I am a little rusty on the rules, but I think that Bloodline Necromancer + Inalla + Ashnod's Altar = infinite hasty Bloodline Necromancers, and also return all other wizards from your graveyard to the battlefield.
1. Cast Bloodline Necromancer. When it enters the battlefield, its ability goes on the stack, then Inalla's (so that Inalla's trigger resolves first)
2. Activate Inalla's ability, creating a token copy. Its ability goes on the stack. In response, sacrifice the "real" Necromancer to Ashnod's Altar, generating 2
3. Allow the copy's ability to resolve, putting the now deceased Necromancer onto the battlefield. This causes it and Inalla to trigger, and begins the loop anew, netting 1 each time. The loop also works with Phyrexian Altar - it can also generate infinite mana after the first investment or two of Inalla's trigger, but you still get an infinite army of 3/2 lifelink wizards, infinite EtB/LtB triggers, etc.
This combo can be combined with Azami, Lady of Scrolls to draw your deck; Galecaster Colossus to bounce all non-land permanents; Vela the Night-clad to instantly drain all opponents of their life. It is also a strong combo with any sacrifice outlet, letting you run the loop X times where X is your free mana.
Another combo is Galecaster Colossus + Phyrexian Altar + (any 1 CMC Wizard) = X triggers and X bounced permaments, where X is your mana available.
1. Cast your Wizard (let's say Fugitive Wizard for lols). Inalla triggers; pay 1 to make a copy.
2. Tap Fugitive Wizard to bounce an opposing permanent. Tap the token to return Fugitive Wizard to your hand, then sacrifice the token for one mana of any color.
As a final infinite combo, Cryptic Gateway + Ashnod's Altar can put every wizard in your hand onto the battlefield at instant speed with no countermagic allowed, all while generating infinite mana. It still empties your hand alongside Phyrexian Altar, goes truly infinite and insta-lethal with Faces of the Past, and could draw your deck with Kindred Discovery.
EDIT: DERP, combo #2 doesn't work, the made sure that Galecaster Colossus can't target your own permanents for precisely that reason. Spoilsports
This deck is loaded with infinite combo potential, and can use Trophy and Trinket Mage to find pieces and assemble the combos. It can also play a "fair" game with Crystal Shard and a steady stream of wizards being looped and recycled thanks to Bloodline Necromancer.
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Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
Next, Wizards with intriguing tap abilities are decent since they get to activate immediately due to her granting haste - Arcanis, the Omnipotent is the big one I think,
That won't work, I doublechecked on the rules question forum a few days ago. The legend rule kills your Arcanis copy before you can make use of it. Unless you mean to sac the original but then you just spend 7 mana on a Concentrate so that's probably not what you mean
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The secret to enjoyable Commander games is not winning first, but losing last.
If my post has no tags, then i posted from my phone.
Next, Wizards with intriguing tap abilities are decent since they get to activate immediately due to her granting haste - Arcanis, the Omnipotent is the big one I think,
That won't work, I doublechecked on the rules question forum a few days ago. The legend rule kills your Arcanis copy before you can make use of it. Unless you mean to sac the original but then you just spend 7 mana on a Concentrate so that's probably not what you mean
It might be given Arcanis is part of a few nasty combos that just end the game. If the game state in my being built Inalla deck was right I would do just that as I would be using that 7 mana "Concentrate" as I will be using it over and over till I win the game.
this gives us 3 options to make everything Wizards. is this enough consistently to try? I feel being in Black and Blue it should allow us to draw/tutor into them. from there flood the board with tokens that all happen to be wizards now
this gives us 3 options to make everything Wizards. is this enough consistently to try? I feel being in Black and Blue it should allow us to draw/tutor into them. from there flood the board with tokens that all happen to be wizards now
I really don't think this will work. If you build around non-commander cards whatsoever, you start filling up card slots with redundancy and tutors that you need to use to get your gameplan in action before you can even do anything else. The deck would do crazy stuff, but it wouldn't win very often.
this gives us 3 options to make everything Wizards. is this enough consistently to try? I feel being in Black and Blue it should allow us to draw/tutor into them. from there flood the board with tokens that all happen to be wizards now
It is hard to imagine black having any EtB effects so powerful that this trick is worthwhile compared to running a deck like Riku of Two Reflections and getting to copy whatever you want, permanently. As enticing as it is to think about, say, slamming down Patron of the Vein Adapted to Wizard and getting to put four +1/+1 counters on them while murdering two targets or Grave Titan to get a billion zombies, I think that's just too much set-up for the impact - especially since Conspiracy, in this example at least, overwrites its other types.
