Inalla, Archmage Recursionist
Tapdance for the win
I've been wanting to make a Grixis control deck for a long time so I could play Nicol Bolas, Planeswalker in Commander, but red and black are not my forte (most of my decks are in bant colors and only splash black or red occasionally). I also did not have a tribal deck yet, which I did find fun to play when I played 60 card Magic years ago. Enter Inalla: a unique opportunity to "cross the streams" and make a Grixis tribal control deck (And since Bolas is also a wizard storylinewise, an appropriate fit). And so I did:
The strategy of this deck is to accumulate enough wizards to control the board. In order to reach that critical mass, the deck uses Living Death to repeatedly. You sacrifice all your Wizards in response so you keep every creature, and your opponent's boards are set back. Eventually, you can exile their graveyard with either [b]bokuja Bog[/c] or repeatedly with Rakdos Charm. Note how both Archaeomancer and Izzet Chronarch immediately give you back your Living Death when they come back into play. Additional resilience for your wizards is provided by Marchesa of the Black Rose with either Sage of Fables, Metallic Mimic and/or Door of Destinies:
Eventually, you proceed to win by tapping your creatures for either:
Draining opponents empty with Inalla, Archmage Ritualist and Vela, the Night Clad triggers. Note how Vela also triggers on exile, so every time you cast Living Death you also drain your opponents for 1 life for each creature you controlled even if you do not have a sacrifice outlet.
Mill opponents out with Supreme Inquisitor. While this is not the preferred route as it probably takes a lot of turns it is the deck's only way to beat infinite life. Supreme Inquisitor is also the supreme anti-combo tech, for example removing opposing Laboratory Maniacs from decks like it's nobody's business
Combat damage. While the chances of actually killing through combat damage with puny wizards is relatively small, the +1/+1 counters from the Sage, Mimic and especially the Door do add up (especially once you start saving tokens, see below). And of course you can take your opponent's big beaters from them with either Havengul Lich or Beguiler of Wills.
Additional things worth mentioning:
The ramp package is actually on theme, with every piece of ramp being retrievable by either Trinket Mage or Trophy Mage. Note the Darksteel Citadel in the land section, which can also be found by Trinket Mage.
Sundial of the Infinite and Teferi's Veil can save the tokens Inalla gives you from being exiled. You can respond to the exile trigger with the Sundial and if they are phased out, then there's nothing to exile (Note how phasing a token out does NOT exile it anymore as of C17's release).
Even though the deck runs Reality Shift and Terminate as instant speed interaction, most of the removal must be done through bounce + counter.
The deck runs Pact of Negation and Force of Will, but they are meant as last resort answers against something that would really hurt (like having your graveyard removed) and should not be used lightly. Glen Elendra Archmage and Voidmage Prodigy will fill your day to day countering needs.
Orbs of Warding is there to help somewhat against graveyard removal, as that would devastate the deck's main game plan. A lot of cards that remove your entire graveyard at once like Bokuja Bog or Tormod's Crypt require targeting the player, so this can help somewhat in that respect. If you expect to face these kind of cards, or any gravehate in general, prioritize finding Orbs of Warding. Note that Supreme Inquisitor can remove these kind of answers from your opponent's decks!
Even though the deck is tricolored, it's mostly blue especially when it comes to color weight in casting costs. That is why nearly all the lands that produce colored mana at least produce U and I do not play Blood Crypt for example.
I really wanted to include Dualcaster Mage and Portal Mage but couldn't find anything in the list to cut for them. Should you have a suggestion in this regard it would be highly appreciated.
Also on the +1/+1 adding up thing you could add in Door of Destinies for some extra power.
Supreme Inquisitor seems like a sleeper MVP, removing your problems before they become problems. I like!
As far as cards you could remove: Temporal Adept, not a fan, requires too much color mana and tap just to bounce one guypermanent (edit, miss read, might be ok). late game could be ok, its not a bad card i just think there are better things. Cruel Ultimatum would be the other one I would look into taken out. Its strong for sure but feels a little un-needed
Also on the +1/+1 adding up thing you could add in Door of Destinies for some extra power.
