"Magic is a true power, not something to be shunned by commoners or treated as an amusing diversion by politicians.

It shapes worlds, creates and destroys life... It deserves proper respect and study.

The College is a place where we can focus on that, without the pressures of the world weighing down on us."

-Former Arch-Mage Savos Aren

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My name is Inalla and I am the Archmagister of this prestigious school of Magicka.

As the quote from Savos Aren implies, the College observes Magicka, its properties and applications in a hollistic sense. It is a most wondrous tool which embodies the balances of life and death.

Your primary studies will consist of manipulating the living world, and to also coordinate with the world of the dead.

As Arch-Mage of this College, I have hand-selected students who have a fundamental understanding of either side, and in some cases, both. You may not see me often, but your presence does not go unchecked; in fact, should I sense a grand display of Magicka used in competitive examinations, I will reward that user with a brief boost in power, doubling their effect and potency. To an opponent it may seem as though they're seeing double!

Professor Wanderwine is an academic scholar in the Collage, and one of the highest Mages one can be. He has dedicated his life into the temporal realm of Magicka; to manipulate time itself. With my assistance, his knowledge and abilities have achieved greatness and he has successfully mastered the art of "Taking Extra Turns."
  1. Cast Wanderwine Prophets, and organize the Stack so that my Eminence ability resolves first.

  2. Pay for the Eminence trigger, thus creating a token copy of Wanderwine Prophets.

  3. Now add the token's 'Champion' trigger on the Stack, so it resolves first.

  4. Exile the original Wanderwine Prophets to the token's 'Champion' trigger.

  5. Move to combat and attack with the token, dealing combat damage.

  6. Sacrifice the token to its secondary combat damage trigger, thus granting an extra turn.

  7. The 'Champion' trigger will now put the original Wanderwine Prophets back into play.

  8. You will repeat step 1.

  9. Pay for the Eminence trigger to make another token.

  10. Put its 'Champion' trigger on the Stack, exiling the original Wanderwine once again.

  11. Move to the end step of your turn, thus exiling the token.

  12. The 'Champion' trigger puts the original back into play.

  13. Stack your triggers in the same order, resolving Eminence first, paying mana and creating a token.

  14. The token's Champion trigger will go on the Stack, exiling the original to the token's trigger.

  15. Move to next turn; since we're past the beginning of the end step, the token stays for next combat.

These specific lines will repeat themselves until you can successfully defeat your opponents with Combat Damage.

Suppose an opponent excels in the Magicka surrounding eternal life, and have found ways to have an infinite life total?

High Mage Jace, the Mind Sculptor will aide as your support through this. Since Wanderwine Prophets is still dealing combat damage, and taking extra turns, Jace can increase his counters until he can completely exile an opposing Spellbook!

Students of this College should never shy away from what some perceive as the "Dark Arts" of Magicka. Within them lies a realm of possibility that may never be attainable through any other methods. Necromancy offers the tools necessary to cheat death itself. Leading the studies in Necromancy is of course Professor Bloodline. Driven to near madness from the loss of his colleagues during the Oblivion Crisis, Bloodline was convinced that he could study Magicka as a way to bring people back from the dead. Having sought out Winterhold, he and I had worked diligently in retrieving an artifact of an ancient time - Ashnod's Altar. With it, he is able to successfully loop Death ad infinitum.
  1. As we cast Bloodline Necromancer, with Ashnod's Altar in play, organize the Stack so that Eminence triggers first.

  2. Make a token copy, and at this point sacrifice the original Necromancer to the Altar, generating .

  3. The Token's Enter the Battlefield trigger engages, bringing back the original Bloodline Necromancer to the battlefield.

  4. Organize the Stack once more, so that Eminence resolves first, making a second token using of the Magicka resources floating.

  5. Sacrifice the original Necromancer to the Alter once again, leaving you with .

We can continue this loop so that we have an infinite number of tokens with haste.

It is as they say; Death, is only the beginning.

  • Stern Proctor bounces artifacts and enchantments, which can double the potency with Eminence. There's nothing quite like returning someone's Chrome Mox.

  • Aven Fogbringer disrupts your opponents lands by bouncing one back to their hands.

  • Venser, Shaper Savant flashes in to return an incoming spell, or bounce a permanent to your opponent's hand.

  • Snapcaster Mage offers a second chance usage of our countermagic, which is only doubled by the fact that Inalla's Eminence makes a token.

  • Mistbind Clique offers another unique abuse of the Champion mechanic, championing the original to the token made with Inalla's Eminence trigger which taps down our opponent's lands. End step we get our original back which riggers Eminence, making another token that lives until our next turn. Similar to the Bloodline Necromancer loop, with Ashnod's Altar we can potentially have a hardlock of resource denial for our opponents.

  • Glen Elendra Archmage is a repeatable negate on a stick.

As you can see, the Eminence ability can be quite menacing when some of these effects are copied and duplicated. And suppose we take that one step further with Panharmonicon?

The Midden is for all intents and purposes, a dungeon deep beneath the College. We have entrusted two Dungeon-masters, for anyone who happens to part-take in degeneracy. Jin-Gitaxias, Core Augur and Sire Of Insanity are two of the most menacing beasts on their own; combined, they form Misery incarnate for any enemy. We can stack the end-step triggers so that Sire resolves first, forcing us to discard our hand, then have Jin-Gitaxias resolve and allow us to draw seven new cards. The idea here is to fuel our Grave with reanimate targets, and forcing opponents to have a maximum hand size of 0.
There are a select few individuals who possess skills beyond that of normal Magicka users; those who have the power to travel to distant worlds, experiencing what may be indescribable to others. The High Mages will always have a permanent residence here, for whenever advanced studies require their unique skills. The current semester holds three unique High Mages.

Dack Fayden is very cunning High Mage. He draws from his spellbook rather quickly, and fills his graveyard with tools to abuse later. Not only that, but he can efficiently steal any artifact that an opponent may possess.

Jace, the Mind Sculptor was mentioned briefly during our seminar on Temporal Magicka. His abilities are almost universally applicable, making him one of the most versatile High Mages to learn from. He can disrupt an opponent's top-deck of their spellbook, or swiftly look through the top of ours, and put back spells we don't need at this point. He can bounce creatures back to our opponent's hands and finally exile an entire spellbook if need be.

Liliana of the Veil is a powerful wielder of Dark Magicka. She controls the board by forcing enemies to sacrifice their creatures, or discard cards from their hand. Should she ever get to her ultimate form, she can tear apart an entire opponent's board state and force them to ultimately choose what pile she wants them to keep.

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Breaking out of character here; I hope you enjoy this rendition of Inalla, Archmage Ritualist! Feel free to leave comments or suggestions, and as always if you dig these dorky thematic decks send some love! +1


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