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Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
I wonder if cards like Minion Reflector is worth a slot for Inalla, since they are technically the same as what Inalla gives. It makes Mana Echoes + Changeling Berserker become self contained loop with an ability to blink other creatures (wizards) for more duplication and ETB effects should hasted 5/3 creature tokens can't attack in.
Might as well use minion reflection.
You can also use flameshadow conjuring pay 4 extra get 3 extra temp guys between inella, minion reflection, and flameshadow sounds pretty funny to me
Good ol' Panharmonicon doubles the triggers of Inalla, Conjuring, and Reflector - while that's more mana, if you are running with Mana Echoes or Ashnod's Altar it should still get silly pretty fast, and with all the good EtB triggers of your wizards it's a card worth considering. Too bad none of these artifacts are Treasure, Trophy, or Trinket-able. We need a "Towering Mage" that can search 4 and 5 drops.
EDIT: Panharmonicon doesn't double Inalla if she's in the Command Zone, so maybe that's a bit dubious.
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Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
Panharmonicon is for the ETBs of the original wizard AND Inalla copy, essentially getting 4 ETBs from one wizard when in the cmd zone. Would be 6 if she's in play.
That's nuts.. 1x Dualcaster getting 4 or 6 copy effects..gross.
Panharmonicon is for the ETBs of the original wizard AND Inalla copy, essentially getting 4 ETBs from one wizard when in the cmd zone. Would be 6 if she's in play.
That's nuts.. 1x Dualcaster getting 4 or 6 copy effects..gross.
That is pretty sick. It makes any EtB effect, even mediocre stuff like Merchant of Secrets, super duper strong. Merchant basically sucks but 3U to get two 1/1s and draw 4 is pretty decent. Sedraxis Alchemist bounces four permanents for 3B, Sea Gate Oracle is four Opts worth of card advantage for 3U. Puppeteer Clique is probably an instant win, especially if any of the four reanimated creatures have EtB triggers of their own.
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Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
Panharmonicon is for the ETBs of the original wizard AND Inalla copy, essentially getting 4 ETBs from one wizard when in the cmd zone. Would be 6 if she's in play.
That's nuts.. 1x Dualcaster getting 4 or 6 copy effects..gross.
True, but I'm lost now. If she's on the battlefield, I can pay 1, if I do, she will copy the wizard 2x, right? So I have one wizard + two token and 6 ETB effect, right?
Panharmonicon is for the ETBs of the original wizard AND Inalla copy, essentially getting 4 ETBs from one wizard when in the cmd zone. Would be 6 if she's in play.
That's nuts.. 1x Dualcaster getting 4 or 6 copy effects..gross.
True, but I'm lost now. If she's on the battlefield, I can pay 1, if I do, she will copy the wizard 2x, right? So I have one wizard + two token and 6 ETB effect, right?
If Inalla is on the battlefield with Panharmonicon and you cast Merchant of Secrets, here is what happens:
- Inalla triggers, allowing you to pay 1 and make a copy.
- Panharmonicon sees Inalla triggering and triggers it again; you may pay 1 to make ANOTHER copy.
- After all that resolves, you draw two cards for each Merchant you have. If you paid a full 4U (the original 2U to cast Merchant, plus 2 for two Inalla triggers, you draw six cards and now control three Merchants - two are tokens with Haste.
This only works while Inalla is out, since Panharmonicon specifies permanents on the battlefield.
It gets really timey-wimey if you also control Mana Echoes, but I believe assuming you control no other creatures you'll get twentyfour colorless mana out of the deal, for a net gain of 19 mana.
It gets really timey-wimey if you also control Mana Echoes, but I believe assuming you control no other creatures you'll get twentyfour colorless mana out of the deal, for a net gain of 19 mana.
Can we stack the mana echoes triggers to make them resolve last (not sure if that is possible since is a mana effect and mana doesn't use stack???) in order to make them see all the tokens and creatures that ETB, we only get 3 counts of 4 mana each which is 12 mana, doubled with Panharmomicon to 24. If can't stack mana echoes we get 2 mana when original ETB, 3 mana when Inalla's 1st token ETB and 4 mana when the Panharmonion's token ETBs, doubled which is a total 18 mana.
Hey folks, Inalla's gonna be my first Commander deck. Gonna start pre-con and probably go HAM for a competitive version. Just cause it hasn't been mentioned: Wanderwine Prophets is a one-card combo that allows for infinite turns. All you need is Inalla in the command zone, 7UU (minus cost reducers) on the first turn, 2 on subsequent turns, and the ability to hit one opponent each turn.