Supreme Inquisitor seems like a sleeper MVP, removing your problems before they become problems. I like!
As far as cards you could remove: Temporal Adept, not a fan, requires too much color mana and tap just to bounce one guypermanent (edit, miss read, might be ok). late game could be ok, its not a bad card i just think there are better things. Cruel Ultimatum would be the other one I would look into taken out. Its strong for sure but feels a little un-needed
I always felt like Ashnod's Altar and Phyrexian Altar are the ultimate "here comes an infinite combo, kill me before I get it" signals. Therefore I tried to find other sacrifice outlets in Goblin Bombardment and Visera Seer for free and Attrition for B per sac. I think that if the deck comes up short on sac outlets the next card I would add would be Altar of Dementia.
In you comment about the value of Marchesa, the Black Rose you call out Door of Destinies. The Door doesn't actually give counters to your creatures, so it has no interaction with Marchesa. The Door totally belongs in the deck, it just doesn't help Marchesa bring your guys back.
In you comment about the value of Marchesa, the Black Rose you call out Door of Destinies. The Door doesn't actually give counters to your creatures, so it has no interaction with Marchesa. The Door totally belongs in the deck, it just doesn't help Marchesa bring your guys back.
You're right. That's too bad. Somehow I thought it made creatures etb with that many +1/+1 counters.
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If Inalla have Teferi's Veil on the battlefield, considering new C17 rules about tokens, if an attacking token reach the end of the combat it phase out and there isn't on the battlefield when you must exile it forced by Inalla ability. Then tokens come back on start of your next turn. It's correct? If isn't correct do you know why? In Sedris I use Teferi's Veil to save creatures to exile without using any other card or ability.
I'm really confused about these cards, but seem really efficient in Inalla deck and I'm interested to assemble this deck. Also thanks about deck sharing seems really a good deck.
If Inalla have Teferi's Veil on the battlefield, considering new C17 rules about tokens, if an attacking token reach the end of the combat it phase out and there isn't on the battlefield when you must exile it forced by Inalla ability. Then tokens come back on start of your next turn. It's correct? If isn't correct do you know why? In Sedris I use Teferi's Veil to save creatures to exile without using any other card or ability.
I'm really confused about these cards, but seem really efficient in Inalla deck and I'm interested to assemble this deck. Also thanks about deck sharing seems really a good deck.
Before C17, if a token phased out, it was exiled instead. But now, it isn't anymore. There is no difference anymore between a creature card and a creature token as far as phasing goes. So like you said, the token is not there at end of turn when Inalla's exile clause kicks in. Next turn it phases in, exile clause free and ready to do whatever you want with it. Note that phasing in does not trigger enter the battlefield abilities.
Sundial of the Infinite also saves tokens. At end of turn, Inalla's exile triggers are put on to the stack, then you respond by ending the turn. The exile triggers never resolve and the tokens are exile clause free for the remainder of their existence on the battlefield. Note that this is also why Sedris uses this card: to save the creatures unearthed from being exiled at end of turn.
You can kill the original Necromancer with Altar before the copy is created with her if you stack triggers right and then you just reanimate him with his clone.
There's something to say for non-creature based sacrifice outlets and while I first wanted to play Ashnod's Altar I don't want to run any infinite combo in the deck other than the Wanderwine Prophets base one, which is only included as a nuclear option to break stalemates anyway. If the deck turns out to win mostly through this combo anyway, it will probably end up getting cut anyway. So I run Altar of Dementia instead. I like that I can actually sacrifice my wizards to mill myself thus increasing my boardstate when Living Death resolves.
Intruder Alarm is too good to pass up with all the tap triggers in the deck. It makes killing people by domign them for 7 at a time a much more viable option.
I ordered the cards for this deck on magiccardmarket, I expect them to come in within the next 7-10 days. Can't wait to start playing. I expect this deck to win by repeatedly pinging people with Goblin Bombardment and Vela, the Night-Clad triggers and finishing them off with Inalla's tap ability.
