Maybeboard


Hello everyone! If you're here, it's probably because I commented on your Reddit thread. Or maybe you just found this because you're looking to make and Inalla list and would like ideas. Regardless, welcome! This is Inalla's House of Combo, a combo deck that focuses on a number of different ways to win. There are a few infinite combos and a newly included doomsday package so we can have multiple routes and in case one of them gets disrupted.

Mana Required: + =
  1. Firstly, we need to have Ashnod's Altar on board.
  2. Cast Bloodline Necromancer.
  3. When Bloodline Necromancer enters the battlefield, put its ability on the stack.
  4. Activate Inalla's ability, creating a token copy of Bloodline Necromancer.
  5. Put the Bloodline Necromancer token's ability on the stack.
  6. With the Bloodline Necromancer token's ability on the stack, sacrifice the original Bloodline Necromancer to Ashnod's Altar, netting in the process.
  7. Resolve the Bloodline Necromancer token's ability, returning Bloodline Necromancer to the battlefield.
  8. Repeat the above steps until you have as many copies of Bloodline Necromancer as you want.

So, how does this win us the game? Well, there are a few ways that these copies allow us to seal the deal.

  • Ping our opponents with Goblin Bombardment.
  • Swing for lethal with an arbitrarily large amount of tokens.
  • If Inalla is on the battlefield, use her activated ability until our opponents are dead.
  • If we have Azami, Lady of Scrolls and Laboratory Maniac out, we can mill ourselves to win; however, this is pretty mana intensive and convoluted.
Mana Required: + =
  1. Firstly, we need to have any two creatures, mana generating artifacts, or lands on the battlefield.
  2. Start off by casting Ghostly Flicker, targeting two permanents of your choice.
  3. Flash in Dualcaster Mage, choosing to copy Ghostly Flicker.
  4. Resolve the copy of Ghostly Flicker, blinking either a mana generating artifact or land and Dualcaster Mage.
  5. Tap your artifact or land for mana.
  6. When Dualcaster Mage re-enters the battlefield, choose to copy Ghostly Flicker again.
  7. Pay to create a copy of Dualcaster Mage with Inalla's effect.
  8. When the Dualcaster Mage token enters the battlefield, choose to copy Ghostly Flicker again.
  9. Repeat the process as many times as you want. If you are utilizing a mana generating artifact that generates more than one mana, this combo will also net infinite mana.

The wins we get from this are the exact same as the last combo, though it has a few different paths we can take.

The Doomsday build was heavily inspired by the EDH Doomsday Primer, which can be found by searching "The EDH Doomsday Primer" (links are broken right now on TappedOut, so I will link when they fix it). I suggest reading the primer, as it will help you understand how I am piling and what my way of describing the process of winning with each pile is. I will be putting two examples of piles in here and how to play them out.

As per the Doomsday Primer, each card will have a number next to it, which the the effective number of cards it draws. We want each pile, including our opener, to be able to draw at least six cards.

Pile Cost - + 4 Life

This is a very generic pile that requires a sizeable amount of mana.

Opener - Preordain (1)

  1. Brainstorm (1)
  2. Night's Whisper (2)
  3. Ponder (1)
  4. Gitaxian Probe (1)
  5. Laboratory Maniac (0)

Our sequence of play should go as such:

  1. Play Preordain, drawing Brainstorm. (1)
  2. Play Brainstorm, drawing Night's Whisper, Ponder, and Gitaxian Probe. Place Ponder and Gitaxian Probe back on top of your library. (2)
  3. Play Night's Whisper, drawing Ponder and Gitaxian Probe. (4)
  4. Play Ponder, drawing Laboratory Maniac. (5)
  5. Play Laboratory Maniac.
  6. Play Gitaxian Probe, which wins us the game. (6)

You want to be playing this pile if our opponents are tapped out and have no way to remove Laboratory Maniac at instant speed. Also, if you have a sizeable amount of mana.