It makes me wonder if we can set up some form of evasion for Prophets. Diviner's Wand attaches for free, gives flying, and draws for every 4 mana. Whispersilk Cloak gives shroud and unblockable. Both work with Trophy Mage. Not sure if there are any good options for Trinket Mage. Hot Soup is too risky but O-Naginata gives pseudo-evasion in the form of Trample.
Alternately something like Ensnare works to tap potential blockers: probably a better inclusion than the above equipment options.
@Hawk7914: curious why you didn't want Panharmonicon in the list you proposed. Is it just because it can't be tutored by the mages?
Basicly anytime you cast a wizard you can make a temporary clone for 1
And if she's on the field 5 wizards tap = 7 damage to player
And clearly we can see her pre-built setting needs a lot of work despite a ton of wizard deck staples.
So what I see is ETB and activated abilities of wizards and Ofcoarse wizard tribal
What could we add to make her better?
List of stuff discovered
1 Puppeteer Clique
1 Trinket Mage
1 Venser, Shaper Savant
1 Sower of Temptation
1 Treasure Mage
1 Trophy Mage
1 Anathemancer
1 Champion of Wits
1 Archaeomancer
1 Portal Mage
1 Bloodline Necromancer
1 Izzet Chronarch
1 Dualcaster Mage
1 Snapcaster Mage
1 Arcanis the Omnipotent
1 Daring Apprentice
1 Apprentice Necromancer
1 Magus of the Jar
1 Magus of the Mind
1 Magus of the Coffers
1 Magus of the Wheel
1 Magus of the Will
1 Magus of the Bazaar
1 Magus of the Mirror
1 Teferi, Mage of Zhalfir
1 Vedalken Orrery
Sacrifice (13)
1 Thoughtpicker Witch
1 Viscera Seer
1 Voidmage Prodigy
1 Barrin, Master Wizard
1 Vindictive Lich
1 Corpse Augur
1 Disciple of Bolas
1 Youthful Scholar
1 Skullclamp
1 Heirloom Blade
1 Sidist's Faithful
1 Profaner of the Dead
1 Silumgar Sorcerer
1 Azami, Lady of Scrolls
1 Galecaster Colossus
1 Sage of Fables
1 Patron wizard
Combos
barrin, master wizard + a wizard with a death trigger = ability loop (sac the token with barrin return the real one to your hand.)
Next, Wizards with intriguing tap abilities are decent since they get to activate immediately due to her granting haste - Arcanis, the Omnipotent is the big one I think, but Daring Apprentice is good if you can give it Flash, as is Apprentice Necromancer. Many Magus' tap, such as Magus of the Jar, Magus of the Mind, Magus of the Coffers, Magus of the Wheel, Magus of the Will, Magus of the Bazaar, and Magus of the Mirror, so getting a hasty token definitely opens up the game to some shenanigans. Flash in general is strong since it lets you make surprise blockers - I'd recommend Teferi, Mage of Zhalfir and Vedalken Orrery at a minimum.
Wizards with strong death triggers can be really powerful with her IF you also have a sacrifice outlet. Thoughtpicker Witch and Viscera Seer are conveniently Wizards, as are Voidmage Prodigy and Barrin, Master Wizard. This allows us to abuse Vindictive Lich, Corpse Augur, Disciple of Bolas, Youthful Scholar, and artifacts like Skullclamp and Heirloom Blade. It can also make cards with exploit, like Sidisi's Faithful, Profaner of the Dead and Silumgar Sorcerer, more powerful.
Creatures with combat triggers are okay - see Dreamstealer, Shadowmage Infilitrator, etc. They wouldn't be a priority for me though.
Tribal Wizard stuff is generically good - Azami, Lady of Scrolls, Galecaster Colossus, Sage of Fables, and Patron Wizard are all decent ideas.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
1. Cast Bloodline Necromancer. When it enters the battlefield, its ability goes on the stack, then Inalla's (so that Inalla's trigger resolves first)
2. Activate Inalla's ability, creating a token copy. Its ability goes on the stack. In response, sacrifice the "real" Necromancer to Ashnod's Altar, generating 2
3. Allow the copy's ability to resolve, putting the now deceased Necromancer onto the battlefield. This causes it and Inalla to trigger, and begins the loop anew, netting 1 each time. The loop also works with Phyrexian Altar - it can also generate infinite mana after the first investment or two of Inalla's trigger, but you still get an infinite army of 3/2 lifelink wizards, infinite EtB/LtB triggers, etc.
This combo can be combined with Azami, Lady of Scrolls to draw your deck; Galecaster Colossus to bounce all non-land permanents; Vela the Night-clad to instantly drain all opponents of their life. It is also a strong combo with any sacrifice outlet, letting you run the loop X times where X is your free mana.