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I like the use of Orbs of Warding, I always forget hexproof can protect your 'yard a lot of the time. Illusionist's Bracers can do wonders, though it's a shame it sits right between the artifact mages' desired CMC.
Familiar's Ruse is more control and saves a creature before even resolving.
Hate to revive an old topic, but has their been any changes in your deck? Anything not working out? Any cool cards you have been testing from Ixalan and after?
The deck wasn't working as well as I hoped, somehow whenever I needed it I never had the right cards. I actually overhauled the deck somewhat and it is now the only infinite-combo deck in my arsenal.
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The deck wasn't working as well as I hoped, somehow whenever I needed it I never had the right cards. I actually overhauled the deck somewhat and it is now the only infinite-combo deck in my arsenal.
Darn >.<. I have employed a similar tactic with the deck, but focused more on the recursion aspect (such as Reanimate, Animate Dead, e.t.c). Im not gonna ask you do post your decklist, but would you mind telling me a little bit of how you changed it up?
The deck wasn't working as well as I hoped, somehow whenever I needed it I never had the right cards. I actually overhauled the deck somewhat and it is now the only infinite-combo deck in my arsenal.
Darn >.<. I have employed a similar tactic with the deck, but focused more on the recursion aspect (such as Reanimate, Animate Dead, e.t.c). Im not gonna ask you do post your decklist, but would you mind telling me a little bit of how you changed it up?
I removed most of the reanimation shenanigans and added the infinite combo's mentioned in this video except for the Wordgorger thing (For me, tribal means no other creature types).
I really want to upload all my decklists on tappedout and add them to my sig, actually finding the time to do it is point 2. I can try to see to make this one the first one I do so you'll have the info.
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Hey Ertai! I want to apologize for poking on the forums, but I want to personally thank you for this build of Inalla. I hated seeing everyone go infinite-combo crazy with her, so the fact that you built this list has helped me find a way to build the deck that I find super fun and enjoyable. So, again, a BIG THANK YOU!
Just as a quick pair questions: With the new wizards coming out in Dominaria, are there any in particular you think will be must-haves for this version of the deck? Also, since a lot of this playstyle is focused on tap-untap mixed with sac-reanimate effects and an occasional infinite combo, is it worth to splash for Inalla, or with cards like Naban and Naru Meha, would it be better to just go pure Azami Wizards? I'd hate to give up the extra utility Black and Red provide, but the playstyle is very similar to an Azami deck.
Hey Ertai! I want to apologize for poking on the forums, but I want to personally thank you for this build of Inalla. I hated seeing everyone go infinite-combo crazy with her, so the fact that you built this list has helped me find a way to build the deck that I find super fun and enjoyable. So, again, a BIG THANK YOU!
Just as a quick pair questions: With the new wizards coming out in Dominaria, are there any in particular you think will be must-haves for this version of the deck? Also, since a lot of this playstyle is focused on tap-untap mixed with sac-reanimate effects and an occasional infinite combo, is it worth to splash for Inalla, or with cards like Naban and Naru Meha, would it be better to just go pure Azami Wizards? I'd hate to give up the extra utility Black and Red provide, but the playstyle is very similar to an Azami deck.
Thank you, good to hear! I know the feeling, I'm in a similar deckbuilder's block with Jodah. As for this deck, I changed it to combo but honestly have never picked it up since, since I just dislike control. I spend too much € on this deck to just retire it all together so I will revert it to the original plan and try to improve on that.
Naban, Dean of Iteration combo's nicely with enough other cards in the deck to provide value. This one's good, even though it doesn't trigger Inalla twice if she's in the command zone.
Naru Meha, Master Wizard is good too but would introduce another infinite combo to the deck with the above mentioned flicker spells so I would personally not include it.
Ghitu Journeymage could be good, not sure. You can keep flickering it so you deal 2 damage to each opponent for every 3 mana you spent. Since you can do it on instant speed, that's maybe not that bad though I wonder if the interaction is strong enough or just cute win more.
Adeliz, The Cinder Wind could be good as the deck's lacking anthem effects and again with the flicker interaction can be good. Not sure its that needed though.