Pile Cost - + 2 Islands + 2 Life

This pile is much cheaper and has built in protection. This is the one I usually go for.

Opener - Preordain (1)

  1. Gush (2)
  2. Pact of Negation (0)
  3. Frantic Search (2)
  4. Gitaxian Probe (1)
  5. Laboratory Maniac (0)

This piling is a lot more unique and requires that we have two islands of some sort to return to our hand in order to get a free Gush; however, we get a counterspell as insurance. The play with this pile is as follows:

  1. Play Preordain, drawing Gush. (1)
  2. Return two islands to your hand as a cost to play Gush, drawing Pact of Negation and Frantic Search. (3)
  3. Play Frantic Search, drawing Gitaxian Probe and Laboratory Maniac. Discard both Islands. (5)
  4. Play Laboratory Maniac.
  5. Play Gitaxian Probe, which wins us the game. (6)

Mana Required (Using Mana Producing Sac Oulet): + + =

Mana Required (Using Non-Mana Producing Sac Outlet): + + + x (Number of opponents that you lock before your next turn) = + x (Number of opponents)

  1. Firstly, we need Ashnod's Altar or another sac outlet on board.
  2. Cast Mistbind Clique.
  3. When Mistbind Clique enters the battlefield, put its Champion trigger on the stack.
  4. Pay to copy Mistbind Clique with Inalla's eminence ability.
  5. When the Mistbind Clique token ETB's, put its Champion trigger on the stack.
  6. Resolve the Mistbind Clique token's Champion trigger, targeting the the original Mistbind Clique as the sacrifice target.
  7. Tap an opponent's lands with the Mistbind Clique token's ETB effect.
  8. At the end of your turn, you must sacrifice the Mistbind Clique token because tokens created by Inalla must be sacrificed on your end step.
  9. When you sacrifice the token copy of Mistbind Clique, the original Mistbind Clique with re-enter the battlefield.
  10. When the original Mistbind Clique re-enters the battlefield, repeat the Champion loop described above. This will leave you with a token copy of Mistbind Clique on the field and the original Mistbind Clique in exile at the end of your turn.
  11. On each opponent's upkeep, sacrifice the Mistbind Clique token to your sac outlet. This will cause the original Mistbind Clique to re-enter.
  12. When the original Mistbind Clique re-enters the battlefield, repeat the initial Champion loop. Your opponent's lands should now be tapped on their upkeep.
Mana Required (First Turn): + + =

Mana Required (Each Extra Turn): + =

  1. Firstly, we need Sundial of the Infinite on the battlefield. If it is not on the battlefield, play it.
  2. Begin by playing Isochron Scepter, imprinting Final Fortune.
  3. Activate Isochron Scepter, casting Final Fortune.
  4. On your next turn, activate Isochron Scepter again.
  5. At the end of your extra turn, with Final Fortune's "lose the game" trigger on the stack, activate Sundial of the Infinite. This will clear the stack and prevent you from losing the game.
  6. Repeat the process until you win the game on one of your extra turns.
Mana Required: + + + =
  1. Cast Wanderwine Prophets.
  2. When Wanderwine Prophets enters the battlefield, put its Champion trigger on the stack.
  3. Pay to copy Wanderwine Prophets with Inalla's eminence ability.
  4. When the Wanderwine Prophets token ETB's, put its Champion trigger on the stack.
  5. Resolve the Wanderwine Prophets token's Champion trigger, targeting the the original Wanderwine Prophets as the sacrifice target.
  6. Move to combat and deal combat damage with the Wanderwine Prophets token.
  7. Sacrifice the token copy of Wanderwine Prophets to its triggered ability upon dealing combat damage, which will grant you an extra turn.
  8. When you sacrifice the Wanderwine Prophets token, the original Wanderwine Prophets will re-enter the battlefield.
  9. Repeat the Champion trigger process described earlier so that you have a token copy of Wanderwine Prophets again.
  10. At the end of your turn, you must sacrifice the Wanderwine Prophets token because tokens created by Inalla must be sacrificed on your end step.
  11. When you sacrifice the token copy of Wanderwine Prophets, the original Wanderwine Prophets with re-enter the battlefield.
  12. When the original Wanderwine Prophets re-enters the battlefield, repeat the Champion loop described above. This will leave you with a token copy of Wanderwine Prophets on the field and the original Wanderwine Prophets in exile at the end of your turn.
Mana Required: + =
  1. Setup requires Paradox Engine on board and mana rocks that can tap for at least (such as Dimir Signet, Chromatic Lantern, and Thran Dynamo).
  2. Tap all of your mana rocks and cast Venser, Shaper Savant.
  3. When you cast Venser, all of your mana rocks and creatures will untap.
  4. When Venser enters the battlefield, Inalla's eminence ability will trigger at the same time.
  5. Pay for Inalla's triggered ability and put it on the stack.
  6. Put Venser's ETB ability on the stack, above the Inalla ability.
  7. Resolve Venser's ETB and target Venser, returning him to your hand.
  8. Resolve Inalla's triggered ability, creating a copy of Venser.
  9. Resolve the Venser token's ETB, bouncing a permanent of your choice.
  10. Since all of your mana rocks are untapped, you can repeat the above process as many times as you want. Each time you loop Venser, you will need to sacrifice the token copy that is already on the board due to the legend rule.

