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Inalla , Phyrexian Deep-sea Fisher

Commander / EDH* UBR (Grixis)

ArthurJP


Introduction

This is my brew of Inalla. I started quite recently in EDH with just the precon and I have been swapping out cards for the past couple of months.

This deck is not intended to be competitive, though it is exceptionally powerful.

I had a look at other lists of this deck. While most are focused quite heavily on a single combo, with a lot of control, as this is just for casual play my build uses a number of different entertaining combos to take the win and have fun along the way. Other decks are also more instant/sorcery based, as was mine previously, but I have moved more towards having more wizards to make use of inalla.

This build uses a moderate ammount of control, a lot of draw power (which in some of the combos is part of the win condition in of itself), and a lot of tutors and graveyard recursion.

Combos:

Phyrexian Deep-Sea Fishing

Nezahal, Primal Tide; Jin-Gitaxias, Core Augur

Cue 'name a more iconic duo' memes. I put this at the top because its brand new and I doubt anyone else will have listed it in an Inalla list yet. I literally just got back from RIX prerelease and realised how much Nezehal seems to be just made to be played with Gitaxias. With both on the field at once, you have no max hand size, your opponent has no hand and you have both a 7 card draw in each end step plus a quasi-rhystic study in play. If you cant win from this position I dont know what you're doing wrong. Speaking of Rhystic Study, play it alongside them and you get even more draws in the bargain.

What makes Nezehal add even more value to the deck though, is the discard 3 option which can help you to set up for other combos in the deck.

Plague of Locusts

This combo has a few varieties that either give you enough draws to find anything you need, generate enough 1/1 hasty fliers to win outright, or enough mana to win through Torment of Hailfire.

The Locust God; Ashnod's Altar; Skullclamp

If you have these three pieces you have all you need to draw as many cards as possible, create as many insects as you have cards in your deck, and as much mana as you will ever need. All you have to do to start the engine up is draw a card and have 1 mana. When you draw a card, The Locust God creates a 1/1 hasty insect token with flying. Spend your 1 mana to equip skull clamp to the insect - it dies immediately and you draw 2 cards - this then triggers the Locust god again, netting you 2 insects (N+1). Using Ashnod's Altar, sacrifice an insect to add to your mana pool (N+1). Now you can keep cycling this around, building up insects, then building up mana and so forth. This allows you to both find the card you need and pay for it.

Niv-Mizzet, the Firemind

Add this to the pie and you're now burning your opponents or their creatures - suddenly the loop becomes a win confidition in itself.

The Locust God; Kindred Discovery ; Niv-Mizzet, the Firemind

This is quite an amusing one that will either win or lose you the game. Simply call 'insect' as you Kindred Discovery enters the field and then draw a card. As the insect token enters the field you will be forced to draw another card and create another insect, and so forth, all the while Niv-Mizzet is doing his thing. Obviously you need to make sure that your opponents will burn to death before you run out of cards, or this one will seriously blow back at you.

Niv-Mizzet can both initiate these loops and creates a win condition from them.

Azami, Lady of Scrolls; Faces of the Past; Ashnod's Altar

Azami taps an untapped wizard, draws you a card, you sacrifice another wizard, anything you tapped with Azami gets untapped again. Pretty simple. Combine with Niv-Mizzet/The Locust God for extra value.

Dances with Merfolk

Wanderwine Prophets

The one everyone knows. This combo exploits the 'drawback' of propets using Inalla's eminance ability. As Prophets enters the field you must chamption a merfolk (sacrifice it unless you exile another merfolk underneath it.) Before this resolves you use Inalla to copy Prophets and then the new token copy has its own champion trigger. Exile the original underneath it and continue with your turn. Next you want to hit an opponent with prophets - if you do you can activate its other ability - secrifice a merfolk to take another turn after this one. Have Prophets sacrifice itself to activate this ability. When it leaves the field, the original returns and its Champion triggers again - repeat the process as before to keep one on the field. At the beginning of the end step the token is exiled, but you can just repeat the process again and at that point you dont need to exile it again until the 'next' end step. Then you proceed to your next turn. Since you haven't been stopped yet presumably your opponents either don't know what's happening or don't have any responses. You want to keep attacking the open opponent, probably with just the propets because you want to be able to take as many extra turns as you can in order to draw into a win condition or an out to the other opponents' boards.

Now the really competitive variants of this deck will run more expensive tech to play this combo off as early as possible, and while I do have some of the pieces in this build, I'm not all-in - prefering to head in the direction of this combo without any particular haste.

Specific card inclusion notes

Daring Apprentice

Just want to point out how good this card is. Play it early, leave it on board as long as you like. Don't just use it to disrupt opponents unless absolutely necessary. This deck has a lot of combos and this card will stop your opponent boardwiping you or controlling you at an awkward time. Also the art is pretty cool (not the new art).

Expedition MapThis is here to search primarily for Reliquary Tower. In case you hadn't noticed the deck draws a ton of cards and its best to be able to keep most of them.

Trinket Mage; Trophy Mage

Trinket Mage is excellent, bring him in, copy him with inalla and search for 2 of the following: Sol Ring Skullclamp Expedition Map. Though it is tempting, don't be drawn in to just going straight for the ring. If you have most of your combo pieces, it can be a better idea to go instead for the skullclamp or the epxedition map over ring.

Trophy Mage can search you any of the following, and as she's also a wizard again you can copy her with inalla for an additional search and with Panharmonicon in play she can fetch you four of these!: Wizard Replica Commander's Sphere Darksteel Ingot Heirloom Blade Ashnod's Altar Herald’s Horn .

Panharmonicon

This card hardly needs an introduction - with so many ETB cards in the deck it has value, but that is expounded by the fact that Inalla can duplicate those ETBs as well, meaning that you get 4 ETB triggers for the price of slightly more than one. The main reason I brought this card up is as a warning. If you have this in play, Wanderwine Prophets cannot combo off as his champion will trigger twice.

Dualcaster Mage

I put this card in, then I took it out, then I put it back in again. The value it adds is hard to ignore, but since the deck runs less i/s than others it can just sit in your hand a long time. I kept it in because when you get the right opportunity, say, with a demonic tutor or anything of real power it totally makes up for it. Also did I mention its a wizard.

Sedraxis Alchemist

I'm pointing this card out because at first glance its easy to just see this card as decent removal. Actually its far more than that. Use it to bounce your own ETB effect cards like dualcaster, trophy mage, etc. Copy it with Inalla to bounce two things. Incredibly powerful, incredibly versatile. Good card for this deck.

Hapless Researcher

A pretty good card early game - you can chump something and then trigger its effect for value, especially if you have a combo piece you need to drop from the hand. If not, you can get more value with skullclamp to draw 2.

Nicol Bolas, the Deceiver; Visage of Bolas

Why do I run these? Why this over God-Pharoah? Well frankly this planeswalker deck was the first magic product I bought and I might as well get some use out of its contents. Seriously though, this walker actually has more relevance given what this deck does, compared with his lesser-costed stronger friend. I honestly would not play this card if it wasn't for visage being both a mana rock in the right colours with a tutor/grave recovery of the walker.

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Date added 6 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

26 - 0 Rares

27 - 0 Uncommons

24 - 0 Commons

Cards 100
Avg. CMC 3.42
Tokens Copy Clone, Insect 1/1 UR, Manifest 2/2 C, Morph 2/2 C
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