Looking back I'm not really sure what Rings of Brighthearth is doing in this deck. Also, I found Harbinger of the Tides and Aether Adept underperforming with regards to tempo/defense. The deck needed more card draw and a lower CMC. So based on the current list in the first post my first changes would probably be:
Naban will do most of what Panharmonicon does, but at half the CMC and is a Wizard. Once this deck does what it does Panharmonicon is actually a bit win more but Naban has no opportunity cost to playing it.
Harbinger under performs and goes. Aether Adept is also not fantastic but with the repeated flicker coming in can be a good instant speed trick so I want to keep it for now. The Orrery is nice, but not essential so it can be cut. The flicker effects will give the deck a lot of it's power.
The deck needs more card draw but Arcanis costs 6 and needs to survive a turn which he rarely does. You reach the city's blessing fairly easily so Kumena's Awakening as a one sided howling mine for 2 less sounds good. And if you give your opponents a few cards early in the game hey, you made some friends
Barrin seems good on paper but you never really want to sac anything unless you really have to so flicker spell #3 that also draws you a card seems good. Remeber you can just flicker and then create tokens with Inalla that then block.
Door of Destinies, while good, also does not really fit the planned wincons of board control + Vela triggers and Innalla activations to kill. So it can go. Once your wizards become big enough for it to do anything it's always destroyed, so I think the Banneret is better since it help ramp and lower CMC.
Cutting Bolas really hurts as I now again have no deck to play him in, but he's the most expensive card in the deck CMC wise and just doesn't help the game plan really so he has to go. In comes the Immortal Sun which is an anthem effect, draws extra cards, and ramps. Conveniently, we do not run any Planeswalkers anymore so if we can screw someone else's walkers with it that's a bonus.
Urza's Incubator, while nice, costs 3 and the Medaillon costs 2 and will also make repeated flickering more easy.
Worn Powerstone costs 3, while Fellwar Stone costs 2 and also helps out in the color department. With 3 mana, you want to cast a Wizard.
Archetype costs 6, Thassa costs 3 and increases card flow quality. The Archetype's main purpose in this deck is to make Wanderwine Prophets unblockable, which Thassa also does. The flavor hit is real, since she's not a Wizard but a god, but she feels like a Merfolk Wizard if she were mortal so I sooth that sore by telling myself that. Plus, she's an enchantment first and foremost right? Not a creature...
Trophy Mage has no targets anymore so it goes. I like Portal Mage as a nice defensive trick, especially with repeated flickering. I can see myself flickering it in and out of play a few times when attacked to send all the big threats somewhere else. Seems fun
Chromatic Lantern again costs 3, Mind Stone costs 2 and is a format all star.
The risk of the Temple being a dud in the opening hand is to big, and the CMC is significantly lower now which makes it's inclusion less needed anyway. Crypt always provides mana and can help meet color requirements.
I updated the list in the first post.
Remaining points of attention will be if meeting the color requirements is an issue in this configuration. Also, the current counter package is good, but if this flickering thing actually works consistently then Rewind, Unwind and Muddle the Mixture might be preferable to Force of Will, Pact of Negation and Temporal Adept. Especially when you have both the Sapphire Medaillon and The Immortal Sun then with Ghostly Flicker only costing U and Rewind UU means you can hardcounter-lock the table. But that's something for the future.
Dire Undercurrents - This card is stupid in the deck if you reach 5 lands and untap with it. Kindred Discovery - same Stream of Unconsciousness - most of the time will be a 2 mana draw 2 instant speed with 2x -4/-0 to protection Thalakos Seer - is a wizard, draw to for 3 mana (1 in the end of turn, other when it leave). Better with bounce and grave use. Doesn't combo with Naban. Sea Gate Oracle - a wizard with decent toughtness and filter draw Champion of Wits - even better if you have graveyard use Mercurial Chemister - slow, but can draw and remove, better if you can abuse untaps Riptide Director - expensive, but, well...