So, with this combo we get infinite creature untaps, infinite mana (if our rocks produce more than ), and infinite permanent bounces. With this, we can do the following:

  • If Inalla is on the battlefield, we can use her activated ability until our opponents are dead (assuming we have enough creatures to activate her ability).
  • Bounce every permanent our opponents own and likely cause a concession.

There are many more combos that are near infinite but require a lot of mana. I won't go too far in depth with them, but with cards like Panharmonicon, a sac outlet, and Apprentice Necromancer or another recursion effect, we can constantly recur cards such as Anathemancer to kill our opponents.

Dramatic Reversal + Isochron Scepter is also fantastic for a more creature / tap ability oriented build.

So! That's the gist of the deck. Thanks for sticking around this long. If you have any suggestions or would like to chat about a build for Inalla, let me know!

Changes:

Cards on watchlist:

Currently trying to find a place that I might be able to slot in Sea Gate Oracle. Turnabout would also be nice for some mass land untaps.

Also thinking about adding Mind Over Matter and just doing the ol' Azami, Lady of Scrolls + Laboratory Maniac + Mind Over Matter song and dance. MoM is expensive though, and relying on just Azami isn't enough. Playing Arcanis the Omnipotent and Niv-Mizzet, the Firemind would help contribute to that win, but I'm already having problems with cuts and would prefer not to have to slot out 3 more cards right now.

Changes:

Accidentally found an infinite combo while playing the deck at college with my playgroup. Write-up is in progress. As of now the deck has won 3/5 game it's played, and the first two may have been flukes, as I hadn't shuffled well and was mana flooded both times. The deck right now seems very strong and can win out of nowhere if combo pieces are assembled. Paradox Engine is working as expected, but Wanderwine Prophets has preformed well beyond how I thought it would. Some of the players in my pod run very few creatures, so removing a few isn't too hard. Then I can swing in and effectively win off of the combo.

For potential changes, it's the same cards as the last update. AEther Adept is staying in for sure, though. The new combo is too good to give up. Faces of the Past is now on the potential cut list. It just isn't very good in this list. Riptide Director is also a potential cut, as the effect may be too slow.

Changes:

One of the players in my pod recently finished building The Ur-Dragon and it destroys me 1v1. His main tactic is using Worldgorger Dragon combo to win on the spot, though the real issue is enchantments. With cards like Impact Tremors, Warstorm Surge, and Dragon Tempest, it's hard to stay alive in light of the constant pings.

As for potential cuts, it's the same as before. Sigil Tracer may be added on the list, as many of my instant and sorceries aren't great to be copying, and any that are go infinite with Dualcaster Mage. If I add some charms, such as Rakdos Charm, Izzet Charm, Crosis's Charm, etc, it may gain more value.

