|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Mythic Rare|
|Dragons of Tarkir (DTK)||Mythic Rare|
Combos Browse all
For each creature target player controls, put a token onto the battlefield that's a copy of that creature.
Price & Acquistion Set Price Alerts
|Have (22)||Tommuz , VGJustice , ironax , Lucretian , angesoir , Forkbeard , LegendDeer , Mortiferus_Rosa , BlueMageBrandon , accioali , Ellyreia , Raknamadak , machiavelli2081 , Clawsun73 , pskinn01 , duff87 , rhinoloupe , TThors , Swamy , orzhov_is_relatively_okay819 , philktoken8998 , rockleemyhero|
|Want (3)||Willis1994 , samuelianstorm , acbooster|
Clone Legion Discussion
1 week ago
I'm building a very similar deck. I'm considering running Enter the Infinite and Laboratory Maniac (and Leveler) as a floating win con, in case the ETB effects can't keep up. Though Rite of Replication and Clone Legion seem a lot more fun.
I have more Merfolk than you, so Stonybrook Banneret is key. Particularly since Blue ramp is mediocre.
3 weeks ago
This isn't super sorted, but I tried to keep similar effects together, sorted by cost as well.
General Tip - Since Narset can only cast things whenever they could be cast, instants are a big advantage
About Wraths - You won't want to cast them with Narset out, but it's better than dying(probably get 4-6)
Things to cut:
any equipment - equipment is okay, but since you don't get the equip cost for free you want to focus on low equip costs, or things that protect narset
about aura's - normally they're just card disadvantage but narset probably offsets that
bounce lands - (like Boros Garrison) are usually a little awkward and slow, in three colors you're better off with basics
Aether Gale - tricky since it needs six targets and that won't always be possible
Sea God's Revenge - bounce that only targets creatures usually isn't worth it in EDH, probably better to have hard removal
Breath of Fury - while decent if you have the creatures (and you have some token generation) it's probably not consistent enough, just run sorcs that give extra combats
Dissipation Field - often gives too much value to opponents, maybe even being a lure (lightmine field might be a decent replacement)
Dismiss Into Dreams - you're not targeting that often, and if you are it should be removal anyways
Assemble the Legion - Seems to slow to be effective
Throne of the God-Pharaoh - Need to go wide for this to be really effective
_cheap$$(around or less than a dollar): _
Swords to Plowshares(removal) - excellent creature removal, cheap if you happen to draw it
Crib Swap(removal) - still exiles a creature outright, but 3cmc
Banishing Stroke (removal, tuck, utility) - expensive hard cast without narset/miracle but tucking is often better than destroying(worse than exiling)
Relentless Assault(extra combats) - Extra attack steps with Narset is dumb, do it
Fury of the Horde(extra combats) - extra attack steps (they're the best)
Boros Charm(protection, burn) - versatile, keeps narset alive
Return to Dust(utility removal) - Exiling artifacts and enchantments is better than not
Vandalblast(Mass artifact removal) - not an exciting card, but taking out only opponents artifacts cripples some decks
Sunforger(tutor/equipment) - only good if you have enough cards it can search for, is mana intensive but if you have enough cards it can fetch it'll be worth it
Lightmine Field(pillowfort/defense) - Narset can attack through it, and keeps token swarms off your back
Crawlspace(pillowfort/defense) - Against, stops large swarms, still you'll probably get hit by the two biggest creatures
Counterflux(counterspell) - strong counterspell, wins counter wars
Render Silent(counterspell) - Makes people sad, locks them out of whole turns
Insidious Will(counterspell, spell copy) - versatile, let's you copy stronger effects from narset as well
Reverberate(spell copy) - often is what you need it to be, can be a counterspell or raw value, great for piggybacking on green ramp
Wild Ricochet(spell copy) - copy a spell, twice!
Spelltwine(spell copy, recursion) - recursion is great since you're putting so much stuff in your graveyard
Call to Mind (recursion) - you have spells, may as well re-use the best ones
Mystic Retrieval (recursion) - same but with flashback!
