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[Primer] The Infinity Coil - Koma EDH

Commander / EDH Combo Control Goodstuff GU (Simic) Serpent Tokens

Hydrax


This deck has been moved to Moxfield. It will no longer be updated here as it's too much work to maintain accounts on two different sites.

Introduction

Welcome, everyone, to the Infinity Coil. A world locked in the endless embrace of the mighty Cosmos Serpent. Koma is all, and all is Koma.

This deck focuses heavily on its commander. The gameplan is to cast Koma, Cosmos Serpent and protect it while it generates a steady stream of its lesser extentions, which we will use as fodder to keep Koma alive and eventually overwhelm any who dare to challenge the infinite leviathan.

Koma can make itself indestructible but we still have plenty of ways to give it Hexproof and ways to turn its expendable serpent tokens into some much more impactful creatures in our deck.

TL;DR Primer

  • Ramp as fast as possible in order to play Koma, Cosmos Serpent as fast as possible

  • Protect Koma at all costs

  • Find cards that increase Koma's Coil token generation and/or cards that create more copies of Koma himself

  • Eventually overwhelm opponents by tapping down their blockers and swinging with lots of serpents or simply get past them by playing a Serpent of Yawning Depths

Packages

  • Consecrated Sphinx draws us 2 cards whenever our opponents draw a card.

  • Elemental Bond draws us a card whenever a we play a creature with at least 3 power.

  • Kindred Discovery draws us a card whenever a specific creature type ETB's on our board or attacks.

Individual Card Choices

A lot of the cards in this deck are pretty self-explanatory. Reading the card explains the card. However, some do have some niche applications and synergies that aren't immediately apparent. Take a glance through this section if any card in the list looks peculiar to you, otherwise feel free to collapse this panel and skip it if you feel confident that you understand the applications of each card.

I also prefer to discuss my cards in order of ascending CMC to better visualize my curve. If you're viewing this deck, I encourage you to click the "Sort" dropdown and select "Mana Value".

Koma, Cosmos Serpent has a big wall of text so let's dissect it.

Firstly, it can't be countered, so it's almost guaranteed to hit the board when we cast it.

But here's where it gets really interesting. Koma creates a 3/3 Serpent Token on EACH upkeep, not just ours. Every player's upkeep, Koma generates a free 3/3 Serpent Token. Koma can then sacrifice any other Serpent to use one of the following effects at Instant Speed:

  • We can tap any target permanent and it is restricted from using any of its activated abilities. Usually we'll be using this to push past blockers but we can also shut off something like Birthing Pod for example.

  • Or we can make Koma Indestructible. This ability is what makes Koma so difficult to get rid of. It generates tokens on everyone's upkeep whenever somebody tries to remove him through destruction or damage, he can make himself indestructible at instant speed and survive.

For these reasons, Koma, Cosmos Serpent is the most important creature in the deck. Everything else serves to either protect him or increase his Serpent token output.

We have a mass of cheap Instants that give him the kind of protection he can't give himself (i.e. Hexproof for things like Swords to Plowshares). We also have some powerful static effects that double our token output. And finally, we have a couple of creatures that can copy Koma himself without taking his Legendary title.

There are a small amount of creatures in this deck because we have a few Polymorph effects that can turn a Serpent token into an important creature from our deck.

With all of that in mind, let's discuss those cards in further detail.

  • Adrix and Nev, Twincasters double the number of tokens we generate from any source. With this in play, Koma, Cosmos Serpent will be creating 2 of its 3/3 Serpents every Upkeep. That is insane value. More serpents for Koma mean more opportunities for him to survive or tap other permanents. Adrix and Nev also have Ward 2, meaning our opponents will have to spend an extra 2 mana if they want to target them with spells/abilities.

  • Sakashima of a Thousand Faces serves as another copy of Koma, Cosmos Serpent. He disables the Legend Rule for us so we do not have to sacrifice either of them. Having 2 Komas means twice as many Serpent tokens.