Also looking at Altar of Dementia. Good, not great. I have another two sac outlets that give me arguably better effects, especially since decks like Meren of Clan Nel Toth and Thrasios, Triton Hero / Tymna the Weaver reanimator / boonweaver combo exist in my meta.

Giant update this time around. It's been pretty rough the last few games. I haven't won in a while, and it's mostly because I'm hitting too many land drops or not hitting draw at all.

At this point, I'm just trying to add more draw and have less generally conditional cards. We'll see how it goes from here.

Medium sized update. I have not played Inalla in a while, as college this semester has been pretty work intensive. I probably won't be playing EDH or Magic in general until next week. This update is mainly to outline some future changes and cards I am looking to take out for better or more efficient ones. Without further ado...

Cards to be removed:

  • Languish. Languish is good in a meta with a lot of tokens or when your opponents are playing small creatures. My meta contains neither of these. This will be replaced with Toxic Deluge, which I will be purchasing today.

Cards I am currently questioning:

  • Laboratory Maniac. I am never happy when I draw him. The deck rarely wins through self mill. Why keep him around?
  • Riptide Director. This card is painfully slow. Sometimes it works out well, but often isn't enough value to make it work the to use the effect.
  • Sage of Fables. Draw is inconsistent, but the lord effect isn't bad. If I can find a better card, I will probably slot it in.
  • Voidmage Prodigy. Lots of resources to sink into just countering a spell. Works wonders sometimes, but a bit iffy in general. Probably one of the last cards I will cut.
  • Diabolic Tutor. There are other tutors we can use. They're expensive, but I might just have to bite the bullet on this one.
  • Rite of Replication. In terms of the Dualcaster combo, it can be swapped for Ghostly Flicker. This card has been great when I kick + copy some of my opponents' value creatures (such as Gray Merchant of Asphodel), but it's expensive. Probably one of the last cards I will cut.
  • Blue Sun's Zenith. God, this card is slow. Maybe loot effects would just be better.
  • Comet Storm. The card is not good outside of an infinite mana combo. Another burn spell could probably serve the same purpose.

Cards I am looking to slot in:

Made some purchases and will begin to test starting tonight. Turns out I have a bit of free time and have the opportunity to see if the recent changes improve the deck / how they improve the deck.

Cards removed and added:

I'll post tomorrow with how the deck did. I will most likely be playing 1v1 against an upgraded C17 Ur-Dragon deck.

I played 4 games last night against a new brew my friend had made of Karador, Ghost Chieftain. His deck was very fast and relied on various combos tutorable by Boonweaver Giant + Pattern of Rebirth, such as Mikaeus, the Unhallowed + Triskelion, Zulaport Cutthroat + Saffi Eriksdotter + some sort of recursion, etc.

It is worth to note that I swapped out Intruder Alarm for Blasphemous Act in this game.

Game 1 - Win

My opening hand was Swan Song, Necropotence, AEther Adept, Commander's Sphere, Swamp, Island, and Underground River. Topped Crumbling Necropolis. I played Necropotence on curve and began to draw three cards a turn, during which I drew Arcane Denial and Bloodline Necromancer. Opponent attempts to Enlightened Tutor, and in response I counter with Swan Song and respond to my counter with Dualcaster Mage to fetch Ashnod's Altar. I combo out on turn 8 with Ashnod's Altar and Bloodline Necromancer.

Game 2 - Loss

Opponent ramps quickly into a Birthing Pod and begins pulling high value creatures, including Saffi Eriksdotter and Zulaport Cutthroat, onto the field. My opening hand was slow and I did not hit draw. I managed to Mystical Tutor for a Rakdos Charm, but panicked and exiled his graveyard too early during his combo as I was not fully aware of how it worked (new deck and all). He wins on turn 8 or so.