Mirari(spell copying) - copying any instant or sorcery for three is a pretty good deal if you don't have to pay for the spell already
Clone Legion(wincon) - With how many etb creatures people run, this can be a game ender, or enough raw value to put you ahead
Blatant Thievery(card advantage, removal) - stealing things makes people mad, but it's very effective
Journeyer's Kite(ramp) - slower than rocks, but more reliable, a slow and steady way to get mana
Brass's Bounty(ramp) - only good if you need a lot of mana one time
Chain Reaction(mass removal) - board dependent, and kills narset, sometimes you need more wraths
Day of Judgment(mass removal) - very strong
Final Judgment(mass removal) - against some decks destroying all creatures isn't enough, exiling is
_LANDS(can be boring, but are often a big part of how your deck performs): _
Command Tower - Must have in three colors
Mystic Monastery - Tapped lands aren't great, tri-color tap lands in your color are
Rogue's Passage(unblockable) - Being colorless is bad, being unblockable is good
not so cheap$$(around three or more dollars):
Path to Exile(removal) - a second StP, not all decks need it, but it is strong
Darksteel Plate(protection) - keeps your commander safer, isn't super powerful, cheap equip
Rite of Replication(wincon, value) - You still have to pay the kicker but this card is incredible
Waves of Aggression(extra combats) - take extra combats, plus you can play it from the graveyard
Wrath of God(mass removal) - it's the best, but day of judgment is as good 99% of the time
Austere Command(mass removal) - hit's only what you need it to hit, can ignore narset if necessary
Cyclonic Rift(mass removal) - one sided, but you have to pay for the kicker with narset, still can steal games
Blasphemous Act(mass removal) - often one mana
1 month ago
cards or is one or the other fine too?
If either or is fine, here are some I thought of, izetas ones included:
:Omniscience, Search for Azcanta Flip, Thing in the Ice Flip, Cyclonic Rift, Arcanis the Omnipotent, Roil Elemental (These last 2 were cards I played with in my first magic casual magic deck and I still have special thoughts of them), Jin-Gitaxias, Core Augur, Deepglow Skate, Enter the Infinite, Clone Legion, Swan Song, Baral, Chief of Compliance, Rite of Replication, Talrand, Sky Summoner, Chasm Skulker, and Teferi, Temporal Archmage.
:Lightning Bolt, Urabrask the Hidden, Wheel of Fortune, Malignus, Combustible Gearhulk, Hellkite Tyrant, Scourge of the Throne, Bedlam Reveler, Utvara Hellkite, Balefire Dragon, Valakut, the Molten Pinnacle, Kargan Dragonlord, Rekindling Phoenix, Dragonmaster Outcast, and Hour of Devastation.
1 month ago
Clone Legion seems like it would be a good fit:
If you have a bunch of tiny creatures, you net a lot of experience counters for Ezuri.
It's a wincon easily enabled by Mizzix.
More death triggers for Meren.
1 month ago
I have an Inalla deck myself that exploits creatures that tap for effects. A very different build than yours, but strong and fun nonetheless. Take a look if you'd like an unconventional take on this commander.
With that said, I see a couple of issues with how your deck is built and what your overall gameplan is. I do not know your budget so some suggestions may not be things you'd buy, but they would certainly greatly improve the deck's functionality, and, I promise to keep these to a minimum as well as avoid any Black Lotus kind of stupidity.
First and foremost, although your land count is perfect your mana base is slow. And I mean SUPER slow! Almost 40% of your lands enter the battlefield tapped and this is the last thing a control deck wants. You aim to be reactive and keeping as many resources up at all times is very important. Try to replace most of those taplands with others that enter untapped. A relatively budget-friendly option is the pain lands (i.e. Underground River, Sulfurous Springs, and Shivan Reef). Add more basics to enable more of your check-lands to come untapped. Choked Estuary and Foreboding Ruins both are good, relatively cheap alternatives, so are Tainted Isle, Tainted Peak, Smoldering Marsh, and Sunken Hollow. Unclaimed Territory and Ancient Ziggurat are good considerations, while Riptide Laboratory can give a lot of extra utility. Focus on lands that produce blue mana, as that is the central color of your deck.
After lands, comes ramping into more resources. Again focusing on Blue the most can be important. You have some decent pieces here but I would consider a few more. Thaumatic Compass Flip and Journeyer's Kite are underplayed cards that can streamline a deck's mana by allowing consistent land drops. If you can, investing in a Chromatic Lantern will solve a lot of problems a lot of the time.
What a control deck wants to be is reactive. As such these suggestions are very strong for this kind of decks and if you can I would invest in getting them first: Vedalken Orrery and Leyline of Anticipation are some of the strongest cards in M:TG. These suggestions will help streamline the deck.
The last thing I've noticed is that your deck lacks focus and a clear path to victory. Look for more cheap wizards that have disruptive etb abilities like AEther Adept and Sedraxis Alchemist, or, card filtering ones like Omenspeaker and Augur of Bolas. Pit Keeper is another nice addition to any wizard deck.
As for cuts, I would go for Control Magic, Clone Legion, Magus of the Abyss, Vela the Night-Clad, and Yahenni, Undying Partisan as they don't particullarly advance the decks goal in any significant manner.
I hope you find this (incredibly long post) useful.
