I think Snapcaster Mage is really overrated as a target for Inalla, It requires you to have 3 mana up for the cast of the Snapcaster and the Copy..as well as the mana to cast 2 spells you -want- to cast at that exact moment.
Yeah, I think the same. I'm gonna try to build something controlly for Inalla on a budget, just getting the incremental advantage from things like Archaeomancer, Aether Adept and Pit Keeper. Pretty sure there's no need to go overboard on this one. Sure, you can go the Conspiracy/Xenograft route and make copies of anything but I think Mairsil will be better for doing crazy things this time around.
I think Snapcaster Mage is really overrated as a target for Inalla, It requires you to have 3 mana up for the cast of the Snapcaster and the Copy..as well as the mana to cast 2 spells you -want- to cast at that exact moment.
Yeah, I think the same. I'm gonna try to build something controlly for Inalla on a budget, just getting the incremental advantage from things like Archaeomancer, Aether Adept and Pit Keeper. Pretty sure there's no need to go overboard on this one. Sure, you can go the Conspiracy/Xenograft route and make copies of anything but I think Mairsil will be better for doing crazy things this time around.
While they are similar, I like Inalla better for the fact that the ability only costs 1 instead of UG and doesn't need to be on the battlefield. I'm just planning on abusing the ETB effects instead of needing to have two of the same creature on the battlefield.
Sundial of the Infinite to exile all the next-end-step triggers so you get to keep your tokens for good. Teferi's Veil should work as well with the new rules update to phasing and provided the tokens survive combat.
What good support cards would there be for the rest of the deck to support the Wizards tribe?
I think Attrition would be a good addition, so every token you make can take another creature with them from the battlefield.
Also, Gravepact and Dictate of Erebos can be really good IF you have enough sacrifice outlets for the tokens (the tokens themselves go to exile EOT, so they don't trigger these all by themselves).
I have not spend a lot of time brewing yet but the main concern I have is about keeping my opponent's creatures at bay. With their puny stats, making favorable blocks is nearly impossible.
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What good support cards would there be for the rest of the deck to support the Wizards tribe?
I think Attrition would be a good addition, so every token you make can take another creature with them from the battlefield.
Also, Gravepact and Dictate of Erebos can be really good IF you have enough sacrifice outlets for the tokens (the tokens themselves go to exile EOT, so they don't trigger these all by themselves).
I have not spend a lot of time brewing yet but the main concern I have is about keeping my opponent's creatures at bay. With their puny stats, making favorable blocks is nearly impossible.
If you're going to add sacrifice outlets, might I suggest Faces of the Past?
What good support cards would there be for the rest of the deck to support the Wizards tribe?
I think Attrition would be a good addition, so every token you make can take another creature with them from the battlefield.
Also, Gravepact and Dictate of Erebos can be really good IF you have enough sacrifice outlets for the tokens (the tokens themselves go to exile EOT, so they don't trigger these all by themselves).
I have not spend a lot of time brewing yet but the main concern I have is about keeping my opponent's creatures at bay. With their puny stats, making favorable blocks is nearly impossible.
If you're going to add sacrifice outlets, might I suggest Faces of the Past?
Yes sir you may! I've never heard of that card but I'm definitly going to consider it. If you have some more Wizards on the table with Inalla, attacking you becomes a real liability: If you block and lose 3 wizards while you have 5 left including Inalla, you can retaliate by draining for 28... Damn!
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The secret to enjoyable Commander games is not winning first, but losing last.
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Played some games yesterday against an Inalla deck built with a bunch of cards my opponent had on-hand (and a proxied Inalla, of course). Even with a lot of jank in the deck, it was impressively strong.
I think the Man-o'-War wizards were the single strongest effect, with Venser being the clear all-star in that category due to flash, targeting any permanent, and targeting spells. Significant value was obtained from Sea Gate Oracle, as well, and of course staples like Archaeomancer.
Throw Philharmonican in there as well. 4 ETB effects.
Venser is just Loads of value with the ability to bounce himself. WIth pan harmincan, +1 mana and you can bounce 3 things and put him back in your hand.
Wanderwine is indeed infinite turns if you can get it through for damage every combat.
Only time I see Inalla actually played is if you can make infinite wizard tokens to use it's other ability. 99% it's just a value engine in the cm zone, which is not very interactive. Reminds me of Experience counters and Oloro, just sitting there.
The thing there is..I kinda think that Riku of Two Reflections does that plan better, even Kess, Dissident Mage would be better for the slow value plan IMO.
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While they are similar, I like Inalla better for the fact that the ability only costs 1 instead of UG and doesn't need to be on the battlefield. I'm just planning on abusing the ETB effects instead of needing to have two of the same creature on the battlefield.
I think Attrition would be a good addition, so every token you make can take another creature with them from the battlefield.
Also, Gravepact and Dictate of Erebos can be really good IF you have enough sacrifice outlets for the tokens (the tokens themselves go to exile EOT, so they don't trigger these all by themselves).
I have not spend a lot of time brewing yet but the main concern I have is about keeping my opponent's creatures at bay. With their puny stats, making favorable blocks is nearly impossible.
If my post has no tags, then i posted from my phone.
If you're going to add sacrifice outlets, might I suggest Faces of the Past?
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Yes sir you may! I've never heard of that card but I'm definitly going to consider it. If you have some more Wizards on the table with Inalla, attacking you becomes a real liability: If you block and lose 3 wizards while you have 5 left including Inalla, you can retaliate by draining for 28... Damn!
If my post has no tags, then i posted from my phone.
I think the Man-o'-War wizards were the single strongest effect, with Venser being the clear all-star in that category due to flash, targeting any permanent, and targeting spells. Significant value was obtained from Sea Gate Oracle, as well, and of course staples like Archaeomancer.
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http://tappedout.net/mtg-decks/inallas-cabal/
Its heavy on creatures, but there are so many fun wizards its hard to choose.
Padeem, Consul of Innovation - Artifact value/combo.
Sidisi, Brood Tyrant - Sultai zombie reanimator.
it would be better to return them to your hand
https://www.youtube.com/watch?v=QBZ87SB2TcI
Imo it isn't really how Inalla is envisioned to be. A wizard "tribal" commander with only 1 wizard in the deck + the one trick pony is so disruptable.
@Taleran,
Realmwright is awesome. How I wish the token will stick.
WUBRG Reaper King - Elf Tribal WUBRG | Tribal Fun
WRG Gishath, Sun's Avatar - Dinosaur Tribal WRG | Rawr!!!
WUG Derevi, Empyrial Tactician - Enchantress Tactics WUG | Enchantments Focused
GBG The Gitrog Monster - Land Shenanigans GBG | Lands/Mill Focused
WBW Kambal, Consul of Life Allocation Matters WBW | Life Gain/Loss focused
UBR Kess, Dissident Mage of the Lotus UBR | Spellslinger
BGB Hapatra, Vizier of Poisons - Counters & Tokens BGB | -1/-1 counters focused
Venser is just Loads of value with the ability to bounce himself. WIth pan harmincan, +1 mana and you can bounce 3 things and put him back in your hand.
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Tricks man use your tricks. Blink bounce and removal!
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