  • Sakashima the Impostor is also another copy of Koma. This one retains its own name, so we don't have to worry about the Legend Rule here either. Again, more Komas means more Serpent Tokens. This Sakashima also has the ability to bounce himself back to hand so we can copy something else later if we want.

  • Spark Double is, you guessed it, yet another copy of Koma. This one automatically makes itself non-Legendary and gives itself a +1/+1 counter.

  • Seedborn Muse untaps all of our permanents (including lands) on each player's turn. This basically gives our whole team Vigilance and a Wilderness Reclamation. This card allows us to freely play out our spells and still have all of our mana available for our Instant-Speed interaction on our opponents' turns.

  • Consecrated Sphinx draws us 2 cards whenever our opponents draw a card. At best, this is insane value. At worst, it's a removal magnet but if it eats a removal spell, that's one less removal spell that would have been aimed at Omnath.

  • Serpent of Yawning Depths makes all of our serpents unblockable except by other sea creatures. With the massive amount of Koma tokens we're generating, we'll need to push through some damage to win with them eventually. This card allows us to do just that.

  • Sphinx of the Second Sun massively extends our plays because it gives us another beginning phase after our usual Main Phase. This includes untap, upkeep, and draw steps. Think about it - we get a Koma token as our turn begins, we can spend as much mana as we want in our first main phase and then the Sphinx untaps all of our stuff, draws us another card and gives us another Koma token on the additional upkeep.

  • Archetype of Endurance gives our whole team Hexproof, including Koma, Cosmos Serpent. A creature with permanent Hexproof and plenty of fodder to make itself Indestructible is extremely difficult to get rid of.

  • Oko, Thief of Crowns is mainly in here to serve as pseudo-removal. Oko can turn any creature or artifact into a vanilla 3/3. This is particularly annoying for our opponents because we can turn their Commanders into Elks and since we're not destroying/exiling them, they cannot choose to move them to the command zone. So now their commanders are stuck on the board with no abilities and they have to find some way of removing their OWN creature if they want to be able to recast them with their original abilities.

  • Awakening Zone generates a steady stream of 0/1 Eldrazi tokens that can be sacrificed at instant speed for . This not only ramps us on each of our turns but also synergizes with several of our Token doubling effects.

  • Elemental Bond draws us a card whenever a creature with power 3 or more enters the battlefield under our control. It just so happens that Koma, Cosmos Serpent produces 3/3 tokens every turn. With this on the board alongside Koma, we'll have a steady stream of tokens and also be able to maintain some card advantage.

  • Growing Rites of Itlimoc   rewards us for having a bunch of creatures on board by turning itself into Itlimoc, Cradle of the Sun, which can tap for a massive amount of mana to further reward us for our massive amount of creatures.

  • Parallel Lives plain and simple doubles our Token output.

  • Doubling Season is mainly in here to create more Serpent tokens but it can also double any counters we might happen to put on our permanents. That includes Oko, Thief of Crowns.

  • Primal Vigor is just a slightly weaker version of Doubling Season. We only care about the token doubling effect so it's not a big deal.

  • Kindred Discovery lets us draw a card whenever we play a creature of chosen type or whenever we attack with a creature of that type. Obviously, we'll want to choose "Serpent" when we play it.

  • Rampant Growth, Farseek, Nature's Lore, Three Visits, Into the North, Cultivate and Kodama's Reach are all just straightforward ramp spells.

  • Regrowth allows us to retrieve a card in our graveyard and put it back into our hand. This deck is packed full of spells to protect Koma and some of them are so useful that they are worth retrieving, such as Fierce Guardianship.

  • Fabricate lets us tutor an Artifact from our deck straight into our hand. This is a very easy way to find Proteus Staff and start polymorphing our serpents.

  • Skyshroud Claim gets any 2 Forests out of our deck and onto the battlefield. Notice that it doesn't specify basic Forests, meaning we can grab Breeding Pool and Rimewood Falls if we want.