Game 3 - Loss

My opening hand consists of 3 lands, Trinket Mage, Dimir Signet, Corpse Augur, and another card. Opponent quickly shuts down my artifact ramp by curving out Kataki, War's Wage. He follows up next turn by hitting my Mystical Tutor with Aven Mindcensor. I concede, as I have no outs and did not hit draw.

Game 4 - Win

My opening hand was Shivan Reef, Foreboding Ruins, Swamp, Mystical Tutor, Dualcaster Mage, Merchant of Secrets, and Dimir Signet. I top a land on my first turn and tutor for Ghostly Flicker turn 1. Luckily my opponent neglects to keep mana up for removal and I am able to combo out on turn 5 with Dualcaster Mage and Ghostly Flicker.

The deck is doing decently. I think the main problem with it at the moment is likely myself, as I am not the best at mulliganing and should probably do so more aggressively. It's hard to evaluate the deck's strength in a vacuum though, especially in 1v1. This brew is designed more with multiplayer in mind, though it has been performing decently in the games it has played. More games will likely be played next week, as my workload is getting to be a bit much.

Frank_Glascock has been a huge help in making the current iteration of the deck thus far. By reading his suggestions, I have been looking at possibly making the following changes (after more testing of the current iteration):

Removals:

  • Phyrexian Arena. The consistent draw is nice, but there are more efficient ways to get the same effect. BB may be difficult to generate early on.
  • Reality Shift / Terminate. We have a lot of single target creature removal, and each of these has its own merits. Terminate's "cannot be regenerated" clause is negligible (at least in my meta), and BR is a decent amount of colored resources to sink into a kill spell. Reality Shift has the exile clause, gets around indestructible, and the manifest can shut down some non-creature spells. **Terminate** is most likely the card on the chopping block.
  • Merchant of Secrets. The draw is nice, but the card we will likely be replacing it with will, in most cases, give us more utility.
  • Corpse Augur. The card is pretty bad, unfortunately. Getting this guy out early doesn't get us much value unless we've been killing off some of our own weak wizards or our opponent(s) are playing a heavy recursion deck.
  • Vandalblast. This card is going to be sideboarded. My meta has a lot of artifact heavy decks, but the rest of the decks run very few artifacts. The disparity is interesting, and the card replacing this one will make more sense.
  • Kindred Discovery / Intruder Alarm. Kindred Discovery is a bit slow but a really good value card. It cannot be tutored for in our colors outside a general tutor, and most times we won't want to tutor for it anyways. Intruder Alarm can get a lot of value as well, but is fairly slow to start and works with few of our cards (Inalla, Arcanis the Omnipotent, Sigil Tracer, etc). Intruder Alarm is likely the cut, though I will be salty about it as it cost quite a pretty penny.

Additions (cards in this list are direct replacements for the cards in the above list from top to bottom):

  • Rhystic Study. Rhystic Study is annoying as hell and gets us far more cards than Phyrexian Arena. is much easier to generate early on.
  • Into the Roil. Hits high value enchantments, which we struggle with in Grixis colors. We can slot this in for our removal because we have enough right now; we also have a decent amount of bounce spells in addition to our kill spells.
  • Augur of Bolas. We can sift through some garbage in our deck (lands, etc) with Augur to hit some high value spells such as draw, counters, and combo pieces. Replacing Merchant of Secrets is a no-brainer here, as 1 mana less for some cycling is a huge boon.
  • Gamble. Gamble is a cute card that can get us whatever we want. With the exception of enchantments, we have ways to recur every type of spell we would want to recur, and thus discarding our tutored card isn't the end of the world. Ideally we'll have a lot of cards in hand when casting this, but it can be used in a pinch as well. This replaces Corpse Augur for just being generally more efficient (also, I don't really want to spend 20$+ on some of the best black tutors).
  • By Force. Paying a few colorless mana and to destroy specific high value artifacts is much more valuable than overloading Vandalblast unless our opponents are playing artifact heavy decks.
  • Blasphemous Act. Two token decks have come into my meta as of last week; Karador, Ghost Chieftain and Tana, the Bloodsower // Ravos, Soultender. This is an efficient boardwipe and will replace some of our slower / weaker enchantments.