1 month ago
No Problem, for a budget option, a lot of great cards for this deck are in the Inalla, Archmage Ritualist's "Arcane Wizardry" EDH precon deck, below are some of the cards in it that you might like:
There are plenty more cool cards in it, so if that is cheaper or faster than buying each card individually, you may want to buy the whole thing and sell/trade off the rest.
1 month ago
Cards to remove-Cauldron Dance- Your not looking to attack with a control deck
Opportunity- Your paying 6 mana to draw 4 cards. Not a good trade off for your deck.
Memory Plunder- Not a bad card, but why be dependent on your opponent's cards?
Mirror of the Forebears- Not a bad card but ETB effects will not trigger off of it
Clone Legion- Once again your not a attack based deck
Etherium-Horn Sorcerer- His cascade effect won't do you much good.
Galecaster Colossus- CMC is too high for what it does in this deck
Magus of the Mind-If you can lower your CMC this is not a bad card. Otherwise I would cut it
Mairsil, the Pretender-This is a good card. Just not what your looking for in this deck. Also the fewer legendary creatures you have the better (You can not copy legendary with Inalla's trigger)
Shadowmage Infiltrator- Once again your not an aggro deck
Both Planeswalkers- I understand they are probably all you have as you ar growing your collection. But Neither of them are providing much synergy with your deck.
A few things before I give you some ideas of cards to add. Look at lowering your CMC. This will help Inalla alot, as you have to remember when casting a wizard your basically adding 1 colorless mana to it's cost for the copy. Here is a quick breakdown of things to look at for your deck stat wise (This is a general rule of thumb). These numbers are all rough so feel free to tweak em as you see fit.
Card draw- 5-7
Single Target removal- 3-4
Ramp (mana rocks/cads that give you more mana than 1 land per turn)- 6-10
Creatures and lands are dependent on the deck. You could get away with 35-36 lands in this deck with some more ramp. Creature wise is up to you and the balance you want to find with Sorceries/instants. (Control decks run heavier on instants, but wizards will allow you to go either way. Just depends on how you want your deck to run.)
I don't know your budget so I will throw out cards across several price ranges.
Cards to add-
Any lands that come in untapped (Pain,Check, Duals, fetches) Checks and pains will be the cheapest option.
Any tutors in your colors. Good news is that you have access to the best tutors in Grixis colors. Bad news is the best ones are not cheap. Vampiric Tutor Demonic Tutor Mystical Tutor. There are cheaper ones Diabolic Tutor and a few others I can not think of off the top of my head. You can do a Gatherer search for those.
Vedalken Orrery- This will allow you to play your non land spells at instant speed. An EDH staple but especially effective in Inalla.
Leyline of Anticipation- Same as Vedalken but an enchantment and you can play it out of your opening hand for free.
Sundial of the Infinite- A MUST HAVE for Inalla. Basically you move to your end step and in response pay and tap Sundial ending the turn. This "Skips" your end step allowing you to keep any tokens you made with Inalla.
Panharmonicon- This will double your ETB effects. Another MUST HAVEin Inalla if your doing ETB effects. The other two signets Dimir Signet Izzet Signet Signets are also EDH staples so they will help grow your collection and can be thrown into any deck with those colors. These will help you ramp.
Dualcaster Mage-Allows you to copy instant and sorcery spells when it ETB's. An auto include with Inalla
Rite of Replication- Allows you to copy any creature on your board (If you overload you get 5 copies) Also gives you a win con with Dualcaster.
Cyclonic Rift This is a blue auto include. It is not exactly cheap but it is powerful and well worth the investment. Bounce all permanents back to their owners hand.
Reliquary Tower- Gives you unlimited hand size.
Wanderwine Prophets- Allows you to go "infinite" with Inalla's token trigger.
Manic Scribe- This will let you mill your opponents for 6 with Inalla, and then mill them some more if you have 4 or more card types in your graveyard.
Brainstorm- Card draw and scry
Ponder- Card Draw and scry
Hopefully this helps get you on your way. If you have any questions feel free to ask. I have no problems helping new players. Especially with one of my current favorite decks. Feel free to check out my deck for ideas (I am running a different theme, combo out, but there are still some good cards in my list you might want to pick up that are not to expensive.) If Dig Dug Were a Wizard Upvotes and comments always welcomed :)
Also check out this site- It will give you some ideas and is a great tool for research on decks you might want to play and or decks you want to tweak.
2 months ago
AgentJackjohn I included Leyline of Anticipation in the deck so that you can cast Clone Legion on your opponents turn. I did mention at the bottom that Grand Architect specifically is needed. The Paradise Mantle is just to provide another way to achieve infinite mana, which is then used to tutor for the Architect.