over!
 
No, you are not alone! I think Izzet spells is a far more difficult archetype to support than we give it credit for. It has this inherent weakness in that it needs a high density of both creatures and spells and the deck doesn't work without either.

My thoughts:

I tried Saheeli, Sublime Artificier once, but I never actually did anything with it. I don't think I truly get the card, you must rely on that second ability for it to be worth the slot, IMHO.

Stormchaser's Talent, Shark Typhoon. Both of these are good choices but you are right in that they are "cheating". They both slot in slower decks, not in the usual spellsingler deck. Stormchaser is weaker and mana-inefficient, but Shark Typhoon is solid enough that it opens up synergetic possibilities without forcing them. Note that both work well with Replenish if you ever want to run it.

Monastery Mentor is interesting in that it's off-colour but it would be too strong if it weren't. That creates an interesting dynamic and, frankly, it's a top-tier design. Its cost forcing you to tap-out, the lack of haste and trample in the tokens, the geometric damage scaling...it's all a great puzzle. The fact that it's in white keeps it a secondary card in my cube, though.

Third Path Iconoclast. This is what you want Young Pyromancer to be, but it's a UR card so it isn't. Noncreature Pyromancer is what we are all looking for. It goes in and out in my cube. I feel I don't want both and, if push comes to shove, I'll choose the original.

Young Pyromancer is the face of the entire archetype for better or worse. When it works, it's great. When you don't have enough spells or when it gets blown up, it's a waste of cardboard. But it's one of those cards that do work, unlike Third Path Iconoclast, it can feed a BR sacrifice deck, for example.

Haven't played with either Toph or Fire Nation Occupation.

Geralf the Fleshwright feels like a storm win condition, the kind that aren't fully parasitic but still not that useful. Theorically, it can work with creatures, creature Gravecrawler loops or abuse Earthcraft but...I haven't actually used it that way. It seems more of a theorical possibility than a real one.

I think the biggest payoffs you haven't mentioned are the following:



Arcanist is valuable, not just because it's a powerful spell-based card but because it gives you additional triggers for your other creatures. After all, if you run, say, 12 spells, that's only 12 triggers for the entire game! Arcanist gives you more, which is extremely valuable.



Like Arcanist, this is good because it lets you increase that spell density you often lack. It's a cheap creature, too and becomes a 3/3 flyer which is big enough to be a threat with some support.



The original is too weak, but this version is just fun. I like it because it's a pure spells-matter card and with a wholly unique effect, too. It's big enough to justify supporting it. It creates mind games, since it can turn any creature into a 3/3, making it a good early blocker to stave aggro (a bad matchup for Spellslinger decks) or push damage against midrange. It's also great with tokens, which the archetype tends to have around.

it does nothing without you casting spells left and right. But it gives you a unique, powerful payoff for that.

Personally, I think the archetype is increasingly expressed through creatures that invite you to pile up spells but aren't actual "spells matter" cards:

 
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