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Inalla, Archmage Inifinitulist.

Commander / EDH*

skimpkillah


Maybeboard

Instant (1)

Creature (1)


Win Conditions.

Wanderwine Prophets = Infinite turns.

Dualcaster + Ghostly Flicker = Infinite tokens (with haste with Inalla).

Dualcaster + Rite of Replicataion = Infinite tokens (with haste with Inalla).

Mind Over Matter + Azami = Self mill to win with Lab Man.

Bloodline Necromancer + Ashnods Altar = Infinite tokens (with haste with Inalla).

Aether Adept + Paradox Engine + Mana Rocks = Infinite tokens (with haste with Inalla).

Peregrine Drake/Great Whale + Deadeye Navigator + Any Non Legendary Wizard = Infinite tokens (with haste with Inalla).

Peregrine Drake/Great Whale + Deadeye Navigator + Stroke of Genius/Mindspring = Self mill to win with Lab Man, or draw your deck out and combo from there.

Peregrine Drake/Great Whale + Deadeye Navigator + Stroke of Genius = Mill Opponent.

Peregrine Drake/Great Whale + Deadeye Navigator + Aether Adept/Venser, Shaper Savant = One sided board wipe.

Mana Vault + Gilded Lotus + Paradox Engine + Capsize = One sided board wipe.

If you have the free colored mana, I would recommend bringing Inalla in after you have your million tokens, and then tapping a few of them down to kill your opponents, as attacking could end up back firing.

Dualcaster + Ghostly Flicker is the lowest cost combo, but requires 2 red mana, which is not always the easiest.

Mind Over Matter + Azami is the highest cost combo, but if you get MOM out first, and have enough cards in your hand, which you likely will, you can discard to untap the lands you used to cast MOM, then cast Azami, then self mill. Your opponents may get salty and cry foul, but remind them that Azami's ability is not a tap ability, so she doesn't need to wait a turn. This combo is also risky, with single target removal, you lose when you're about to win.

Bloodline Necromancer + Ashnods Altar is the safest combo in my opinion, as only artifact removal can stop the loop, and creature removal can be responded to with the Altar.

This deck does really good the first time people play it, because they are likely not expecting it to have 10+ infinite combos. Once people have seen you combo out a few times, you may become a target, but with things like Glacial Chasm and Propaganda, you can quite often buy yourself enough time to get your combo pieces together.

Suggestions

Updates Add

Played the deck at a 1v1 comp at my LGS, 30 or so people entered, quite a few competitive decks. Went 2-3. Mana base seemed to be the biggest issue, 2/3 of the games I lost I had answers, but not enough of the right color mana.

In the games between official games, I went 4-0, including wins over a tier 1 Prosh deck, and one of the decks I lost to. So I think Inalla definitely has potential to be a competitive deck, right now mana base and more card draw are what I think I want to tune a bit better.

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Date added 6 years
Last updated 6 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

36 - 0 Rares

16 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 3.35
Tokens Copy Clone, Elemental 1/0 U
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