This is my new Inalla, Archmage Ritualist deck and so far I'm Completely in love with it!

So I haven't done a whole ton of play testing with this because it's still pretty new but so far it's quite lethal and hard to keep down a lot of the time. Inalla's powerful eminence ability lends itself to plenty of shenanigans and allows her to never need to leave the cozy comfort of the command zone, though if you've got a critical mass of wizards her second ability (while not nearly as powerful as her first) can still be a looming threat that no amount of blockers are going to be able to stop. Her being in grixis colors allows us to play all the best spells, and answer any threat while also allowing for powerful controlling spells and combos, which is exactly what this deck plans to do.

The deck heavily skews blue, with black and red really only serving as support colors in this build, though it's pretty much a necessity to pack a good control package as counterspells and our best wizards for controlling the table are in blue. Such cards include the all time classics of Counterspell, Azami, Lady of Scrolls, Venser, Shaper Savant, and of course, Cyclonic Rift. Black tends to end up being used for removal and reanimation in my deck, (the two things it's best at, shocking, I know) using the color to it's fullest extent in order to pave the way to victory and bring back key combo pieces. Utilizing cards such as Go for the Throat, the new Kindred Dominance, and tried and tested reanimation such as Victimize. Red is the has the lowest representation in this deck, only having a few cards of worth will do that to a color, still however, there's a few all stars in the deck such as cards like Chaos Warp as universal removal and Pyroblast to neutralize opposing blue decks that might try to stop Inalla.

The plan you'll want to follow with this deck is to quickly get yourself set up in the early turns and bide your time while you wait for a good time to shut down the rest of the table, shortly after that you'd better initiate a quick and striking blow to finish the game with one of three combos. It's because of this that the deck runs a fair amount of mana rocks to quickly accelerate, plus control cards can just end up being taxing on you mana. While combos are the primary win condition of this deck, Inalla's tap ability can do a number on opponents as well should you have a critical mass of wizards.

Combo one

The first combo in the deck (and my personal favorite) is more or less a one card combo as Inalla's eminence ability is quite literally always on. This combo utilizes Wanderwine Prophets and Inalla's ability to create tokens of wizards, I won't go into much detail as chances are you've already heard it and if you haven't it shouldn't be hard to find a full explanation. With this combo however you can effectively get infinite turns provided the token of Wanderwine Prophets can deal damage to a player and you can then sacrifice it.

Combo two

The second combo will result in an unlimited number of hasty 3/2 lifelinkers and as much colorless mana as you may want to boot! This combo will require you to have Ashnod's Altar + Bloodline Necromancer with Inalla's ability present, and again I won't insult your intelligence by explaining it either as it too can be easily found.

Combo three

The third combo in fact doesn't use Inalla at all, but it can still be create a game winning situation, if not immediately, the turn after. For this one you'll need Dualcaster Mage + Rite of Replication and because this one doesn't seem to be as popular I'll explain it.

-First you'll need at least one creature on the battlefeild somewhere to target with Rite of Replication.

-Second you need to cast a Dualcaster Mage while Rite is on the stack, he'll enter the battlefeild and his ETB trigger goes on the stack, with it you target the original Rite of Replication, creating a copy of it

-Third you want to have the copy of Rite of Replication target your Dualcaster mage, this creates a token that enters the battlefield with the same ETB trigger as the original Dualcaster. It's trigger goes on the stack on top of the original Rite of Replication which has yet to resolve and you copy it, using the copy to put a copy of Dualcaster Mage onto the battlefield. (You may choose the original Dualcaster or token, it does not matter)

-Fourth now that you have a third Dualcaster Mage entering the battlefield and targeting Rite of Replication you may simply repeat the process using steps two and three until you've gotten as many Dualcaster Mages as you want. To stop the loop simply target a creature that isn't a Dualcaster Mage. And that's it, you're all set!

So that's about it, the whole primer on my Inalla, Archmage Ritualist deck, I hope it was of at least some help to you. It should be noted that this deck while able to deal out a beating is by no means competitve, towards the higher end of casual sure, but not anywhere near the power of say a Doomsday Zur deck or a Teferi deck. As with all my decks any suggestions as to cards to add would be much appreciated, and thanks for reading to the end!

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Date added 7 years
Last updated 7 years
Exclude colors WG
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

31 - 0 Rares

28 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 3.24
Tokens Bird 2/2 U, Copy Clone, Frog Lizard 3/3 G, Human Wizard 1/1 U, Manifest 2/2 C, Morph 2/2 C, Spirit 1/1 C
Folders My EDH decks
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