|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Magic 2014 (M14)|
|Seventh Edition (7ED)||Uncommon|
|Battle Royale Box Set (BRB)||Uncommon|
|Urza's Legacy (ULG)||Uncommon|
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Target player draws four cards.
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|Have (10)||Mousemke , mtgmanatee , Kimimaro , xXThormentXx , ironax , richardmv , Benniator , duff87 , , orzhov_is_relatively_okay819|
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.
1 month ago
n0bunga are you certain that Nath's ability works that way? Because I think with mass discard Nath will still count the total number of cards discarded by all your opponents and then produce tokens accordingly. I guess it goes similar with cards that care about drawing, like Niv-Mizzet, the Firemind and you cast, say an Opportunity and the dragon deals 4 damage.
1 month ago
Trygon Predator Qasali Pridemage Ojutai's Command Greenwarden of Murasa Render Silent Sphinx's Revelation Return to Dust Ghostly Prison Propaganda Fact or Fiction Opportunity Beast Within Invisible Stalker Edric, Spymaster of Trest Prime Speaker Zegana True Conviction are all good things you could add
2 months ago
Let's say I've got Inalla, Archmage Ritualist in the command zone, and no creatures on the battlefield. I cast Disciple of Bolas. This triggers two abilities. I put the Disciple's on first, and then Inalla's. Inalla's resolves, and I pay one to make the clone. The clone triggers, to which I sacrifice the original, drawing 2 cards and gaining two life. Since triggers are separate from their source, the original trigger stays on the stack. Could I then have that target the clone to draw another 2 cards and gain another 2 life, essentially making this a 5 drop black Opportunity with some lifegain on the side?
2 months ago
Boomerang vs. Echoing Truth: Ich spiel ja eigentlich eh nur blaues Mana. In welchen Fllen knnen bei EDH denn mehrere Nicht-Land-Karten mit dem gleichen Namen im Spiel sein? Wenn jeder bspw. einen Sol Ring draussen hat?
Evacuation vs. River's Rebuke : Evacuation trifft zwar auch meine Kreaturen, dafr aber wirklich ALLE. Rebuke hingegen trifft ja nur einen Spieler. Vielleicht einfach anstattdessen sowas wie AEtherize?
Miscalculation: Hier interessiert mich, warum du den Counterspell rausschmeien wrdest. Ich mag die Cycling-Option.
Jace's Ingenuity vs. Opportunity: Idealerweise htte ich in dem Slot ja sowas wie Mystic Confluence, aber die ist mir dann doch zu teuer. Mal schauen, hier kann ich wohl wirklich mal eine der beiden rausschmeien und schauen wie sich das Carddrawtechnisch macht. Wobei Baral da ja nachhelfen knnte.
4 months ago
Hey there! This looks like a pretty sweet Ezuri build! While I can't be certain, I would guess that you generally find yourself with just a few cards in hand, and that you usually play all of your creatures and then have a hard time recovering from a board wipe, right?
While that guess could be way off, it looks like a lot of your deck is very strong when you're ahead, but rather weak when you're behind. First of all, you appear to be a little low on ways to interact with your opponents. With Ezuri, you want a lot of creature-based interaction. Reclamation Sage, Acidic Slime, and the like can be very strong. AEther Adept, Mist Raven, Man-o'-War, Venser, Shaper Savant, and Voidmage Husher are all options to deal with your opponents' creatures, albeit temporarily.
However, not everything can be creature-based. I see that you already run Krosan Grip, which is absolutely a strong card, but I would also add in some of my favorite removal spells: Nature's Claim, Natural State, Pongify, and Reality Shift are all great ways to deal with annoying things on the cheap. Beast Within is also great.
You also want some number of board wipes. With Ezuri, bounce-based board wipes are great, as they allow you to re-trigger Ezuri's ability. Evacuation, Devastation Tide, and Curse of the Swine are all great for this.
In addition, you have ways to draw cards, but they either draw you a ton of cards (such as Fathom Mage), or don't draw you any cards. I would recommend adding in a couple of cards that just draw you cards, no matter what else you have on you board. Fact or Fiction is a great card for this, as is Opportunity.
Now, Ezuri presents a little bit of a problem with this, because Ezuri specifically cares about creatures, and your deck doesn't have a lot of ways to function if you can't play a lot of creatures. I would recommend staying away from cutting creatures as much as possible (other than the duplicate Bane of Progress), and instead start by cutting cards like Simic Charm, Journey of Discovery, Verdant Confluence, probably a land or two (I find 37 is a comfortable number for a Blue/Green deck), etc.
Finally, some general suggestions. Some of these are already on your maybeboard, but these are ones that I would highly recommend adding:
- Sakura-Tribe Elder is an amazing ramp card that also triggers Ezuri
- Coiling Oracle replaces itself or ramps you, and likewise triggers Ezuri
- Same with Solemn Simulacrum
- Mulldrifter is just amazing
- Hornet Queen triggers Ezuri five times, and also makes you annoying to attack
- Master Biomancer gives counters to everybody
- I don't think I need to explain Hardened Scales
- Finally, Sage of Hours gets you infinite turns with Ezuri out (and five experience counters), so if you want a combo finish, it doesn't get any easier than this.
In any case, I really hope this helps. If you want my help again in the future (or have any questions about what I said above), feel free to leave another comment on my profile. Enjoy!
4 months ago
-2 Stubborn Denial +2 lands.
The reason for these changes is because you're always going to be on the back foot if you're playing a control deck, so a card like Unsummon isn't very good because it's tempo based, and card disadvantage. Similarly, Stubborn Denial will only be super good after you have a wincon out. Ultimately, making your land drops is more important so that you can play your big stuff on time. Otherwise you'll be stuck casting an unsummon with 4 lands and a 7 drop in hand, in which case you aren't winning in terms of card advantage.
Speaking of card advantage, you should draw cards if you're a control deck! If you just kill and counter all their stuff, you won't have anything left, and your opponents probably have more ways to kill you than you have ways to defend yourself. For that reason you need a way to refill after you run out.
TL;DR: Hard counters, card advantage, 26 lands, and hard to beat end game :D
4 months ago
Hey there! I saw your Reddit post asking for help, so I decided to leave a comment here because I like T/O comment syntax better. In any case, I would probably focus more on your control and voltron themes, and cut out cards that don't help either of those plans (mainly the Wizard subtheme, I'd stick to just 2 plans).
- Azami, Lady of Scrolls
- Sea Gate Oracle
- Sower of Temptation
- Taigam, Ojutai Master
- Venser, Shaper Savant
- Supreme Will
- Treasure Cruise
- Darksteel Mutation
- Mammoth Umbra
- Dragonlord's Prerogative
- Silumgar's Scorn
- Disdainful Stroke
- Nimble Obstructionist
- Mystic Remora
- As Foretold
- Supreme Verdict
- Enlightened Tutor
- Reality Shift
- Sphinx's Revelation
- Unexpectedly Absent
- Path to Exile
Hope this helps!