I prefer Cryptic Gateway over Leyline, it doesn't only give flash, it cheat creatures in the field in cascade. Even better with untap abuses. You could get better use of Faces of the Past with Viscera Seer, Ashnod's Altar or other sac effects, btw.
there are many infinite combos, but I don't run ultra fast ramps or unconditional tutors, or Wanderwine Prophets, so each match is a different combo (or none, lol).
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Tapdance for the win
I've been wanting to make a Grixis control deck for a long time so I could play Nicol Bolas, Planeswalker in Commander, but red and black are not my forte (most of my decks are in bant colors and only splash black or red occasionally). I also did not have a tribal deck yet, which I did find fun to play when I played 60 card Magic years ago. Enter Inalla: a unique opportunity to "cross the streams" and make a Grixis tribal control deck (And since Bolas is also a wizard storylinewise, an appropriate fit). And so I did:
1 Inalla, Archmage Ritualist
1 Wanderwine Prophets
1 Vela, The Night Clad
1 Anathemancer
1 Havengul Lich
1 Docent of Perfection
1 Beguiler of Wills
Resilience:
1 Marchesa, The Black Rose
1 Sage of Fables
1 Metallic Mimic
1 Vedalken Aethermage
1 Living Death
1 Patriarch's Bidding
1 Izzet Chronarch
1 Archaeomancer
Control:
1 Patron Wizard
1 Voidmage Prodigy
1 Venser, Shaper Savant
1 Glen Elendra Archmage
1 Aether Adept
1 Galecaster Colossus
1 Portal Mage
Power plays:
1 Teferi, Mage of Zhalfir
1 Supreme Inquisitor
1 Opposition
Draw/Tutor:
1 Demonic Tutor
1 Vampiric Tutor
1 Mystical Tutor
1 Azami, Lady of Scrolls
1 Arcanis the Omnipotent
1 Disciple of Bolas
1 Brainstorm
1 Kumena’s Awakening
1 The Immortal Sun
1 Thassa, God of the Sea
1 Trinket Mage
1 Sol Ring
1 Everflowing Chalice
1 Expedition Map
1 Stonybrook Banneret
1 Fellwar Stone
1 Sapphire Medaillon
1 Mind Stone
Removal:
1 Cryptic Command
1 Temporal Adept
1 Pact of Negation
1 Force of Will
1 Reality Shift
1 Terminate
1 Rakdos Charm
1 Cyclonic Rift
Tribal/Synergy:
1 Sundial of the Infinite
1 Leyline of Anticipation
1 Naban, Dean of Iteration
1 Faces of the Past
1 Teferi's Veil
1 Rings o Brighthearth
1 Crystal Shard
1 Orbs of Warding
1 Goblin Bombardment
1 Altar of Dementia
1 Intruder Alarm
1 Ghostly Flicker
1 Displace
1 Illusionist’s Stratagem
1 Riptide Laboratory
1 Volrath's Stronghold
1 Academy Ruins
1 Arcane Lighthouse
1 Reliquary Tower
1 Crypt of the Eternals
1 Darksteel Citadel
1 Cavern of Souls
1 Command Tower
1 Path of Ancestry
1 Crumbling Necropolis
1 Reflecting Pool
1 Polluted Delta
1 Scalding Tarn
1 Steam Vents
1 Watery Grave
1 Cascade Bluffs
1 Sunken Ruins
1 Dimir Aqueduct
1 Izzet Boilerworks
1 Tolaria West
1 Bokuja Bog
2 Mountain
2 Swamp
10 Island
The strategy of this deck is to accumulate enough wizards to control the board. In order to reach that critical mass, the deck uses Living Death to repeatedly. You sacrifice all your Wizards in response so you keep every creature, and your opponent's boards are set back. Eventually, you can exile their graveyard with either [b]bokuja Bog[/c] or repeatedly with Rakdos Charm. Note how both Archaeomancer and Izzet Chronarch immediately give you back your Living Death when they come back into play. Additional resilience for your wizards is provided by Marchesa of the Black Rose with either Sage of Fables, Metallic Mimic and/or Door of Destinies:
Eventually, you proceed to win by tapping your creatures for either:
Additional things worth mentioning:
Thoughts?