Another combo is Galecaster Colossus + Phyrexian Altar + (any 1 CMC Wizard) = X triggers and X bounced permaments, where X is your mana available.
1. Cast your Wizard (let's say Fugitive Wizard for lols). Inalla triggers; pay 1 to make a copy.
2. Tap Fugitive Wizard to bounce an opposing permanent. Tap the token to return Fugitive Wizard to your hand, then sacrifice the token for one mana of any color.
3. Cast the Fugitive Wizard again, start the cycle anew.
This combo is infinite with a colorless Wizard (like Wizard Replica) plus a sufficient number of cost reducers (Herald's Horn, Urza's Incubator, Stonybrook Banneret); it is infinite with less of those things if you use Ashnod's Altar instead.
As a final infinite combo, Cryptic Gateway + Ashnod's Altar can put every wizard in your hand onto the battlefield at instant speed with no countermagic allowed, all while generating infinite mana. It still empties your hand alongside Phyrexian Altar, goes truly infinite and insta-lethal with Faces of the Past, and could draw your deck with Kindred Discovery.
EDIT: DERP, combo #2 doesn't work, the made sure that Galecaster Colossus can't target your own permanents for precisely that reason. Spoilsports
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
I think if I were to do all-out infinite combo super competitive Inalla, I'd start with a skeleton like this...
5 Inalla, Archmage Ritualist
Creatures: 29
1 Cursecatcher
1 Viscera Seer
2 Goblin Electromancer
2 Harbinger of Tides
2 Magus of the Bazaar
2 Metallic Mimic
2 Omen Speaker
2 Pit Keeper
2 Snapcaster Mage
2 Stonybrooke Banneret
3 Aether Adept
3 Anathemancer
3 Adaptive Automaton
3 Wizard Replica
3 Champion of Wits
3 Dualcaster Mage
3 Drift of Phantasms
3 Magus of the Wheel
3 Sage of Fables
3 Sea Gate Oracle
3 Trophy Mage
3 Trinket Mage
4 Glen Elendra Archmage
4 Venser, Shaper Savant
5 Azami, Lady of Scrolls
5 Bloodline Necromancer
5 Teferi, Mage of Zhalfir
7 Galecaster Colossus
0 Engineered Explosives
0 Mana Crypt
0 Tormod's Crypt
1 Expedition Map
1 Pithing Needle
1 Nihil Spellbomb
1 Skullclamp
1 Sol Ring
3 Ashnod's Altar
3 Cloudstone Curio
3 Coalition Relic
3 Crystal Shard
3 Heirloom Blade
3 Herald's Horn
3 Phyrexian Altar
3 Urza's Incubator
4 Vedalken Orrery
5 Cryptic Gateway
Enchantments: 3
4 Leyline of Anticipation
4 Mana Echoes
5 Kindred Discovery
Instants and Sorceries: 14
1 Brainstorm
1 Ponder
1 Preordain
1 Swan Song
1 Vampiric Tutor
2 Demonic Tutor
2 Terminate
2 Counterspell
3 Counterflux
3 Chaos Warp
3 Dissipate
3 Heat Shimmer
3 Sage's Dousing
3 Void Shatter
1 Great Furnace
1 Seat of the Synod
1 Vault of Whispers
1 Polluted Delta
1 Scalding Tarn
1 Bloodstained Mire
1 Volcanic Island
1 Badlands
1 Underground Sea
1 Steam Vents
1 Blood Crypt
1 Watery Grave
1 Path of Ancestry
1 Cavern of Souls
1 Command Tower
1 Riptide Laboratory
1 Urborg, Tomb of Yawgmoth
1 Cabal Coffers
1 Mana Confluence
16 Other Lands
This deck is loaded with infinite combo potential, and can use Trophy and Trinket Mage to find pieces and assemble the combos. It can also play a "fair" game with Crystal Shard and a steady stream of wizards being looped and recycled thanks to Bloodline Necromancer.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
That won't work, I doublechecked on the rules question forum a few days ago. The legend rule kills your Arcanis copy before you can make use of it. Unless you mean to sac the original but then you just spend 7 mana on a Concentrate so that's probably not what you mean
If my post has no tags, then i posted from my phone.
Xenograft
Conspiracy
and from the New Set: Arcane Adaptation
this gives us 3 options to make everything Wizards. is this enough consistently to try? I feel being in Black and Blue it should allow us to draw/tutor into them. from there flood the board with tokens that all happen to be wizards now
Nicol Bolas, a balance of Vorthos and PowerUBR
Nath of the Gilt LeafBG
Others
Squee, Goblin of AwesomenessR
Nekusar, the Mindblazer!UBR
Vela the NightcladUB
I used to be a world champion, but then I took a wolf to the knee. And three Galvanic Blasts to the face.
