Wanderwine Prophets

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander 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.

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Wanderwine Prophets Discussion

RedUndead40 on Infinite Turn Combo Using 2 ...

2 weeks ago

There's also the one card infinite turn combo... Wanderwine Prophets on the board and Inalla, Archmage Ritualist in the command zone

wereotter on Inalla Combo EDH

3 weeks ago

Thanks for the ideas. I already knew about the Wanderwine Prophets combo, I just kind of didn't like it. Mostly because in my meta, getting him through for combat damage would be incredibly difficult as I play in a creature heavy meta, and people don't really leave themselves open.

The other combos look interesting, though.

Toozin on Inalla Combo EDH

3 weeks ago

Wanderwine Prophets is a neat little combo with Inalla that works even when she's in the CZ. Basically you copy it, then have the copy champion the original, then hit someone who's open and exile the token to take the extra turn. The original reenters the battlefield, which you then copy and champion. At the end step, the token exiles, bringing back the original, which you copy and champion, bringing the token over into the next turn and repeating the process. It's a little fragile and requires an open target to get going, but it's essentially a one card combo. Note that Panharmonicon and/or Naban will effectively shut this combo down unless you have another Merfolk on the board to champion for the extra trigger.

Ghostly Flicker and Dualcaster Mage go infinite together. Cast Flicker on any targets, then hold priority and flash in Dualcaster, copying Flicker to target two lands or mana rocks. Tap them in response, and use one of the mana to copy Dualcaster, copying Flicker to target a different mana source and the original Dualcaster. Let the copied spells resolve, then when the original Dualcaster flickers, copy him and just keep repeating the process. You'll get infinite colored mana and infinite hasty Dualcaster tokens. You can either attack in with the tokens, or bring in Inalla and tap them down to deal 7 however many times. You can do this trick with Naru Meha as well, but the tokens will all die to the legend rule so all you get is the infinite mana.

Deadeye Navigator is another way to make Timestream Navigator go infinite.

Bloodline Necromancer goes infinite with Ashnods alter. Cast Necromancer, then with Inalla's trigger still on the stack, sacrifice it to Ashnod. Use one of the mana to create a copy, and have the copy bring back the original Necromancer from the graveyard. Repeat infinitely. You will have infinite colorless mana and infinite hasty Necromancers.

Finally, it's not an infinite combo, and it's pretty janky, but I still love having out Purphoros, God of the Forge, then casting Master of Waves and copying it to (ideally) make a ton of Elementals to shock everyone a whole bunch of times. It can get crazy with Panharmonicon/Naban, but it's in no way reliable.

Rant on Inalla's wizards in disguise

1 month ago

Why isn't Wanderwine Prophets in this deck? It's a one card combo for infinite turns when it's unblockable!

tomhiggart on Inalla

1 month ago

Hi I'm also a budget inalla player. For the lands Crosis's Catacombs might be another good adition.

I'd recomend adding more draw and win cons.For more draw I'd add Read the Bones, Night's Whisper and Brainstorm as they are budget and a low cmc. For win cons I'd add Ghostly Flicker and Rite of Replication as they both combo with Dualcaster Mage. Also infinite mana is easy to get, Ashnod's Altar with either Wanderwine Prophets or Bloodline Necromancer makes infinite mana (but bloodline necromancer has it's own wincon). All you need is Goblin Bombardment as a way to turn the infinte mana into a wincon.

Boomcat12B on Grixis in Hogwarts!

2 months 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

Board wipes-4-5

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.

@nch0r on Yer a Wizard, Inalla

2 months ago

Ok, so here is a card that I have seen Inalla go infinite with and wipeout the entire table. Wanderwine Prophets

Below is a excellent primer for how that works. I found this on mtgsalvation and I want to give credit to rezzhan for the excellent step by step walkthrough. Hope this helps you.

Let's go through this step by step.

1) You cast Wanderwine Prophets, no one responds and it resolves entering the battlefield.
2) Innala and champion both trigger and you put champion on the stack first, then Innala's trigger on top.
3) No one responds, so Innala's trigger resolves, you pay 1 and create a token Prophet.
4) The token's champion ability triggers and is put on the stack.
5) No one responds, so it resolves, and you exile the original Prophets.
6) No one responds, so the origial's champion trigger resolves, and you don't champion anything, and cannot sacrifice the original.
7) You attack with the token, it deals combat damage to the defending player, it triggers and the trigger is put on the stack.
8) No one responds, so the trigger resolves. You choose to sac the token to get the extra turn, which triggers champion to return the original.
9) No one responds, so the original returns.
10) Innala and champion both trigger and you put champion on the stack first, then Innala's trigger on top.
11) No one responds, so Innala's trigger resolves, you pay 1 and create a token Prophet.
12) The token's champion ability triggers and is put on the stack.
13) No one responds, so it resolves, and you exile the original Prophets.
14) No one responds, so the origial's champion trigger resolves, and you don't champion anything, and cannot sacrifice the original.
15) The game eventually moves to the end step, which triggers the token exile.
16) No one responds, so you exile the token, triggering champion to return the original.
17) Innala and champion both trigger and you put champion on the stack first, then Innala's trigger on top.
18) No one responds, so Innala's trigger resolves, you pay 1 and create a token Prophet.
19) The token's champion ability triggers and is put on the stack.
20) No one responds, so it resolves, and you exile the original Prophets.
21) No one responds, so the origial's champion trigger resolves, and you don't champion anything, and cannot sacrifice the original.
22) The turn eventually ends, and your extra turn begins.
Loop to step 7) for taking infinite turns.

So yes, this works out.

edit:Of course, it's not really "infinite" turns, as the opponent(s) will eventually lose for having 0 or less life.

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