Major revision of Inalla as I hadn't touched her in a few years. Deck is meant to be medium-high competitive in a 3-4 person game setting. Let's get into it.

Win Conditions

We have three major win conditions that all revolve around wizard creatures. In order of power, these are:

  1. Bloodline Necromancer + Ashnod's Altar or Phyrexian Altar
  2. Wanderwine Prophets
  3. Galecaster Colossus

Bloodline Necromancer, one altar and Inalla's eminence trigger will result in infinite hasted Bloodline Necromancer tokens and infinite mana (the type of which depends on the altar.) Even if you can't swing with them, you can then cast Inalla herself and use her second activated ability to tap as many wizards as you'd like and cause all opponents to lose infinite life.

  1. Board state is Bloodline necromancer in hand or graveyard and either Phyrexian Altar or Ashnod's Altar on the battlefield.
  2. Cast or reanimate Bloodline Necromancer.
  3. Inalla's Eminence triggers. You pay 1 to copy Bloodline Necromancer.
  4. You choose "Real" Bloodline Necromancer to enter the battlefield first. He reanimates any target you'd like. You may sacrifice any wizard to your altar in response to him entering, gaining mana and allowing that wizard to be his target in the graveyard if you wish.
  5. Sacrifice "Real" Bloodline Necromancer to the altar for mana.
  6. "Copy" Bloodline Necromancer now enters the battlefield, choosing the "Real" one in the Graveyard to reanimate. This copy is hasted.
  7. Repeat 3-6. The result is infinite hasted Bloodline Necromancers and any other targeted wizard copies, as well as infinite colored mana (Phyrexian Altar) or colorless mana (Ashnod's Altar.)

Wanderwine Prophets and Inalla's eminence trigger allows us to keep swinging for infinite turns, provided it can get through to deal combat damage and you have the mana for the triggers. Hardcasting Wanderwine and keeping it alive for the loop costs 10 mana total: 8UU. Ideally, you will just discard Wanderwine with one of the many Draw/Discard effects or tutor it directly into the graveyard with Buried Alive or Corpse Connoisseur

  1. Cast Wanderwine Prophets. 5UU spent.
  2. Inalla's trigger, pay 1 to copy Wanderwine Prophets. Now both the "Real" Wanderwine Prophets and "Copy" are on the stack. 6UU spent.
  3. You choose which Wanderwine Prophets will enter the battlefield first. Choose the REAL one.
  4. Real Wanderwine Prophets enters the battlefield. You choose to champion nothing, and the trigger to sacrifice it goes on the stack.
  5. Copy Wanderwine Prophets enters the battlefield. You choose to champion the Real Wanderwine Prophets, which exiles it. This copy token has haste.
  6. Real Wanderwine Prophets trigger comes off the stack and doesn't find the creature it belongs to, so nothing happens.
  7. Do whatever until you move to combat
  8. Copy Wanderwine Prophets attacks an opponent it can deal damage to.
  9. Move to damage phase.
  10. "You may sac a merfolk to take extra turn" triggers. We choose to sac Copy Wanderwine Prophets.
  11. Real Wanderwine Prophets comes out of exile per the Copy's champion trigger and re-enters the battlefield.
  12. Repeat steps 2-6. 7UU spent.
  13. After combat damage we move to the second main phase.
  14. Do whatever until you are done with your turn
  15. At the beginning of your end step, Inalla's Eminence triggers causing you to sacrifice the second Copy Wanderwine Prophets.
  16. Repeat steps 2-6. 8UU spent.
  17. The turn ends. Your Real Wanderwine Prophets is exiled under the 3rd copy from the previous turn.
  18. Copy #1 Wanderwine Prophet's trigger to take an extra turn happens, and you begin a new turn.
  19. Untap, draw, main phase 1, then repeat steps 7-16. Each new turn should only cost 2 colorless mana (2 triggers from Inalla) to maintain the Wanderwine Prophet loop - once after combat damage trigger and once at the beginning of the end step. So long as you have an opponent you can damage, the loop may continue.

Galecaster Colossus doesn't have an infinite combo to my knowledge but is simply a beast. It functions like Tidespout Tyrant, only we tap Wizards instead of cast spells to activate his permanent bouncing effect. As wizards can tap the moment they enter play (including Galecaster himself) and you're always getting two wizards at a time, you can essentially bounce every threat right away which massively tilts the game in your favor. He is notably a worse Tidespout because he can neither bounce your own permanents nor lands.. however, given that he's such a juicy reanimate target, counts as a wizard himself, and takes advantage of our many cheap wizards and token wizards in play.. he has been included as a backup.

