Maybeboard


This is my Inalla Wizards. It is a super heavy combo deck.

Dualcaster Mage+Ghostly Flicker Result: Infinite colored mana. Infinite ETB. Infinite LTB.

Requires: All cards in hand, available.

Steps: Cast Ghostly Flicker for targeting any two lands you control. Cast Dualcaster Mage for Dualcaster Mage triggers, copying Ghostly Flicker and choosing itself and a land you control as Ghostly Flicker's targets. Repeat from step 3.

Dualcaster Mage+Sublime Epiphany Result: Infinite card draw for any player. Infinite tokens. Infinite ETB. Win the game.

Requires: Both cards in hand with mana to cast them. Another creature on the battlefield.

Steps: Cast Sublime Epiphany on any target choosing to have an opponent draw a card and clone a creature. Cast Dualcaster, copying epiphany to create a token of Dualcaster. Let the copied epiphany resolve, having a token of Dualcaster etb. Have the token Dualcaster copy the original epiphany. Repeat steps 3-4, with epiphany targeting opponents to draw cards until they draw their decks and loses

dualcaster mage+Ghostly Flicker+Ral, Storm Conduit Result: Infinite damage. Infinite colored mana. Infinite ETB. Infinite LTB.

Requires: Ral on the battlefield. All other cards in hand. available.

Steps: Cast Ghostly Flicker for {2}{u} targeting any two lands you control. Ral triggers, dealing one damage to target opponent or planeswalker. Cast Dualcaster Mage for . Dualcaster Mage triggers, copying Ghostly Flicker and choosing itself and a land you control as Ghostly Flicker's targets. Ral triggers, dealing one damage to target opponent or planeswalker. Repeat steps 4-5.

dualcaster mage+Riptide Laboratory+Turnabout Result: Infinite colored mana. Infinite storm count. Infinite ETB. Infinite LTB.

Requires: Riptide Laboratory on the battlefield. All other cards in hand. available.

Steps: Cast Turnabout, holding priority. Cast Dualcaster Mage, targeting Turnabout with its ETB. Target yourself with the copied Turnabout, holding priority and floating all the mana from your lands in response. Let the copied Turnabout resolve, choosing to untap your lands, then continue to hold priority. Activate Riptide Laboratory, returning Dualcaster Mage to your hand. Repeat from step 2 for infinite mana.

Naru Meha, Master Wizard+Ghostly Flicker Result: Infinite ETB. Infinite LTB. Infinite colored mana.

Requires: All cards in hand. available. An additional land on the battlefield under your control.

Steps: Cast Ghostly Flicker targeting two lands. In response, cast Naru Meha targeting Ghostly Flicker. Create a copy of Ghostly Flicker that targets Naru Meha and a land. The copy resolves, and both permanents are exiled and then return to the battlefield. On ETB, Naru Meha triggers once again, copying Ghostly Flicker.

Illusionist's Stratagem+Naru Meha, Master Wizard Result: Infinite card draw. Near-infinite ETB. Near-infinite LTB.

Requires: Both cards in hand. An additional creature under your control. available.

Steps: Cast Illusionist's Stratagem targeting 1-2 creatures you control. Cast Naru Meha, copying Illusionist's Stratagem with its ETB. Have the copy target Naru Meha to flicker it (draw a card as the copy resolves). If the original Stratagem targeted two creatures, flicker any other creature you control in addition. Repeatedly flicker Naru Meha with copies of Illusionist's Stratagem, drawing a card with each iteration. To break the loop, target the initial two creatures.

Naru Meha, Master Wizard+Sublime Epiphany Result: Infinite card draw for any player. Infinite death triggers. Infinite LTB. Infinite ETB.

Requires: Both cards in hand. Another creature on the battlefield. available.

Steps: Cast Sublime Epiphany on any target choosing to have an opponent draw a card and clone a creature. Cast Naru Meha, copying Sublime Epiphany to create a token of Naru Meha. Let the copied Sublime Epiphany resolve, having a token of Naru Meha etb. Have the token Naru Meha copy the original Sublime Epiphany. Repeat steps 3-4, with Sublime Epiphany targeting opponents to draw cards until they draw their decks and lose.

Ghostly Flicker+Naru Meha, Master Wizard+card:Sunscorcehed Desert Result: Infinite ETB. Infinite LTB. Infinite damage.

Requires: Sunscorched Desert on the battlefield. Naru Meha, Master Wizard and Ghostly Flicker in hand. {4}{u}{u}{u}.

Steps: Cast Ghostly Flicker targeting any land and Sunscorched Desert. In response, cast Naru Meha targeting Ghostly Flicker. Create a copy of Ghostly Flicker that targets Naru Meha and Sunscorched Desert. The copy resolves, and both permanents are exiled and return to the battlefield. On ETB, Naru Meha triggers, copying Ghostly Flicker, and Sunscorched Desert deals one damage to an opponent.

Inalla, Archmage Ritualist+Wanderwine Prophets Result: Infinite turns. Infinite combat damage to opponents.

Requires: Inalla in the command zone or on the battlefield. Wanderwine Prophets in hand. available. Opponents are unable to block Wanderwine prophets.

