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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.
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Wanderwine Prophets Discussion
5 days ago
Also, if you've been hearing from other Inalla players that Wanderwine Prophets isn't working out, it may be time to swap it out. My meta is unique in that we either have many creatures or few creatures. Wanderwine can be a good sideboard against the latter case; in the former, however, it might just be more efficient to play another board clear.
6 days ago
You may know about this. It was brought to my attention Friday by another Inalla combo player:
B) infinite mana with mana artifacts, or lands with Fatestitcher
C) infinite damage with Inalla
D) infinite counters with Patron Wizard
I would recommend only adding Aphetto Alchemist and the Illusionist's Bracers if you went this route. My reasoning is this combo is our second most expensive to execute. Bloodline Necromancer costs less based on your assertion that you play either Phyrexian Altar/Ashnod's Altar for value before the combo turn.
Fatestitcher makes it 9U to execute the combo.
You could play the Illusionist's Bracers and/ or Alphetto Alchemist the turn before you combo. Our opponents would definitely attempt removal. You could possibly try if you were holding two counterspells.
Aphetto Alchemist that has synergy with our mana rocks, Azami, Lady of Scrolls, Sensei's Divining Top and Arcanis the Omnipotent (your list). Illusionist's Bracers works with those two creatures but is not likely to be viable outside of the combo.
My first impression was we would be adding two cards that would be dead outside of combo. But, Aphetto Alchemist is cheap and could be played early as a means to untap mana artifacts of which I am playing 10. Our opponents most likely will kill him the first chance they get. That is one more spot removal spell they will not have when we try to win with any of our three other creatures based win-cons.
Looking at my list Voidmage Prodigy, Sigil Tracer, Glen Elendra Archmage or Wanderwine Prophets are probably where the two cuts would come. I know you are on the fence about Voidmage Prodigy. How has Sigil Tracer performed? I am still at 36 lands and could cut one wizard from the list and a land. The player I spoke to cut Wanderwine Prophets because finding the open player to attack was problematic.
I am leaning towards not adding this combo. It is expensive and does not win the game on the spot. Inalla, Sensei's Divining Top, Patron Wizard, or a colored mana producing artifact have to be on the field for us to win the game. I would definitely flip to yes if you thought it was a good idea.
6 days ago
Cosi's Trickster, Deepchannel Mentor because most of your creatures are blue.Sage of Fables, Streambed Aquitects, Thada Adel, Acquisitor, Wanderwine Prophets and Chord of Calling it is great for tapping out all your creatures and making wake thrasher huge. just some thoughts.
1 week ago
1) You may be right about Chain of Vapor. Keeping one mana open to bounce a problematic permanent either on opponent's end step or on our combo turn is viable. Plus, it hits any non land permanent.
2) The only issue would be our opponent's bouncing Ashnod's Altar or Phyrexian Arena. You said you usually play Ashnod's Altar before you try to combo in order have a mana producing sacrifice outlet. Plus, if we wait to cast either altar and Bloodline Necromancer it ties Wanderwine Prophets as our most mana intensive combo at nine.
3) What do we cut for it? Into the Roil is the most similar to Chain of Vapor. Chaos Warp is our most expensive removal. I will probably keep my removal suite the same unless you have a strong opinion that we need Chain of Vapor in the deck.
4) I am not cutting any more wizards at this time. I am running 23. I need to play test the deck more but my sense is it is borderline too efficient. I want to be able to play this with heavily modified versions of the other tribal 2017 Commander decks and not in a competitive pod. It is my sense that even a total combo competitive version of this deck would not be the best by a long shot in such an environment. I will ask Dan of Laboratory Maniacs where he would rate the reanimator all combo Inalla.
1 week ago
If no one is able to stop the initial extra turn cycle by using Wanderwine Prophets, they usually won't be able to stop any of the other ones. The table has always conceded when I get the combo off, as I will eventually draw or tutor into a combo that definitively kills the table.
I think Into the Roil is still fine to keep. We have no real enchantment interaction and that allows us to hit enchantments.
I will also be testing more extensively; right now, Vandalblast usually tries to hit single artifacts.
The return our permanent clause isn't too bad in my opinion. Our average CMC is very low and many of our wizards have high value ETB effects. I cannot think of a situation off the top of my head in which something of ours being returned to our hand is absolutely catastrophic. I wouldn't play this card while we're comboing out, though. It would be more of a way to stop our opponents' combos.
1 week ago
The wincon with Wanderwine Prophets involve taking multiple turns off the player with no blockers until they are dead. Does the table usually concede given that you will have built up your board and most likely draw/tutored into your combo?
Chain of Vapor makes every competitive deck list playing blue that I have seen. I looked at it for this deck. I worry in a slower combo deck like ours that opponents will take advantage of the sacrifice a land clause to hit our board. Am I off base?
1 week ago
Hey Frank. I have been posting quite a bit on the deck, but I think it's worthwhile to have a transparent discussion so that anyone who wants to make suggestions can see our line of thought with changing the deck. Hopefully the TappedOut admins don't get to me :P
I have posted another update with possible changes based on your most recent long list of suggestions. I think many of the ideas are valid and will definitely try them out when I have the money / time.
As for the last few posts:
I enjoyed doing the game writeups. I'll try to mention my mulligan and opening hand more often; I couldn't remember everything after the game had ended. I will try to do more in the future.
Your change definitely makes sense. Pact of Negation as a way to interrupt a combo interrupter is a great idea, and since your list is faster it would make more sense for you to try to combat spot removal.
That average CMC is solid; we can safely dump our hand and refill in most cases.
I have looked at slotting Blasphemous Act for some of my weaker enchantments.
That's what I anticipated. Playing both altars as a redundancy effect allows us more ways to combo out than just relying on Ashnod's Altar, and playing Mistbind Clique gives us another pseudo win condition alongside Bloodline Necromancer. Our opponents thus have to worry about four cards as opposed to two.
Wanderwine Prophets is interesting in my meta where not everyone plays a ton of creatures. Some people in my pod play very few creatures and, if they do, they're usually weak and can be removed easily. I have been able to land the combo a few times and it wins on the spot. It's not something that I would tutor for, but is a huge threat and at the very least can be played to bait removal.
Gamble is probably being slotted in for one of my worse wizards when I have the money for it.
Six counters should be fine, at least in my opinion. I assume you're still running Patron Wizard and I know you run Voidmage Prodigy, so we have 6 true counters, a recurrable Mana Tithe effect, and a likely few counters out of Voidmage. That should be enough in my opinion.
I was looking at possibly adding Chain of Vapor also. Thoughts?