Concerning when returning to Kamigawa would be acceptable
I really don't think this will work. If you build around non-commander cards whatsoever, you start filling up card slots with redundancy and tutors that you need to use to get your gameplan in action before you can even do anything else. The deck would do crazy stuff, but it wouldn't win very often.
Padeem, Consul of Innovation - Artifact value/combo.
Sidisi, Brood Tyrant - Sultai zombie reanimator.
It is hard to imagine black having any EtB effects so powerful that this trick is worthwhile compared to running a deck like Riku of Two Reflections and getting to copy whatever you want, permanently. As enticing as it is to think about, say, slamming down Patron of the Vein Adapted to Wizard and getting to put four +1/+1 counters on them while murdering two targets or Grave Titan to get a billion zombies, I think that's just too much set-up for the impact - especially since Conspiracy, in this example at least, overwrites its other types.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
Inalla need more mana ramp to look competitive, especially U. Battle Hymn could work for R
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
You can also use flameshadow conjuring pay 4 extra get 3 extra temp guys between inella, minion reflection, and flameshadow sounds pretty funny to me
Nicol Bolas, a balance of Vorthos and PowerUBR
Nath of the Gilt LeafBG
Others
Squee, Goblin of AwesomenessR
Nekusar, the Mindblazer!UBR
Vela the NightcladUB
I used to be a world champion, but then I took a wolf to the knee. And three Galvanic Blasts to the face.
Concerning when returning to Kamigawa would be acceptable
EDIT: Panharmonicon doesn't double Inalla if she's in the Command Zone, so maybe that's a bit dubious.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
That's nuts.. 1x Dualcaster getting 4 or 6 copy effects..gross.
That is pretty sick. It makes any EtB effect, even mediocre stuff like Merchant of Secrets, super duper strong. Merchant basically sucks but 3U to get two 1/1s and draw 4 is pretty decent. Sedraxis Alchemist bounces four permanents for 3B, Sea Gate Oracle is four Opts worth of card advantage for 3U. Puppeteer Clique is probably an instant win, especially if any of the four reanimated creatures have EtB triggers of their own.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
True, but I'm lost now. If she's on the battlefield, I can pay 1, if I do, she will copy the wizard 2x, right? So I have one wizard + two token and 6 ETB effect, right?
If Inalla is on the battlefield with Panharmonicon and you cast Merchant of Secrets, here is what happens:
- Inalla triggers, allowing you to pay 1 and make a copy.
- Panharmonicon sees Inalla triggering and triggers it again; you may pay 1 to make ANOTHER copy.
- After all that resolves, you draw two cards for each Merchant you have. If you paid a full 4U (the original 2U to cast Merchant, plus 2 for two Inalla triggers, you draw six cards and now control three Merchants - two are tokens with Haste.
This only works while Inalla is out, since Panharmonicon specifies permanents on the battlefield.
It gets really timey-wimey if you also control Mana Echoes, but I believe assuming you control no other creatures you'll get twentyfour colorless mana out of the deal, for a net gain of 19 mana.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
Can we stack the mana echoes triggers to make them resolve last (not sure if that is possible since is a mana effect and mana doesn't use stack???) in order to make them see all the tokens and creatures that ETB, we only get 3 counts of 4 mana each which is 12 mana, doubled with Panharmomicon to 24. If can't stack mana echoes we get 2 mana when original ETB, 3 mana when Inalla's 1st token ETB and 4 mana when the Panharmonion's token ETBs, doubled which is a total 18 mana.
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
It makes me wonder if we can set up some form of evasion for Prophets. Diviner's Wand attaches for free, gives flying, and draws for every 4 mana. Whispersilk Cloak gives shroud and unblockable. Both work with Trophy Mage. Not sure if there are any good options for Trinket Mage. Hot Soup is too risky but O-Naginata gives pseudo-evasion in the form of Trample.
Alternately something like Ensnare works to tap potential blockers: probably a better inclusion than the above equipment options.
@Hawk7914: curious why you didn't want Panharmonicon in the list you proposed. Is it just because it can't be tutored by the mages?
2) Use the right number of each card.
3) Know your probabilities.
4) Print your deck lists; make yourself and your judges happier.
There are good tutors in Grixis colors for Panharmonicon, Tezzeret the Seeker is one of those top contenders to have a place in the deck.
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