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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Heat Shimmer
Sorcery
Create a token that's a copy of target creature except it has haste and "At the beginning of the end step, exile this permanent."
Azoth2099 on Wizard tribal Big X spells
4 days ago
Ahh yes, Wizard tribal. Amazing. Here's some cards to tutor, draw & ramp your way to victory with:
Mystical Tutor, Personal Tutor, Solve the Equation, Gamble, Fervent Mastery & Vedalken AEthermage are worth considering as tutors here imo. Most of the other tutors in this color combo are Artifact tutors like Fabricate, Reshape & Reckless Handling...which I suppose could end up playing into a revamped strategy here as the deck develops, who knows?
For draw, Windfall, Wheel of Misfortune (& Wheel of Fortune if you're cut like that), Tolarian Winds, & Decaying Time Loop are all great with this commander. Cantrips like Ponder & Brainstorm should probably make the cut as well, it's hard to top that value for 1 mana.
As far as ramp, I always try to roll with at least 10 mana rocks, a handful of rituals & perhaps a few cost reducers when I'm within , depending on the your deck's mana curve. I know that sounds extreme, but I swear it makes your deck awesome, especially the more it develops. As the quality of each card goes up over time, consistent ramp becomes more and more important.
Also, some combo pieces to pair with Dualcaster Mage wouldn't hurt either. Twinflame, Heat Shimmer & Ghostly Flicker all work, the former 2 are definitely more synergistic with your current list though.
I could yap about various bangers for this commander like Bribery & Acquire all day, but I'll stop here unless you request more.
Lastly, a bit of bad news...Vadrik, Astral Archmage is the best commander for big X spells lol, he's insane. I might even say that he's the best one in that color combo in general.
Cheers!
capwner on Magda - Gundabad reclaimed Ù✧✦
2 months ago
Cool Dorfs
Hall of the Bandit Lord seems like a fit both on flavor and mechanically! I also like Stranglehold a lot in mono red. Reiterate is reusable interaction since you're making loads of treasures hopefully. Heat Shimmer seems like it maaaaayyy be good based on some of the creatures I am seeing... oh yeah what's that treasure cascade cards... Rain of Riches!! :) Most of the other cards I'd play in mono red you're already running :) Nice!
Azoth2099 on Inalla - Wizard Tribal
5 months ago
Excellent Commander choice, Inalla, Archmage Ritualist is my undisputed favorite Commander, and perhaps my most powerful decklist.
The main wincons I'm using in my list are lines through Spellseeker and/or Micromancer which ends up creating infinite Archaeomancer or Scholar of the Ages Tokens after like 15 or 20 steps with a series of Instants and Sorceries (I can teach you, if you feel like learning all of it). I'm also running Dualcaster Mage + Heat Shimmer & Thassa's Oracle + Demonic Consultation.
Some trigger doublers like Naban, Dean of Iteration, Harmonic Prodigy, Panharmonicon & Virtue of Knowledge could go a long way, too. Not necessarily doublers, but Archmage of Echoes, Molten Echoes & Reflections of Littjara have a similar effect.
Venser, Shaper Savant is a must in budget Inalla. I'd also consider Patron Wizard, Sigil Tracer & Voidmage Prodigy if your intention is to run a crapload of Wizard creatures. In my experience, though, Inalla doesn't actually need that many Wizards, just the right ones.
Here's my own Inalla, Archmage Ritualist list if you wanna peep it: MICROSEEKER (INALLA)
Crow_Umbra on A Match Made in Hell EDH
1 year ago
Your deck concept is really cool. I've seen Jeska put in plenty of work when paired with Ishai, Ojutai Dragonspeaker, via a deck one of my friends plays. Jeska makes things scary pretty fast.
Idk if you've played this deck irl yet, but do you feel like you have enough Ball Lightning-like creatures? I'm counting about 9 of your 18 so far. I think getting in some more Copying and Reanimation effects could help you a bit. I get that Jeska makes 1 target creature scary, but I figured some copy effects could let you attack multiple opponents, or really laser one person down. A few things for you to consider:
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Animate Dead/ Necromancy - Animate Dead is your cheapest option of the 2, but Necromancy can be cast at instant speed if needed.
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Phyrexian Reclamation - Fairly cheap and low to the ground for hand recursion.
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Kolaghan's Command - Modal options, including some recursion to hand.
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Athreos, God of Passage - More Ramos redundancy. Not super budget, but could be helpful in a deck like this.
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Delina, Wild Mage - She's something I've played in my Isshin deck, and has a bit of a higher ceiling there, but the potential to make many Ball Lightning creatures off some lucky rolls is pretty silly.
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Ogre Battledriver - Another Haste anthem with additional upside to beef up creatures on ETB.
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Living Death - Redundancy with Ramos. Has finisher potential with a graveyard full of Ball Lightnings, also helpful since Jeska will dodge it.
I hope these suggestions are helpful.
Grind on Plucking them thar strangs
1 year ago
Cool deck!!
Would you consider Stonespeaker Crystal,
Magus of the Wheel,
Viscera Seer,
Talisman of Indulgence,
Kazuul, Tyrant of the Cliffs,
Lightning Greaves, Trailblazer's Boots?
Dualcaster Mage + Heat Shimmer?
Also, mikaeus doesn't work with your spell creatures, i guess he is just there to combo with murderous redcap?
Just some thoughts, cheers and have fun!!
king-saproling on Krark, the Flipless
1 year ago
Thoughts on these? Zada, Hedron Grinder, Mirrorwing Dragon, Twinflame, Heat Shimmer
Profet93 on Mines of Moria
1 year ago
I got a lot of ideas....
Solemn Simulacrum - Ramp and draw which you need both of
Magus of the Wheel/Wheel of Misfortune - Wheel
Inferno Titan/Flametongue Kavu - Damage
Humble Defector - Draw + Politics
Dualcaster Mage + Heat Shimmer = GG - Both are good on their own as well
Myriad Landscape - Ramp
Chaos Warp - Your only form of enchantment removal in mono red
Lightning Bolt - Damage
Vandalblast/Chain Reaction/Blasphemous Act/Pyrohemia - Wipe
Light Up the Stage/Ignite the Future - Draw, light up the stage works particularly well in your deck
Endless Atlas - Draw
Sol Ring - How is this not in here already?
Nevinyrral's Disk - Wipe for enchantments as well
Mind Stone - Ramp for commander when you need it, draw when you dont
Profet93 on Mono-Red
1 year ago
Two infinite combos of importance below: Do note that each piece is good on it's own outside of the combo
Dualcaster Mage + Twinflame/Heat Shimmer
Zealous Conscripts + Kiki-Jiki, Mirror Breaker
You already run the managyser + reiterate combo for infinite mana.
Other cards to consider are....
Curse of Opulence - Draw and politics
Mind's Eye - Draw, works nice with wheels.
War Room/Wheel of Misfortune/ Skullclamp/Light Up the Stage/ - Draw
Ignite the Future - Draw, light up the stage older brother. While it works best in more higher cmc builds given the flashback, having a low cmc build allows you to more likely to be able to cast them this turn. That being said, both light up the stage and ignite allow you to play them on your following turn as well.
Jeska's Will - Draw and ramp
Chain Reaction/Blasphemous Act - For when This shit is bannana's
be sure to let me know what you think of each suggestion
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