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Also on the +1/+1 adding up thing you could add in Door of Destinies for some extra power.
Supreme Inquisitor seems like a sleeper MVP, removing your problems before they become problems. I like!
As far as cards you could remove:
Temporal Adept, not a fan, requires too much color mana and tap just to bounce one
guypermanent (edit, miss read, might be ok). late game could be ok, its not a bad card i just think there are better things.Cruel Ultimatum would be the other one I would look into taken out. Its strong for sure but feels a little un-needed
I always felt like Ashnod's Altar and Phyrexian Altar are the ultimate "here comes an infinite combo, kill me before I get it" signals. Therefore I tried to find other sacrifice outlets in Goblin Bombardment and Visera Seer for free and Attrition for B per sac. I think that if the deck comes up short on sac outlets the next card I would add would be Altar of Dementia.
You are right about Door of Destinies. I think this will eat removal the moment it hits the table but then at least my Panharmonicon or Rings of Brighthearth are spared. I will swap Cruel Ultimatum for Door of Destinies.
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If my post has no tags, then i posted from my phone.
http://www.mtgsalvation.com/forums/the-game/commander-edh/781467-inalla-lets-brew
http://www.mtgsalvation.com/forums/magic-fundamentals/the-rumor-mill/781191-inalla-archmage-ritualist
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If Inalla have Teferi's Veil on the battlefield, considering new C17 rules about tokens, if an attacking token reach the end of the combat it phase out and there isn't on the battlefield when you must exile it forced by Inalla ability. Then tokens come back on start of your next turn. It's correct? If isn't correct do you know why? In Sedris I use Teferi's Veil to save creatures to exile without using any other card or ability.
About Sundial of the Infinite when is really useful?
I'm really confused about these cards, but seem really efficient in Inalla deck and I'm interested to assemble this deck. Also thanks about deck sharing seems really a good deck.
WUBDakkon, a Tribute
BChainer, the demonlord!
RWAurelia
WBKarlov of the Ghost Council
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Before C17, if a token phased out, it was exiled instead. But now, it isn't anymore. There is no difference anymore between a creature card and a creature token as far as phasing goes. So like you said, the token is not there at end of turn when Inalla's exile clause kicks in. Next turn it phases in, exile clause free and ready to do whatever you want with it. Note that phasing in does not trigger enter the battlefield abilities.
Sundial of the Infinite also saves tokens. At end of turn, Inalla's exile triggers are put on to the stack, then you respond by ending the turn. The exile triggers never resolve and the tokens are exile clause free for the remainder of their existence on the battlefield. Note that this is also why Sedris uses this card: to save the creatures unearthed from being exiled at end of turn.
How?
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1 Viscera Seer
1 Separatist Voidmage
1 Attrition
1 Altar of Dementia
1 Harbinger of the Tides
1 Intruder Alarm
There's something to say for non-creature based sacrifice outlets and while I first wanted to play Ashnod's Altar I don't want to run any infinite combo in the deck other than the Wanderwine Prophets base one, which is only included as a nuclear option to break stalemates anyway. If the deck turns out to win mostly through this combo anyway, it will probably end up getting cut anyway. So I run Altar of Dementia instead. I like that I can actually sacrifice my wizards to mill myself thus increasing my boardstate when Living Death resolves.
As Dachivale pointed out, Harbinger of the Tides > Separatist Voidmage so that's easy.
Intruder Alarm is too good to pass up with all the tap triggers in the deck. It makes killing people by domign them for 7 at a time a much more viable option.
I ordered the cards for this deck on magiccardmarket, I expect them to come in within the next 7-10 days. Can't wait to start playing. I expect this deck to win by repeatedly pinging people with Goblin Bombardment and Vela, the Night-Clad triggers and finishing them off with Inalla's tap ability.
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Familiar's Ruse is more control and saves a creature before even resolving.
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Darn >.<. I have employed a similar tactic with the deck, but focused more on the recursion aspect (such as Reanimate, Animate Dead, e.t.c). Im not gonna ask you do post your decklist, but would you mind telling me a little bit of how you changed it up?
