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This is a dumb combo deck that does dumb combo things. Mostly it abuses to enter the battlefield effects in a loop to kill people in various ways, leading to a similar game plan and engine that can kill in different ways from game to game, keeping it from being too stale. Cascade is simply employed to snowball a little faster from value over a few turns...or by just enabling enough free casts out of your deck that you essentially 'tutor' into an interaction that allows you to win. The main reason I went with Yidris cascade for an Aluren build over, say, a WUBG deck with potentially overall better cards for the combo is that I liked the idea of a semi-random combo engine that played a bit different each game and had to be adapted to by the player each game to follow the line of play that emerged that game, leading to the same engine with different endpoints.

As an aside, the deck used to run Paradox Engine prior to the ban and now runs Intruder Alarm instead. The deck runs a lot of signets and rocks that used to interact with the Engine. Ideally you could cascade into enough mana sources that would untap with each spell through Yidris's trigger on the very turn you were trying to go off without needing to either set up your dorks the previous turn or find a way to get one of your haste effects to turn on your dorks or Cryptolith Rite to allow your previous board state to suddenly generate excess mana. I may be swapping out the signets in the near future for either more haste enablers or other mana ramp permanents that interact with the deck to generate infinite mana or at least the mana to infinitely loop two creatures (e.g. Utopia Sprawl + Cloud of Faeries and any 1 drop allows for an infinite loop without the need for haste).

Last Updated: Midnight Hunt

There are several infinite spell cast win cons for the deck that require you to produce infinite mana through some means (such as Aluren + Cloud of Faeries or some combination of mana dorks + Intruder Alarm and the ability to net mana from casting and swapping creatures in and out of play, then use Eternal Witness to loop the spell; the easiest example being Intruder Alarm + Shrieking Drake + Dorks. I haven't had the chance to test the new Dockside Extortionist in the most recent edit, but it should often generate infinite mana in most situations.

Spells that can be cast multiple times for the win include:

  • Villainous Wealth to cast all opponent's decks (my personal favorite as it was the original kill for the deck when it was a Levold EDH)
  • Any spell + Swan Song can create infinite swans
  • Assassin's Trophy can destroy all permanents as eventually there will be no more basic lands to find
  • Recur Ancestral Vision by putting it on top of your deck through recurring Noxious Revival and stacking Visions before cascading into it, drawing your opponents out (though you'd only want to do this with Dosan out so no one can do anything with their cards.

  • Coiling Oracle or Risen Reef basically draw your deck when you can cast them in a loop in anyway. Baleful Strix will also draw your deck if you can loop it.
  • Cavern Harpy on its own serves as a way to repeatedly trigger cascade and/or any other creature ETB, with your life total never really being an issue before you've dug into something useful. If you have to hard cast your spells without infinite mana it's still a source of generating value off ETBs and/or cascade, but if you can free cast or cast it in a mana neutral or infinite mana loop it should often put you in a position to win through what you find.
  • Grinning Ingus is much the same as Cavern Harpy except that it costs instead of and 1 life to cycle itself in and out of play to trigger cascade while you still have to hard cast it, but also cannot help you re-trigger other creature ETBs. A cool under the radar interaction with Risen Reef is present due to Ingus being an elemental, so with Reef in play you can essentially get a Coiling Oracle ETB for without any other interactions in play. Generates with Aluren in play, and also casts all 2, 1 and 0 cmc spells in your deck with Aluren in play and a Yidris trigger up (which should result in a game win).
  • Shrieking Drake is a reliable way to trigger cascade into all of your suspend spells on the cheap; as well as making a mana neutral loop through any of the possible non-Aluren ETB trigger loops a bit easier to pull off due to being 1 cmc. At worst you can combine it with Equilibrium to have a repeatable sorcery speed Unsummon in your hand.
  • Cloud of Faeries + Dockside Extortionist paired with any way to loop the 2 in an out of play will create a mana neutral loop so long as you create 4 mana between the two of their ETBs, which shouldn't be too hard. It requires 2 normal land + your opponents have a combined 2 artifacts and enchantments between all of them. Combined with a trigger from Yidris you can cast all 1 and 0 cmc spells in your deck which should set you up to win the game through the card advantage or flipping into a Cauldron Familiar. You should easily be able to net at least 1 mana with this loop though, so generally even without a Yidris trigger you should be able to just hard cast lots of spells into a win, but with a trigger you can cast everything you draw and therefore should generally win at that point.
  • Momir Vig, Simic Visionary is costly but straight up wins games within 1 to 2 triggers if he is not removed quickly. Much like the much missed Paradox Engine he is worth the 5 cmc as he is a game winning spell that needs to be stopped immediately.
  • Intruder Alarm is straight up just not as good as Paradox Engine was in this deck. That is true of the current version that still runs many signets and may still be true of whatever future version of the deck with more dorks I come up with (due to the nature of not automatically being able to use the dorks the turn I cascade into them as I could with the signets). That said, it still creates additional forward momentum for your cascade turn by effectively lowering the cost of most of your spells so long as you start the turn with a few dorks; obviously it can still lead to a turn that 'goes off' if you hit the right dorks and get a haste effect off your cascades. That means that you don't always want to wait until you have a board state where playing it will immediately win the game, as playing it as soon as it would generate additional mana on your casts and you have a Yidris trigger up could very well turn a turn that was just 'good' that set you up for a win the next turn into a turn that actually combos out because you got to cast that extra 2-5 spells through the extra mana you generated off your dorks through each cast. That said you open yourself up to getting knee capped by removal of the spell before you can really benefit, so it's a call you have to be able to make by reading your board and hand and your opponents' possibly ability to remove it.
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    Casual

    93% Competitive

    Revision 96 See all

    (1 year ago)

    +1 Delighted Halfling maybe
    +1 Elven Chorus maybe
    Date added 8 years
    Last updated 1 year
    Exclude colors W
    Splash colors BR
    Key combos
    Legality

    This deck is not Commander / EDH legal.

    Rarity (main - side)

    7 - 1 Mythic Rares

    52 - 1 Rares

    17 - 2 Uncommons

    20 - 0 Commons

    Cards 100
    Avg. CMC 2.06
    Tokens Spirit 1/1 C, Treasure
    Folders Active EDH
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