Wanderwine Prophets

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Lorwyn (LRW) Rare

Combos Browse all

Wanderwine Prophets

Creature — Merfolk Wizard

Champion a Merfolk (When this enters the battlefield, sacrifice it unless you remove another Merfolk you control from the game. When this leaves the battlefield, that card returns to play.)

Whenever Wanderwine Prophets deals combat damage to a player, you may sacrifice a Merfolk. If you do, take an extra turn after this one.

Wanderwine Prophets Discussion

andrewkelly239 on Merfolk/Islandwalk/+1/+1

2 weeks ago

Consider running more like Kodama's Reach , Journey of Discovery , Farseek or Explosive Vegetation . Fertilid is a viable replacement as not only is it a body, but you can respond to damage dealt to it by removing one of it's +1's, plus with this +1 build you can get more use out of it. Proliferate is a mechanic you may consider running in this deck if you wind up spec'ing into +1. I would sideboard your counterspells for the moment and add more like Whelming Wave . Engulf the Shore is a solid spell that does nearly the same. (Plus I really like the similar artworks.) Drop Retraction Helix outright. Cursecatcher is good at diffusing instants and also counts as a merfolk.

Merfolk Spy has a decent saboteur ability. Many cards you may want to consider running instead of non-merfolk have "When ~this creature~ deals combat damge to a player, _". Given the evasive nature of this deck, I would consider looking for more of them. A good example would be Riptide Pilferer .

There's some auto-includes I'd consider as well-- Stonybrook Banneret , Wanderwine Prophets , Combine Guildmage seems like it would provide some synergy here, Kopala, Warden of Waves seems like you'd want it, but doesn't bring synergy. I'd consider dropping Master of Waves for Lullmage Mentor

dingusdingo on The magic touch.

1 month ago

Alright lets break down your deck and take a peak.

Lands

Nothing too crazy with your land base. I'm not wild about the "two or fewer" lands, or the "two or more opponents" lands, but they work inside an EDH pod. Two or fewer is worse in my opinion. Forbidden Orchard is a card you should definitely consider, Gemstone Caverns as well. River of Tears is not reliable and I'm not a fan. Obviously the original Duals will serve you well here, but those are $$$.

Looks like your land base is trying to run High Tide as well as Tainted Pact . Those cards unfortunately aren't compatible, so you need to choose one package. I think Tainted Pact is a better choice because its a neat A + B with Laboratory Maniac , whereas you don't have a guaranteed outlet for all that High Tide mana. Consider trimming down to just 1x of all your lands, look at one time rainbow lands if you need budget Aether Hub Tendo Ice Bridge .

Wincons

Simply put, you have too many win cons. Turn the slots from the weaker ones into support for your stronger ones.

Wanderwine Prophets is expensive to cast. It also requires combat damage to a player, meaning your combo is only live as long as you can swing freely. Regardless, its still a strong way to close games. You need to run proper support for reanimating. First, you need to increase reanimation density. Necromancy Apprentice Necromancer Exhume Shallow Grave . Next, you need to ensure you can get your reanimation targets to the graveyard. Careful Study is probably the only one I'd add, although there are certainly more options. Finally, it helps to have extra reanimation payloads in case Wanderwine is unavailable. Jin-Gitaxias, Core Augur and Consecrated Sphinx are both strong enough to cause you to run away with games from card advantage, most likely guaranteeing a win.

Next, Tainted Pact / Demonic Consultation + Laboratory Maniac . I think this is the strongest win condition you're currently running. Important that you pack density of "draw a card" effects to guarantee same turn winning. Make sure to optimize your land base so Tainted Pact is a guarantee!

Mind Over Matter + Azami, Lady of Scrolls is your weakest combo. Its needlessly expensive at 11 mana! The pieces are also the hardest to cast and tutor. The 4 blue in MoM makes it prohibitive sometimes, same with the 3 in Azami. The pieces are also found by the fewest amount of tutors you run, while the tainted pact combo is far more easily searchable.

Doomsday is strong but you are lacking some necessary cards. Gush and Gitaxian Probe will make your life far easier. Same with Lion's Eye Diamond . I would currently cut this from your deck.

