|Commander / EDH||Legal|
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|Commander 2017 (C17)||Mythic Rare|
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Inalla, Archmage Ritualist
Legendary Creature — Human Wizard
Eminence - Whenever another nontoken Wizard enters the battlefield under your control, if Inalla, Archmage Ritualist is in the command zone or on the battlefield, you may pay (1). If you do, create a token that's a copy of that Wizard. The token gains haste. Exile it at the beginning of the next end step.
Tap five untapped Wizards you control: Target player loses 7 life.
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Inalla, Archmage Ritualist Discussion
1 week ago
Yeah, and storm is overrated IMO, trust me, there are many reasons I think that a 99 card colorless stax deck without a commander is able to compete in High Powered, not Competitive, not 'Maximum Powered,' but it is as good, relatively to almost each and every other High-Powered list I have tested out, meaning it is equal in winrate to the following lists from a set of hundreds of games against the Tier 1-2 lists:
Xira Arien Paradox Storm, Azami, Lady of Scrolls Paradox Combo-Control, Kiki-Jiki, Mirror Breaker Token-Combo, Talrand, Sky Summoner Control&Extra Turns, Gaddock Teeg Creature-Stax/Hatebears, Sliver Queen Combo, Teferi, Mage of Zhalfir Lockout Combo, Yuriko, the Tiger's Shadow turns, Zada, Hedron Grinder storm, Dralnu, Lich Lord Paradox Storm, Inalla, Archmage Ritualist Infinite Turn Combo, Ishkanah, Grafwidow Food Chain, Shattergang Brothers stax, Nin, the Pain Artist IsoRev Combo, Selvala, Explorer Returned Combo-Stax, Seton, Krosan Protector ElfBall/Druid Tribal, and The Locust God combo.
1 month ago
Ok opponent cast Niv-Mizzet, the Firemind he copies it with Inalla, Archmage Ritualist ability. Can he tap the token, before the legends rule makes you chose one to place in grave yard, to draw a card?
2 months ago
Group hug lasts forever. Maybe consider running something like Inalla, Archmage Ritualist. She can play out in a way where you'll have plenty to think about in a turn cycle and optimizing plays can reguire some thought. Even when played well, a loosely tuned version of her likely won't be too powerful. I find bad decks all too often don't require much skill to pilot, so dumbing decks down just pisses me off.
2 months ago
I need help building an efficient Reanimator package for a general who doesn't reanimate creatures. If I get that figured out, I can build the rest of the deck from there.
I'm trying to make my Inalla, Archmage Ritualist precon into a good/fun deck.
I want to abuse the ETB strategy for Inalla, so I'm putting in cards like:
Cards That I Own
I own cards for a Tribal deck, so I'd like to put in my cards like:
I also own just a few cards I've seen in common reanimator builds:
The Big Problem:
Considering that I plan to replace the majority of my Instants and Sorceries with ETB Wizards, I realized if I wanted to use them more than once, I'd have to build some kind of Reanimator package for the deck.
If there's any strategy in EDH that I suck at the most, it's definitely reanimator!
Do any of you have a simple decklist or skeleton of Reanimator staples that I need to put in the deck? I would greatly appreciate any help.
2 months ago
I took a look at the decks you've posted to see what you've found disappointing. For the reference of others:
It seems like you should try playing a control deck. There are two basic types of control in Magic--proactive and reactive.
Proactive control are your Stax and Taxes decks. These are powerful, but you need to be careful not to build them stronger than your meta allows. By definition, these seek to lock players out of the game, and your friends might find that unfun. Some good options include:
Grand Arbiter Augustin IV, who serves as a tax himself.
Brago, King Eternal, who can enable some nasty enters-the-battlefield effects.
Sen Triplets makes it harder for your opponents to interrupt your plans, and allows you to take their threats.
Reactive control are your counterspells and removal spells. They allow an opponent to act first, which you respond to. The effectiveness of these decks decreases in multiplayer, as there are too many threats to remove, and not enough open mana. Some options include:
Talrand, Sky Summoner, who gives you creatures with your counterspells, at the cost of being mono-blue, and thus giving no hard removal.
Kess, Dissident Mage is in fantastic control colours and allows you to flashback kill spells.
Reaper King gives access to all colours and can be turned into a removal machine with some scarecrows/changelings and blink effects.
Hopefully some of this helps!
3 months ago
This is a very cool storm build, honestly I think it is really competitive!