These changes will hopefully be the last ones for a long time. I will not be making these soon; I would like to test out the current iteration of the deck for now. These are simply intended changes that will be put into effect if I find the cards from the first list are not working out.

Decent amount of changes this time around. Everything from last time has gone into effect.

Changes:

  • Phyrexian Arena has been swapped for Rhystic Study in order to get more consistent draw and be a bit more annoying.
  • Chaos Warp has been replaced by Into the Roil. The former is good, but the latter is really all we need sometimes. The cantrip is always nice as well, and Into the Roil has been performing better than expected as of late.
  • Merchant of Secrets has been replace by Augur of Bolas. Digging through our deck is really nice, especially if we can hit high value cantrips and tutors.
  • Corpse Augur has been replaced by Gamble because Corpse Augur is bad and Gamble is a decent way to tutor for one mana outside of 30$ black tutors.
  • Vandalblast has been replaced by By Force. By Force is incredible and every red deck should run it. It gets incredible value.
  • Intruder Alarm has been replaced by Blasphemous Act. It's unfortunate, but Intruder Alarm hasn't been wonderful. Another board clear is always great.
  • Herald's Horn has been replaced by Tormod's Crypt. I needed yard hate and I rarely got value out of the horn.

The deck has been performing decently. I have no write-ups as of now, but 1v1 the deck can combo fairly quickly and, in a recent 4 man pod (Jori En, Ruin Diver artifact combo, The Ur-Dragon combo, and Marath, Will of the Wild aggro), I was hated out immediately for getting Necropotence online early (Pithing Needle and Phyrexian Revoker) and was still able to eke out a win with removal and a single tutor. I will write-up more games in the future, but I am happy with where the deck is right now.

Not much to say. Haven't played this deck in a while but am still looking to upgrade it a bit more.

Possible inclusions:

Few updates again on cards that I don't love. Would like suggestions for removal.

Before I begin, I managed to unpack a Search for Azcanta  . Could be useful to further fix draws and get stuff into our yard, despite the fact that we aren't heavy on recursion aside from when we want to combo out.

I was also informed recently of another sweet infinite turn combo that would only require one swap. It is much more efficient than Wanderwine Prophets, as it does not involve combat and is far less mana. This combo involves the following cards:

The combo is easily seen just by looking at the cards; we imprint Final Fortune onto Isochron Scepter and simply end each of our turns with Sundial of the Infinite before the "lose the game" effect triggers. This combo might be worth checking out.

That being said, the cards I am looking at mostly remain the same. These include the following:

  • Disciple of Bolas isn't great but I am not sure what I would replace it with.
  • Sigil Tracer has generally under-performed, but I might just need to test more with it.
  • Blasphemous Act is alright but I may not need as many board clears as I had initially anticipated. Also it jacks up our average CMC which is more of a neurotic thing as opposed to an actual problem.

I could also likely stand to remove some cantrips or something big like Kindred Discovery or Rite of Replication in favor of efficient / interesting wizards. However, this list will mostly stay the same until I find wizards that will work well in this deck. Twenty-five creatures is already pretty low for this type of deck, but it's working so far.

Small update. Removed Blasphemous Act for Search for Azcanta  . Going to do some testing with it for a while.

Going to do some quick card evaluations on my maybeboard and the thoughts on them.

Separate from card changes, I was thinking about changing my manabase up a bit, but it isn't urgent. I can probably stand to remove a lot of lands if we're being honest. More updates to come.

Also, little bit of UI update and added a potential combos section.

Small update from the new year. A few card changes are in order, with some suggestions from the community being put in.

Removals:

  • Disciple of Bolas. Never really loved the card and I was looking for something to put in this slot.
  • AEther Adept. Bit color expensive; it's being replaced with an semi-straight upgrade in the next list.
  • Gamble. Cute, but inconsistent. A friend gifted me a better tutor which is going in ASAP.