Steps: Cast Wanderwine Prophets and pay to Inalla's eminence ability to create a hasty token copy of Wanderwine Prophets. With the original Wanderine Prophets champion trigger on the stack, exile it to the token copy's champion trigger. Deal combat damage with the token copy of Wanderwine Prophets, sacrificing itself to take an extra turn. The original Wanderwine Prophets reenters the battlefield. Pay to Inalla's eminence ability and create a token to champion the original again. At the end of your turn, the token exiles itself and brings back the original, triggering Inalla's eminence ability for the third time in a row. Pay to make another token copy, championing the original. Because the next end step is the next turn the token won't exile itself immediately. Proceed to your extra turn and repeat steps until your opponents are dead or you've drawn enough cards from infinite extra turns to find an Altarnative win condition.

Wanderwine Prophets+Molten Echoes Result: Infinite turns.

Requires: Molten Echoes on the battlefield naming wizards or merfolk. An opponent who can be attacked.

Steps: Cast Wanderwine Prophets. Wanderwine Prophets ETBs and triggers both its Champion a Merfolk ability and Molten Echoes' ability. Resolve Molten Echoes first. Create a hasty copy of Wanderwine Prophets. This copy champions the original Wanderwine Prophets. The first Wanderwine Prophets Champion trigger resolves and you do not have to champion anything. Move to combat and deal combat damage with the copy Wanderwine Prophets to an opponent. Wanderwine Prophets ability will trigger. Sacrifice itself to take an extra turn. When the copy Wanderwine Prophets dies, the original Wanderwine Prophets comes back to play. Create a copy of Wanderwine Prophets that champions the original. At the beginning of your end step, exile the copy of Wanderwine Prophets. This brings back the original Wanderwine Prophets, and again, through Molten Echoes, make a copy of Wanderwine Prophets and champion the original. This copy will exile at the beginning of the next end step. Pass the turn to yourself. Repeat

Inalla, Archmage Ritualist+Riptide Laboratory+Timestream Navigator Result: Infinite turns

Requires: Inalla on the battlefield or command zone. Timestream Navigator in your hand. Riptide Laboratory on the battlefield along with 8 other permanents and the ability to generate without the Laboratory.

Steps: Cast Timestream Navigator, pay to Inalla's eminence ability to make a hasty copy of the Navigator and get the cities blessing, pay to activate the ability of the copy and pay to activate Riptide Laboratory and return the original Timesteam Navigator to your hand. Repeat.

Inalla, Archmage Ritualist+Conjurer's Closet+Timestream Navigator Result: Infinite turns.

Requires: Inalla, Archmage Ritualist in the command zone or on the battlefield. Conjurer's Closet on the battlefield. Timestream Navigator in hand. available. You have the City's Blessing or have at least 8 permanents on the battlefield.

Steps: Cast Timestream Navigator for . When it ETBs, Inalla triggers; pay to make a token copy of Timestream Navigator with haste. Tap the token copy with haste for to put it onto the bottom of your library and take an extra turn. At the end of the turn, Conjurer's Closet triggers, exiling Timestream Navigator and returning it to the battlefield, triggering Inalla. Pay to make a token copy with haste that will remain on the battlefield until the beginning of your next end step, being next turn. Repeat for infinite turns,

Thassa's Oracle+Demonic Consultation Result: Win the game.

Requires: Thassa's oracle in hand. Demonic Consultation in hand. available.

Steps: Cast Thassa's Oracle and hold priority. In response to the cast, cast Demonic Consultation, naming a card not in your library to exile your library. Thassa's Oracle resolves making you look at the top 2. You win through Oracle's Altarnate win condition since you have no cards in your deck.

Thassa's Oracle+Tainted Pact Result: Win the game.

Requires: Thassa's oracle in hand. Tainted Pact in hand. Your library can have no two cards with same name.

Steps: Cast Oracle and hold priority. In response to the cast, cast Tainted Pact. Exile your deck. Oracle resolves making you look at the top 2. You win through Oracle's Altarnate win condition since you have no cards in your deck.

Arcanis the Omnipotent+Mind Over Matter+Thassa's Oracle Result: Near-Infinite card draw. Near-infinite looting. Near-infinite colored mana. Near-infinite colorless mana. Win the game.

Requires: All permanents on the battlefield. Arcanis is not summoning sick. At least 1 land that produces {u}.

Steps: Tap Arcanis to draw 3 cards. Discard 1 card to Mind Over Matter to untap Arcanis. Repeat until the number of cards in your library is equal to or less than your devotion to {u}. Discard cards to untap your lands to produce enough mana to cast Thassa's Oracle. When the ETB resolves, win the game.

Archaeomancer+Ghostly Flicker+Peregrine Drake Result: Infinite blue mana.

Requires: Archaeomancer and Peregrine Drake on the battlefield. Ghostly Flicker in hand. {2}{u} available.

Steps: Cast Ghostly Flicker targeting Archaeomancer and Peregrine Drake. Ghostly Flicker resolves, exiling Archaomancer and Peregrine Drake then returning them to the battlefield. Untap 5 lands when Peregrine Drake enter the battlefield, producing at least {2}{u}. Return Ghostly Flicker to your hand when Archaeomancer enters the battlefield. Repeat.

Suggestions

Updates Add

Comments

95% Casual

Competitive

Date added 3 years
Last updated 1 year
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

42 - 0 Rares

19 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.36
Tokens Bird 2/2 U, City's Blessing, Copy Clone, Treasure
Folders Deckbuilding
Votes
Ignored suggestions
Shared with
Views