  • Migration Path fetches any 2 basic lands straight onto the battlefield but if we don't need the ramp then we can always cycle it for a new card instead.

  • Polymorph lets us exchange one of our Serpent tokens for one of the creatures in our deck. That's why we have so few, because whatever we hit has to be impactful, and as we discussed in the Creatures section of this Primer, they all are.

  • Wash Out is admittedly not the best boardwipe but it's one of the best we have in Simic colors. It does sort of deal with Indestructible creatures as well because it returns permanents to hand instead of destroying them.

  • Whelming Wave is another decent boardwipe we can use to clear the board but it has the added benefit of being (mostly) one-sided because it leaves our Serpents unaffected.

  • You See a Guard Approach, Tamiyo's Safekeeping, Snakeskin Veil and Mizzium Skin are all cheap and efficient instant-speed ways to protect Koma from targeted spells and abilities. Some of them have additional effects or conditions that can come in clutch in specific situations.

  • Pongify and Rapid Hybridization are essentially the same card. They are reliable and cheap removal spells that get rid of something but give the owner a 3/3 token instead. Odds are, if we're casting one of these, we're probably getting rid of something much more valuable than a vanilla 3/3.

  • Nature's Claim is a cheap removal spell that take care of any artifact or enchantment.

  • Mystical Tutor allows us to find any instant or sorcery, an easy way to search for a Polymorph or a protection spell to keep Koma safe.

  • Noxious Revival lets us recycle a useful card from our graveyard, much like Regrowth.

  • Swan Song can counter any Enchantment, Instant or Sorcery spell. In exchange, that spell's owner gets a 2/2 token but that's a small price to pay.

  • An Offer You Can't Refuse stops any non-creature spell.

  • Counterspell is a catch-all answer to any spell on the stack.

  • Muddle the Mixture can counter an instant or sorcery spell but it also gives us the option to Transmute, allowing us to exchange it for any other 2 CMC card from our deck, of which there are many to choose from.

  • Cyclonic Rift can temporarily get rid of any permanent in a pinch but we also have the option to Overload it to get rid of all of our opponents' permanents.

  • Return to Nature can deal with an artifact or enchantment, or it can get rid of a card from a graveyard. Useful for stopping a Worldgorger Dragon loop or something similar. Flexibility is what makes this card worth putting in any green deck.

  • Heroic Intervention gives our whole team Indestructible and Hexproof. Useful for protecting not just Koma but all of our Serpents as well.

  • Double Major lets us create a non-legendary copy of a creature spell. Keep in mind that it says "spell", meaning the creature has to be on the stack (while it's being cast, not when it's already on the field). If we tack this onto any creature we cast as an additional 2-mana cost, we get 2 of those creatures instead of just one.

  • Beast Within deals with any permanent but gives its controller a 3/3 token instead.

  • Harrow is just a simple ramp spell. We trade 1 land for 2 basics untapped.

  • Fierce Guardianship is a free Negate if we have Koma on board, which we should, all the time.

  • Chord of Calling allows us to tutor any creature we want from our deck straight onto the battlefield, assuming we can pay enough mana. However, this spell has convoke, meaning we can tap creatures to help pay the cost. With so many Serpent tokens we're making, this shouldn't be a problem.

  • Reweave is meant to be a second copy of Polymorph. In rare occasions, we can splice into Arcane with Kodama's Reach so we get the effect of Reweave without actually casting the spell, meaning we can use it later if we want.

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Revision 28 See all

(1 year ago)

Date added 4 years
Last updated 7 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

37 - 0 Rares

17 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 2.97
Tokens Ape 3/3 G, Beast 3/3 G, Bird 2/2 U, Copy Clone, Eldrazi Spawn 0/1 C, Elk 3/3 G, Food, Frog Lizard 3/3 G, Koma's Coil 3/3 U, Treasure
Folders Selesnya Cool Stuff, Koma, Future Fun Deck, EDH
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