A few minor suggestions on additions, like Paradox Engine (goes infinite with Isochron Scepter and can make a lot of mana as you are casting spells) and Wanderwine Prophets (weird infinite combo with Inalla, Archmage Ritualist that makes infinite turns, you can look it up).
3 months ago
Okay, I would suggest you try to make the deck as consistent as possible, while also having a lot of interaction. Given your manabase being split between four colors, effects such as Counterspell are a bit hard to cast. Countermagic though should be run. Arcane Denial is a card I recommend, as it generally doesn't draw too much hate, doesn't cost double , and replaces itself as a card.
This is the type of logic I implore you to use when deciding the power level of cards. I assume you have the same dilemma most have when deck building of card attachment. Because of this, I will give you a list of cards I would drop in the list, for more powerful interaction, ramp, and card draw.
Here we go:
Citadel Siege - This is a +1/+1 counter deck, and this puts +1/+1 counters on your creatures, it makes sense why it is run, but you have so many effects in this nature, that this card I don't think makes the cut. This deck has a lot of creatures, and this card doesn't put a +1/+1 on up to two creatures, both of which could be proliferated later, instead it only puts two on one creature. I don't hink it is worth 5 mana.
Brave the Elements - Vigilance is a good ability, but for a 2 mana enchantment, this would have to do much more than this to be worth it in my opinion. Dropping it for more ramp allows you to be more aggressive, and get your opponents on the defensive, rather than you having to defend yourself.
Duneblast - Cool card, yes, but in this deck I don't think saving one of your creatures is worth a whopping 3 more mana and an extra color symbol than Day of Judgment or a similar effect. I personally would rather see Languish in this deck, as it can kill most creatures, while your generally are larger, or Black Sun's Zenith, which puts -1/-1 counters on your opponents' creatures you can proliferate over time.
Disdainful Stroke - Okay, this next part might get into a bit of math, but here is why Disdainful Stroke is nearly strictly worse than Arcane Denial, and it has to do with card advantage. If Disdainful Stroke was a Counterspell for just a , I would still run Arcane Denial over it. An effect like Disdainful Stroke leaves you down a card, and your opponent down a card, with two other opponents up a card. Since Arcane Denial replaces itself, and give two card to an opponent, at the cost of one, you are only down a card to one opponent, instead of two.
2-4 lands - A deck of this CMC normally needs only 35-37 lands to get all of their spells cast on time. I don't have the statistics on me right now, so trust me or not, but that has been my experience and the experience of many others.
Okay, so what should you add in? I would run more counterspells, like Delay, Mana Leak, Swan Song, or anything you want to run for versatility like Unsubstantiate or Supreme Will. Removal like Swords to Plowshares, Chain of Vapor, Beast Within, or Aura of Silence can also be useful, as well as card draw like Windfall, Brainstorm, Ponder, or Preordain. The creature base seems fine, I suggest a Sunscorch Regent because it is insanely fun, but otherwise keep it up!
Oh yeah, you wonder what to do against Inalla, Archmage Ritualist? Torpor Orb, Tocatli Honor Guard, and Hushwing Gryff shut them down efficiently, also they only hurt 6 of your cards, being Prime Speaker Zegana's draw ability, Juniper Order Ranger, Elite Scaleguard's bolster ability, Armorcraft Judge, and a couple creature's evolve ability. The reason effects such as Fertilid's enter the battlefield with two +1/+1 counter ability or similar abilities across your deck is due to them not being triggered abilities. They happen 'as' the creature enters, instead of immediately after. It is a little weird.
Against graveyard decks, consider Relic of Progenitus, Leyline of the Void, Rest in Peace, Grafdigger's Cage, and Ground Seal. They are pretty self explanatory, but run the ones you want to, all have ups and downs. For instance, though you may know that tokens disappear if they leave the battlefield, they still go to the graveyard when they die, immediately after they disappear, which is why effects like Deathgreeter trigger when 3 tokens die. This means Leyline of the Void won't stop Deathgreeter gaining life when tokens die, but Rest in Peace will. Differences like this are minor, but may make you decide between different forms of graveyard hate.
3 months ago
Why not play an eminence commander? Then it doesn't matter if your commander keeps getting targetted. That or play Derevi.
Personally I really like Inalla, Archmage Ritualist as I prefer playing combo based decks, but if you jsut want to go the beatdown route, Edgar Markov is consistent. It means you're playing tribal, but that's not the end of the world.