I really want to upload all my decklists on tappedout and add them to my sig, actually finding the time to do it is point 2. I can try to see to make this one the first one I do so you'll have the info.
If my post has no tags, then i posted from my phone.
Just as a quick pair questions: With the new wizards coming out in Dominaria, are there any in particular you think will be must-haves for this version of the deck? Also, since a lot of this playstyle is focused on tap-untap mixed with sac-reanimate effects and an occasional infinite combo, is it worth to splash for Inalla, or with cards like Naban and Naru Meha, would it be better to just go pure Azami Wizards? I'd hate to give up the extra utility Black and Red provide, but the playstyle is very similar to an Azami deck.
Thank you, good to hear! I know the feeling, I'm in a similar deckbuilder's block with Jodah. As for this deck, I changed it to combo but honestly have never picked it up since, since I just dislike control. I spend too much € on this deck to just retire it all together so I will revert it to the original plan and try to improve on that.
First order of business would be to add Ghostly Flicker and Displace so Archaeomancer and Izzet Chronarchcan keep recurring controlling spells like Terminate and Cyclonic Rift.
Dominaria does not add that much imo.
Looking back I'm not really sure what Rings of Brighthearth is doing in this deck. Also, I found Harbinger of the Tides and Aether Adept underperforming with regards to tempo/defense. The deck needed more card draw and a lower CMC. So based on the current list in the first post my first changes would probably be:
1 Panharmonicon
1 Harbinger of the Tides
1 Vedalken Orrery
1 Arcanis the Omnipotent
1 Barrin, Master Wizard
1 Door of Destinies
1 Nicol Bolas, Planeswalker
1 Urza's Incubator
1 Worn Powerstone
1 Archetype of Imagination
1 Trophy Mage
1 Chromatic Lantern
1 Temple of the False God
1 Naban, Dean of Iteration
1 Ghostly Flicker
1 Displace
1 Kumena's Awakening
1 Illusionist's Stratagem
1 Stonybrook Banneret
1 The Immortal Sun
1 Sapphire Medaillon
1 Fellwar Stone
1 Thassa, God of the Sea
1 Portal Mage
1 Mind Stone
1 Crypt of the Eternals
I updated the list in the first post.
Remaining points of attention will be if meeting the color requirements is an issue in this configuration. Also, the current counter package is good, but if this flickering thing actually works consistently then Rewind, Unwind and Muddle the Mixture might be preferable to Force of Will, Pact of Negation and Temporal Adept. Especially when you have both the Sapphire Medaillon and The Immortal Sun then with Ghostly Flicker only costing U and Rewind UU means you can hardcounter-lock the table. But that's something for the future.
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Dire Undercurrents - This card is stupid in the deck if you reach 5 lands and untap with it.
Kindred Discovery - same
Stream of Unconsciousness - most of the time will be a 2 mana draw 2 instant speed with 2x -4/-0 to protection
Thalakos Seer - is a wizard, draw to for 3 mana (1 in the end of turn, other when it leave). Better with bounce and grave use. Doesn't combo with Naban.
Sea Gate Oracle - a wizard with decent toughtness and filter draw
Champion of Wits - even better if you have graveyard use
Mercurial Chemister - slow, but can draw and remove, better if you can abuse untaps
Riptide Director - expensive, but, well...
Sedraxis Alchemist is better than Aether Adept most of the time.
I prefer Cryptic Gateway over Leyline, it doesn't only give flash, it cheat creatures in the field in cascade. Even better with untap abuses. You could get better use of Faces of the Past with Viscera Seer, Ashnod's Altar or other sac effects, btw.
Sneak Attack is another "flash"/ramp that always overperformed to me, but you need to recover your things (graveyard or bounce). Sedraxis Alchemist,Venser, Shaper Savant, and so, recover theirselves.
My actual list is here:
https://tappedout.net/mtg-decks/arcane-wizardry-rebuilded/
there are many infinite combos, but I don't run ultra fast ramps or unconditional tutors, or Wanderwine Prophets, so each match is a different combo (or none, lol).