Dualcaster Mage / Naru Meha, Master Wizard + Ghostly Flicker / Illusionist's Stratagem is also relatively weak. Requires you to hold then dump all the mana during the same turn, and 6-8 mana is not a fantastic range. The cards are also rather weak outside the combo, but not horrible. You can add additional value by getting more ETB creatures or blink effects for combo. Twinflame Heat Shimmer Cackling Counterpart Imperial Recruiter

Ramp

Looks like you know what you're missing as far as moxen goes. You should also consider running the Signet cards, gives reliable ramp that avoids land hate. Also adds artifact density for when you get that Mox Opal . Wayfarer's Bauble is bad and should be cut.

Card Draw

You are lacking some card draw that would help you. Dark Confidant Mystic Remora Rhystic Study . Sensei's Divining Top works extremely well with fetchlands and would provide value here. Top would also allow value wincons to be inserted like Dramatic Scepter or Paradox Engine . Kess, Dissident Mage gives massive value here and helps you escape from grindy mid games against other control decks. Wheel of Fortune and Timetwister will obviously help here, but are $$$. Windfall is extremely strong as it neutralizes opponents who get massive card advantage early in the game, or helps you after you dump a fast hand.

Interaction and Removal

Pyroblast is worse than REB and you shouldn't run it. 13 counterspells is certainly too high, you can also cut another. You currently run three spells that can deal with a resolved enchantment, Chain of Vapor Galecaster Colossus and Venser, Shaper Savant . A Rule of Law or Arcane Laboratory that has resolved ends your game. Galecaster is pretty low value and should be removed. Dismember both hits for a lot off of Ad Naus and costs a lot on your Ad Naus to be low costed to cast. You should swap it out for a sweeper like Pyroclasm or Earthquake , you already have strong targeted removal. Abrade is the exception, and should be added due to its flexibility.

Closing Thoughts

You are definitely on the right track. Cast a critical eye towards anything 3+ CMC, as those greatly rob your Ad naus and are harder to cast. Archaeomancer and Galecaster Colossus specifically stand out as removes. Test out a few different Grixis flavored wincons and see which one feels the best based on the paper cards you have. Take a peek at Kiki Jiki + friends, as well as Isochron Scepter + Dramatic Reversal . Kiki fits into reanimator, and dramatic scepter is extremely easy to slot and assemble. Test out Dualcaster/Meha with additional combo payoffs, because there are quite a few that let them combo off. Your deck is currently at a point where you need to start greatly considering card quality and slot intensiveness. The fewer slots, the easier to cast, the more the pieces have value alone outside the combo, the better. You also need to start considering the hate pieces other decks are going to run. How do you handle Torpor Orb for example?

Cypher35 on Tuvasa and Friends [help please!]

3 months ago

Thank you for the feedback! The reason I chose this commander as opposed to on such as Derevi is because Derevi is 1, not a merfolk, and 2, Derevi decks are known for being quite powerful, and thus using Derevi would make me a target before I even sat down to play a game. Also, one card in the deck does have a take an extra turn effect, see Wanderwine Prophets .

Nevertheless, thank you for your feedback!

Sejr_Odinsson on Inalla

4 months ago

@ kani7796 : yeah Rhystic Study is amazing, I usually toss it in any blue deck. I was trying to lower the mana-curve of this deck towards quicker wins so I left it out, but I will likely toss either it, or Mystic Remora in soon (that one is a little better in the first 2 turns, it catches everyone's mana rocks usually). For now, there's plenty of card draw in the deck, and the stuff I reanimate from other folks' graveyards usually gives me some card advantage too.

As for the combat, I don't attack a lot, mostly I'm trying to control the board with Galecaster Colossus , or reanimating big threats. The first combo that can win on the spot is Ashnod's Altar and Bloodline Necromancer . If you have the 1 extra mana for Inalla's trigger and you make a token of Bloodline Necromancer when it comes into play, then, while the real copy's trigger is still on the stack, sacrifice it for 2 mana using Ashnod's Altar , the ETB trigger of the token copy can now target the real one in your graveyard. When it comes in from the graveyard, make a new token copy with the colorless mana you have using Inalla's ability and repeat. Infinite 3/2 lifelink tokens with haste, and infinite colorless mana left over (since you generate 2 every time but only use 1).

The other major combo is Wanderwine Prophets . If you cast them and have 3 extra mana you can take infinite turns just using Inalla's ability from the command zone. It's a slightly more involved process, I'd look it up if I were you, it's a 1 card combo which is rare in EDH.

If that doesn't work, getting a Sire Of Insanity into the graveyard turn 2 or 3 and then reanimating it can cause really interesting games, and doing the same thing with Jin-Gitaxias, Core Augur can win games on its own for sure.

Thanks for the comments!