  1. Demonic Tutor Sorc speed, tutors for anything, doesn't reveal the card. Save it for combo pieces or for tight spots where you absolutely need removal.
  2. Trinket Mage Extreme value as it can be copied for . Grabs Skullclamp/Sol Ring/Meekstone.
  3. Trophy Mage Extreme value as it can be copied for . Grabs Altars/Chromatic Lantern/Oblivion Stone/Unstable Obelisk
  4. Spellseeker Extreme value as it can be copied for . Grabs any of the following: Draw: Brainstorm/Careful Study/Faithless Looting Tutor: Demonic Tutor/Entomb Recursion: Reanimate/Unearth Removal: Terminate/Reality Shift Wipe: Cyclonic Rift
  5. Entomb Fill your graveyard with a win condition or other goodies. Can be tutored by Spellseeker and easily targeted by Snapcaster Mage. Good targets: Corpse Connoisseur (Unearth), Champion of Wits (Eternalize), Trinket/Trophy/Spellseeker (tutors), Etherium-Horn Sorcerer (cascade 6), Teferi (disrupt opponents/gives your creatures flash), Azami (draw), Corpse Augur (draw), Disciple of Bolas (draw), Vindictive Lich (multiplayer disruption: discard/creature sac), Galecaster (bounce), Wanderwine Prophets (infinite), Bloodline Necromancer (infinite)
  6. Corpse Connoisseur Wizard that Entombs on entry. Eats corpses, tells you how good they is. Also has Unearth. You can copy him one or both times.
There are 7 recursion cards, 6 of which target creatures.

  1. Reanimate - One mana. Nothing else needs to be said.
  2. Unearth - One mana. 3cmc hits most of the deck's wizards, including the three tutoring wizards. I have even Cycled this then hit it with Snapcaster Mage in a pinch.
  3. Victimize - Extreme value. For 3 mana and a sac, you get 2-4 wizards ETB effects. Also enables death.
  4. Dread Return - Can be discarded if needed since it has Flashback. Flashback enables death.
  5. Apprentice Necromancer - For 2BB, you can cast him, copy him and immediately activate the copy.
  6. Bloodline Necromancer - Combo piece. Even without an altar, he is a 3/2 Lifelink that reanimates any two wizards (assuming you copy him).
  7. Snapcaster Mage - Flashes. Only spell recursion in deck. Lots of juicy 1-3 mana spells in this deck to choose from. Excellent synergy but mana-hungry since you're paying 2U for two Snapcasters, plus whatever mana for the spells.
  • Sundial of the Infinite allows you to keep your copied token wizards alive by skipping the "At the beginning of the next end step" on Inalla's trigger. This gives you extra blockers or sacrifices for Exploit/Skullclamp/Victimize and so on.
  • Two wizards don't have Enters the Battlefield triggers. Instead, they operate on dying.. which is a pain in our ass, because Inalla's eminence trigger exiles them if we allow the turn to end normally. Those two creatures are: Corpse Augur and Vindictive Lich. If they weren't so awesome, we could replace them.. but personally, I like them and the variety. This is why we run 2 Altars, 2 Exploit creatures, Skullclamp (kills Vindictive) and Viscera Seer. Worst case scenario and you can't get the kill, just don't waste mana copying unless you want the swing damage.
  • Similarly, Watcher for Tomorrow triggers when it leaves the battlefield rather than enters. It works with the End Step exile as well as bounces and death when blocked.
  • We have little in the way of defenses. The deck carries 5 targeted removal (Terminate, Reality Shift, Crosis's Charm, Bedevil, Unstable Obelisk), 5 disruption (Meekstone, Sidisi's Faithful, Aether Adept, Sedraxis Alchemist, Vindictive Lich) and 3 board wipes (Oblivion Stone, Flood of Tears, Cyclonic Rift). Teferi, Mage of Zhalfir functions as a second Leyline of Anticipation as well as forcing opponents into Sorcery speed. However, our deck also doesn't come out of the gate as a looming threat like some others. Keep your wits about you, draw-scry-tutor your way into a solid position while removing guns pointed your way and combo out.

Update 1:

  • Replaced Nevynrral's Disk with Oblivion Stone (Trophy Mage synergy)
  • Replaced Talisman of Indulgence with Unstable Obelisk (Trophy Mage synergy)
  • Replaced Buried Alive with Entomb (Spellseeker and Snapcaster synergy)
  • Replaced an island with Seat of the Synod (Trinket Mage synergy)
  • Considering Pithing Needle for Trinket Mage toolkit.
  • Considering Expedition Map for Trinket Mage toolkit, which enables Maze of Ith for defense and Rogue's Passage to help Wanderwine Prophets connect for damage.

Update 1.5

Suggestions

Updates Add

Comments

Casual

100% Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

38 - 0 Rares

22 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 2.78
Tokens Champion of Wits 4/4 B, Copy Clone, Manifest 2/2 C
Votes
Ignored suggestions
Shared with
Views