This is a "friendly" Inalla wizard-tribal with all of the instant win combos cut and more of a control approach, yet kind of optimized.

The group I play this deck in is focused on fun games and we avoid sudden instant win combos. Inalla of course is full of these: Bloodline Necromancer + Phyrexian Altar / Ashnod's Altar , Dualcaster Mage + Ghostly Flicker , Wanderwine Prophets and for a more competetive environment probably the in my opinion most useful ones, Spellseeker or Entomb + Scholar of the Ages + Shallow Grave .

As stated before, we run none of these here, not even potentially. Instead, this deck is focused on getting card advantage and eventually taking over the board. A fair amount of tutors ensures that we get what we need Reanimation is used as a way to get there quickly and generate card advantage. Apart from Exhume , all of the reanimation spells also allow us to target our opponents' graveyards, which is kind of nice if we don't run into any of the graveyard tutors. What to reanimate is very situational. If you are way behind early on and have one of the enchantment reanimators, Kederekt Leviathan slows down the game by simply bouncing the whole board every single turn until you eventually feel strong enough to start the "real" game. Most often however, I tend to go for ways to generate card advantage. Magus of the Future is probably my favorite early on, while Kess, Dissident Mage and Azami, Lady of Scrolls are insanely strong once you have played a couple of spells or wizards. Quite often, it is the first board whipe that really kicks things off, as there are a bunch of ways to immediately get stuff from the graveyard back into play and make it seem as if nothing had ever happend to us.

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Casual

97% Competitive

Date added 4 years
Last updated 4 years
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

49 - 0 Rares

22 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.03
Tokens Copy Clone, Human Wizard 1/1 U, Manifest 2/2 C, Treasure
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