Dango on Commander Tier List [WIP]

4 months ago

Inalla, Archmage Ritualist uses a two card combo considering that the Bloodline Necromancer combo requires Ashnod's Altar to be on the field in order to combo off. Eminence is a cool mechanic since it doesn't require you to cast your commander to use their ability and therefore reduces the combo package when used in conjunction with your commander. However, Circu is so rated highly since he only requires a mana neutral Dramatic Scepter combo to exile opponents' libraries, which is still often mana positive and utilizes Circu as a mana dump similarly to how Oona is utilized. Which means that one card ( Isochron Scepter ) is the only card that needs to actually resolve in order to combo off, and UB is packed with a myriad of tutors to grab Dramatic Reversal as an outlet as well, but since you don't need to cast the reversal, the scepter is the only card that needs to resolve in order to combo off aside from mana rocks so long as you are in fact mana positive to cast Circu, and it's in blue for a solid counterspell package to protect it and let it resolve. His combo is honestly really condensed and he has potential to be really modular well since he can utilize Copy Artifact and Paradox Engine which is just all good stuff.

The difference between Narset and the combo you specified is that she simply has to move to combat and initiate the attack rather than deal combat damage, which means that chump blockers won't stop her from comboing while a blocker would stop Wanderwine Prophets dead in its tracks. The color combination she's in isn't entirely relevant because honestly if she was in mono-blue with that ability she would still be able to assemble the combo easily. Jeskai vs Grixis is such a minor difference in Narset turns because she's so heavily in blue and red that the sliver of white cards she utilizes does not matter in the slightest. Black would simply give her tutors and that's still not ideal because she doesn't actually hard cast things. Oh yeah and she's the commander too, so she only really needs to resolve being cast from the command zone with a haste enabler or survive a turn cycle and she wins.

Vannifar honestly isn't the greatest comparison because she's good for similar reasons why Yisan and Sisay are good. Thornbite Staff isn't even good in Vannifar because it's so mana intensive costing which is really gross in cEDH. Intruder Alarm is better, but not as easily tutorable in UG colors.

Tier 3 is just fine for Inalla for the reasons I stated above and in my previous post. I'm sorry if you disagree, but she doesn't quite compare with the rest of the tier 2 commanders in my opinion at least. I'd like to hear more thoughts on this in support of either side, but the only evaluation criteria issues I have with the prior list is the minor difference between tiers 1 and 2. I have always looked at them like tier 1 and tier 1.5 because they are so closely comparable, so I mean if we make that transition then tier 3 may be bumped to tier 2 if you think that would look better at least. We welcome criticism when it comes to revising the list, so please share your thoughts if you'd like to see improvements.

NoOneOfConsequence on Commander Tier List [WIP]

4 months ago

Welp, since (unsurprisingly) the other EDH tier list is apparently very inactive right now, I'm going to repost my suggestion to move Inalla, Archmage Ritualist to tier 2 here. She makes Wanderwine Prophets a 1-card infinite turn combo, and a god hand of Entomb , Reanimate , land, Lotus Petal , Mana Crypt , Sol Ring , etc. wins the game on turn 1. It's a more resilient combo than Food Chain or Hermit Druid , frankly--tier 3 is too low for her.

NoOneOfConsequence on Commanders by Power Level [EDH Tier List]

4 months ago

I'm sure this has been brought up before at some point, but maybe Inalla, Archmage Ritualist deserved a place in tier 2 for her combo with Wanderwine Prophets . Sure, it takes a lot of mana, but with a god hand of fast mana, it can win the game on turn 1 without even having to cast Inalla. In fact, the deck literally never has to cast Inalla--prophets is literally a 1-card combo. Before you cry Force of Will , every combo deck in the format is weak to free countermagic.

Turn 1 wins are pretty rare in cEDH. Constantly threatening to win every turn after 1 is also pretty rare, frankly. There is literally not a single way for your opponents to get rid of Inalla apart from Mindslaver , and nobody ever does that, anyway (if you didn't know, you can choose where someone's commander goes if you're in control of their turn--that's basically the only way to permanently exile a commander, for instance).

PistonPower on Hey bro, can I copy your homework?

4 months ago

Wanderwine Prophets is a useless card in this deck. It requires the "championing" of a merfolk, which is the only one you have. So you would spend the 6 mana, then have to sacrifice it. Even if you double it with Riku, they both enter, and must be sacrificed.

Load more

Wanderwine Prophets occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%