Additions:

  • Sedraxis Alchemist. The condition isn't hard to meet and we get to bounce enchantments, which this deck and Grixis in general have a tough time dealing with.
  • Vedalken Plotter. Really weird card that can take advantage of my opponents' expensive lands.
  • Diabolic Intent. Just a really good tutor that has synergy with a lot of our deck.

Some interesting cards coming out from the new set, Rivals of Ixalan, that could go well in our deck are:

  • Disperse in the Wind. There's a way to break this card, I'm just not sure yet. It could do some really weird things for us.
  • Timestream Navigator. Really easy way to get two extra turns.
  • Storm the Vault. Goes well with our ramp and artifacts in general, since we have a lot.

Other than that, possibly looking to thin the lands in this deck... we have a lot of mana generation and we don't really need it all.

Haven't really had time to play Magic recently due to this semester being so busy, and thus I have not really been able to play or update the deck as of late. Most games of Magic have been 1v1s, and this deck is a bit too strong 1v1 in my meta due to the prevalence of easy one and two card game winning combos. That's neither here nor there, though. With Masters 25 coming out soon, here are the following cards we can be excited about and the proposed changes I'm making to the deck right now but have not yet made:
  • Pact of Negation. Oh baby. This is going to be nuts if I can pull one of these / grab one for relatively cheap. I can easily slot this in in order to protect a combo; the cost doesn't really matter if I win on the same turn anyways. This will probably slot in for a worse counterspell.
  • Vendillion Clique. Fantastic anti-tutor and just a general card to tell our opponents that we're in control. I love this card, and getting the effect twice can put a real stop to our opponents' game plans.
  • Doomsday. This card isn't that expensive, but it sure as hell is going to be fun if a few things align. Doomsday combo would allow for another interesting win condition, and I will write about it more at a later date. At the present time, I could easily afford to take out a land for Doomsday and fill my two free slots with more cantrips / free draws such as Gush, Night's Whisper, Serum Visions, etc. The plan remains to be seen for the future, however, though I think picking up a Doomsday and more cantrips is never a bad idea. I need to read up further on piling and such, so more to come later.
  • Unearth. Fantastic reanimation spell that hits a lot of solid wizards in the deck
  • Magus of the Wheel. Really solid card that I've been wanting to get for a while. Helps with our draws and disrupts our opponents at the same time. Could fit in over one of the weaker wizards.
  • Notion Thief. The only non-wizard I would ever think about putting into this deck. It's an all-around solid card, but I think I'm going to keep the deck tribal based.
  • Coalition Relic. Great mana rock that I honestly think any deck with more than two colors should run. Will definitely be picking one of these up eventually.

Removals:

Additions:

  • Timestream Navigator. See last post for reasoning. It's just a good card in this deck.
  • That's all I have for sure for now. The cards I'm excited for section mentions Doomsday, which could be slotted in along with two cantrips, as I mentioned before. For now, I'm going to let Inalla sit around for a bit until I decide whether or not I want to run Doomsday combo.
Finally revisiting this deck with the arrival of Dominaria drawing ever closer. I have decided to make my list more into a pure combo build as opposed to midrange combo, which it currently is. The new iteration of the list will contain a Doomsday package.

Removals:

  • Arcanis the Omnipotent. He's super slow and not that great in general. Not easy to abuse.
  • Patron Wizard. He's a bit of a rattlesnake and often times we won't have the board that full to be able to tax for a sizeable amount. This is possibly a temporary change, but only more testing will tell.
  • Sigil Tracer was talked about a while ago, and it's unfortunately time to see her go.
  • Vedalken Plotter is being taken out for literally anything else right now.
  • Wanderwine Prophets. This may come as a surprise, but in my current meta the combo is too expensive and spot removal / creatures are always present.
  • Kindred Discovery. Fun, but slow.
  • Rite of Replication. Slow.

