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Inalla's Ritual - Sacrificial Wizards

Concept

Eminence abilities strike me as great build-arounds because they're an effect that your opponents are generally unable to disrupt. Inalla, Archmage Ritualist was the Grixis Eminence commander in Commander 2017, but was immediately over-shadowed by Kess, Dissident Mage. Now that Kess has faded from my local EDH night lime-light, I started playing around with Wizard tribal. The deck seemed pretty mediocre until I realized Inalla's ability is triggered from ETB rather than cast, which means reanimating wizards opens up new lines of play. To be clear, I only think of Inalla as an Eminence enchantment. I have never once cast her and don't ever plan on doing so. Inalla's other ability asks you to over-extend and requires you to build around to win the game.

How It Plays

Wizard tribal has a decent amount of interaction disrupting opponents as we start to establish highly synergistic tribal and sac-centric combo pieces. Playing ETB-centric wizards and doubling their effects allow you to generate a ton of advantage and control the boardstate. From there you're looking to amplify the effects by assembling a few combo pieces, reanimating dead Wizards, and generating value on their deaths. The main source of damage comes from catching opponents tapped out via multiple hasting clones and non-combat sources.

Card Selection

  • Kindred Discovery is really the MVP of this deck. Since it triggers on ETB instead of cast, and doesn't specify non-token, Inalla's clone ability triggers it TWO more times per cast since it puts an additional body into play WITH HASTE. This is a ridiculous amount of card advantage.
  • Ashnod's Altar + Nim Deathmantle - Using Inalla's one-mana cloning ability to create a second body, you can immediately sacrifice both to the altar to generate 4 mana which is just enough to pay for the Nim Deathmantle's trigger. Works great with Vindictive Lich and Anathemancer to deal tons of damage in a single turn or Sower of Temptation to remove all the creatures from the battlefield by gaining control of them and then sacrificing them for mana.
  • Sage of Fables/Metallic Mimic + Puppeteer Clique/Glen Elendra Archmage + Sac outlet: An infinite number of ETBs and Deaths. With PupClik this allows you to steal all creatures in opponents graveyards, giving them haste. With cards like Kindred Summoning/Grim Haruspex you're drawing as many cards from your deck as you'd like. Marchesa, the Black Rose can grant this automatic-reanimation effect to any of your creatures but at a much slower rate since they only reanimate at the end of the current turn. Still good for triggering on other players' turns.
  • Cloudstone Curio turns your creatures with ETB effects into spells of the same ilk. Bouncing a Venser, Shaper Savant with his a clone's CSC trigger grants you a 5-mana version of Capsize-Buyback that hits TWO targets, even if the legend rule does nuke the clone's body.
  • Heirloom Blade is an underappreciated tribal card in my opinion. +3/+1 on a flying wizard is a great way to progress the game towards its conclusion. But the real value comes from Wizards replacing themselves on death, a prospect that improves when you control when they die.
  • Bloodline Necromancer & Apprentice Necromancer are both great ways to replay cards from the graveyard and allow Inalla to trigger. The apprentice is slower, but Inalla's clone of him has haste so you can activate him immediately.
  • Vendilion Clique is a little aggressively costed and the legend rule prevents you from abusing the clone's 3/1 body, but the double trigger is great at looting away your hand or disrupting opponents' tutors.
  • The Scarab God gives another reanimation option and 4/4s are big enough for this deck, but it should be noted that his tokens are Zombies, not Wizards. So he may get cut in the near future.

  • Arcanis the Omnipotent, Cryptic Command, Azami, Lady of Scrolls are all on the verge of playable/cut due to the triple costs being harder to resolve.

  • Talrand, Sky Summoner, Jace, Vryn's Prodigy  , Snapcaster Mage, Docent of Perfection   and other spell-centric Wizards all got the axe due to a surprisingly low number of Instants and Sorceries.

Gameplay

Coming Soon.

Suggestions

Updates Add

On the first full night of testing the tuned build:

Game 1: Won by killing an Animar player by hitting him with Anathemancer four times (cast, cloned, sac'd, reanimated, cloned). Was capable of hitting him twice more the following turn (sac'd, unearthed, cloned).

Game 2: Triggered Vindictive Lich several times (cast, cloned, reanimated), and then won by killing a Tasigur player by hitting him with Anathemancer twice (cast, cloned).

Game 3: Went Infinite Mana with Puppeteer Clique + Sage of Fables + Ashnod's Altar, wizard-cycled Vedalken AEthermage for Vela the Night-Clad to drain the entire pod.

The deck performed very well overall with a strong amount of early-game interaction, consistent board-presence which deterred most attacks, low threat profile allowing for easy politicking, and explosive turns that caught everyone off-guard. I think the deck is in a good place and am happy to finally shelve this one.

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Revision 4 See all

(6 years ago)

Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

43 - 0 Rares

16 - 0 Uncommons

21 - 0 Commons

Cards 100
Avg. CMC 3.06
Tokens Champion of Wits 4/4 B, Copy Clone, Manifest 2/2 C
Folders Stuff I like
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