Additions:

That's it for now. My writeup on the cards coming out of Dominaria can be found in the comments section. I'll test the list and see how it goes in the coming weeks, and have a writeup on optimal Doomsday piles with this deck in the future.

Might wind up taking out Sundial of the Infinite, but we'll see.

Played the deck a few times yesterday and have decided to bite the bullet to swap my build into full combo / doomsday as opposed to a more midrange style. The following changes are being made:

Removals:

  • Sundial of the Infinite. This card is used for jankier combos that were taken out long ago. The fact that it's still in here means that I'm trying too much to go into a midrange value area.
  • Isochron Scepter. See Sundial.
  • Counterspell. is a really tough amount of mana to keep up in our Doomsday piles, and in general. A cheaper, albeit less hard counter would be better.
  • Dread Return. Not really looking to get three creatures on the board at all times. Thought it could be cool with Doomsday, but it does not warrant a spot.

Additions:

  • Night's Whisper. The draw is fine, and it goes great with our piles.
  • Frantic Search. Helps with piling and is a decent discard outlet in cases where we want things in the yard or don't care about what's in our hand.
  • Pact of Negation. One of the best counterspells in the game. Great for piling.
  • Flusterstorm. A cheap counterspell that also works fantastically with piling in my opinion. I unpacked one in a Masters 25 and have no other home for it, so I'll try it out.

I have also overhauled the deck name and description to better reflect what the deck is about now. This may cause issues in some deck folders or for people who are following the deck, but I am unsure of how to combat that if that is the case. Regardless, the combo write-ups are much more in-depth as to give people who are new to this deck or stacking triggered abilities more of an idea of how to play the deck. I have also included a new section on Doomsday piles. More testing will yield more results, so I will see you all in the future.

With M19 on my mind and games fresh from my LGS after Battlebond, I have decided to once again visit my brew of Inalla. This also comes off the heels of the recent Commander 2018 announcements; I am itching for spoilers and this update will have to sate my deckbuilding appetite for now. Without further ado, here are the changes, with explanations of course.

Removals:

  • Puppeteer Clique. As much as I love this card, it doesn't get nearly as much value as I would like in my playgroup. It also doesn't do much for us in the way of comboing out.
  • An Island. We've got enough mana sources that I feel comfortable swapping one out for an impactful card.
  • Flusterstorm. Yeah, I sold this one for Battlebond packs.
  • Night's Whisper. It's fine, but we have a better way to just win the game now.

Additions:

  • Sower of Temptation. Picked one up from my Battlebond packs, it's a solid card that does better than Puppeteer Clique, at least in my opinion.
  • Spellseeker. This card is wild! Fantastic tutor that hits the majority of instants / sorceries; unfortunately, doesn't get Ghostly Flicker or Doomsday, but can get us a Mystical Tutor and a counterspell to prep for the former pair of win conditions.
  • Mistcaller. This is a weird card and I are really excited to try it out. Hoses a few strategies.
  • Demonic Consultation. This card is BONKERS; I lost to it in a game at my LGS on turn three (against The Scarab God reanimator). It completely wins the game if unanswered / spot removal for Laboratory Maniac isn't killed. I might take it out just because I tend to not love all-or-nothing strategies, and a card that means you either win or lose the game immediately is really polarizing to opponents.

That's all I have for now, more will come soon. I'm looking forward to Commander 2018 and hope you all check out my brews from the next set!

With Guilds of Ravnica finally out for a while now, I have decided once and for all to bring the deck into a faster, more combo-oriented build. I have upgraded the mana base and thrown out some of the more expensive (mana wise) cards for more cantrips, removal, and anti-combo. The changes are as follows:

Removals:

Additions:

I am looking at the possibility of Twinflame; it combos with Dualcaster Mage much like Ghostly Flicker does, and it can be tutored for by Spellseeker. The only problem is that it is a combo that starts at sorcery speed, whereas Ghostly Flicker can be done at instant speed. That's it for now; let me know your thoughts below!

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