I've been looking for a Mono Blue commander deck for quite awhile, and happened across this deck. This one was adopted and migrated from smlvalentine1 on TappedOut to here, so I will take no credit for this build, although I've made a few slight tweaks to make it more budget friendly. So, without further ado, I present to you Naru Meha- Flicker Combo.
The strategy of the deck is pretty straightforward: We want to cast one of our flicker spells (Ghostly Flicker/Illusionist's Stratagem), hold Priority, flash in Naru Meha, copy the flicker spell, and proceed to combo off with one of our outlets. Each of the flicker spells has their own lines of play: Illusionist's Stratagem is our set up flicker spell, which will enable us to go off, and Ghostly Flicker is what we use to go straight for the combo and the win. So, how do we utilize each of these spells? We will delve into each individually.
At opponent's end step, cast Illusionist's Stratagem with at least one target. Do note that Stratagem has to have at least one target for Naru to successfully copy it, as you can change targets, but not the number of targets. Be sure to retain Priority when casting this, or this line of play will not work.
With Priority retained, flash in Naru Meha, targeting Stratagem.
With the Stratagem copy on the stack, target Naru Meha.
Let the copy resolve, exiling then returning Naru Meha, and draw your card.
With Naru Meha entering, you target the original Stratagem.
Repeat these steps until you draw all but one card of your deck. On the last iteration of this play, make sure Naru Meha goes back to the command zone, then let the turn pass to you.
On your turn, with your entire deck in hand, you may proceed to combo off with a full suite of protection in hand. So how do we combo off? We use our other flicker spell.
Cast Ghostly Flicker, targeting 2 lands/artifacts, floating mana in the process. Be sure to retain Priority when casting this, or this line of play will not work.
With Priority retained, flash in Naru Meha, targeting Flicker.
With the Flicker copy on the stack, target Naru Meha and a land or artifact, floating mana in the process.
Let the copy resolve, exiling then returning Naru Meha and the mana source, which you will continue to float mana after it enters.
With Naru Meha entering, you target the original Flicker.
Repeat these steps in order to create infinite mana. On the last iteration of this play, make sure Naru Meha goes back to the command zone.
Now the we have created infinite mana, what do we do with it next? Well, we need an outlet to use said mana. The following cards are the outlets in which we use our mana to secure a victory:
Walking Ballista: We can use our infinite mana and pump it into a huge Ballista and ping everyone until the game ends.
Pongify/Rapid Hybridization + any other creature on the battlefield: Cast one of these spells targeting any creature, retain priority, flash in Naru Meha and target the spell, have the copy target Naru Meha, sending her back to the command zone and creating a Frog Lizard/Ape token. Repeat until you have enough tokens to swing for lethal. NOTE: You will need to either create enough tokens to push past existing creatures in order to get lethal, or cast an overloaded Cyclonic Rift, followed by Nexus of Fate in order to swing in without hindrance.
Winds of Rebuke: Cast Rebuke and target whatever you wish, hold priority, flash in Naru Meha and copy the Rebuke. The Rebuke copy will target Naru Meha, bouncing her and milling everyone for 2 cards. Repeat to mill out everyone. Nexus of Fate will allow us to never mill ourselves out.
Blink of an Eye: Cast Blink kicked, targeting whatever you wish, hold priority, flash in Naru Meha and copy the Blink. The Blink copy will target Naru Meha, bouncing her and drawing you a card. Repeat to draw your deck, or at least until you find a way to close the game.
Sunscorched Desert: This line of play doesn't require infinite mana. You just need to keep Flicker Naru Meha and Desert to ping everyone dead.
Just a rules question; When Naru copies a flicker spell with no target (e.g. Illusionist's Stratagem), can she change the total number of targets? I thought you could change the actual targets, but not change how many there were. I think you'd need to have a single target initially in order to start comboing off.
Just a rules question; When Naru copies a flicker spell with no target (e.g. Illusionist's Stratagem), can she change the total number of targets? I thought you could change the actual targets, but not change how many there were. I think you'd need to have a single target initially in order to start comboing off.
After looking into it, apparently you are correct. I guess the info I got when building this was incorrect.
And of course, the budget suggested cuts should also included fetchlands.
I don't necessarily want to include any cards that could in turn help an opponent out. Mikokoro can help dig everyone one card deeper into finding an answer. Same with Chain of Vapor: they could bounce something that could possibly disrupt our combo.
Ballista can end a game on his own by generating enough mana to kill the entire table. Stroke and Zenith can only take out a single player at a time. They would, however, make good inclusions to help draw into a combo piece, and if they kill off a problematic player, then it's a good day.
They only thing fetches would be good for would be to reset the top of the deck for Top, so I will have to mull over if they will be worth it or not.
I don't necessarily want to include any cards that could in turn help an opponent out. Mikokoro can help dig everyone one card deeper into finding an answer. Same with Chain of Vapor: they could bounce something that could possibly disrupt our combo.
Ballista can end a game on his own by generating enough mana to kill the entire table. Stroke and Zenith can only take out a single player at a time. They would, however, make good inclusions to help draw into a combo piece, and if they kill off a problematic player, then it's a good day.
They only thing fetches would be good for would be to reset the top of the deck for Top, so I will have to mull over if they will be worth it or not.
I understand not wanting to activate Mikokoro when it can advantage opponents. But you can include it in your deck and just not use it when it's not the optimal line. I still think it's a good include for your infinite loops. There should be opportunities for you to be able to use it.
You would play Chain to bounce something like Torpor Orb or Humility before you combo. Or to disrupt someone else. Can you explain how chain could bounce something to disrupt you? The only non-lands you play are rocks.
Ballista doesn't end the game on its own. That's why it's not worth including. When you have infinite, I think there's just better ways to win. And when you're not going infinite, Walking Ballista is kind of a paper weight since you're not ramping incredibly hard. Altar of the Brood is a 1cc trinket if you still want a searchable trinket.
The interaction with Top alone is worth including fetches. However, fetches also interact with Dig Through Time, Brainstorm, and Ponder.
I don't necessarily want to include any cards that could in turn help an opponent out. Mikokoro can help dig everyone one card deeper into finding an answer. Same with Chain of Vapor: they could bounce something that could possibly disrupt our combo.
Ballista can end a game on his own by generating enough mana to kill the entire table. Stroke and Zenith can only take out a single player at a time. They would, however, make good inclusions to help draw into a combo piece, and if they kill off a problematic player, then it's a good day.
They only thing fetches would be good for would be to reset the top of the deck for Top, so I will have to mull over if they will be worth it or not.
I understand not wanting to activate Mikokoro when it can advantage opponents. But you can include it in your deck and just not use it when it's not the optimal line. I still think it's a good include for your infinite loops. There should be opportunities for you to be able to use it.
You would play Chain to bounce something like Torpor Orb or Humility before you combo. Or to disrupt someone else. Can you explain how chain could bounce something to disrupt you? The only non-lands you play are rocks.
Ballista doesn't end the game on its own. That's why it's not worth including. When you have infinite, I think there's just better ways to win. And when you're not going infinite, Walking Ballista is kind of a paper weight since you're not ramping incredibly hard. Altar of the Brood is a 1cc trinket if you still want a searchable trinket.
The interaction with Top alone is worth including fetches. However, fetches also interact with Dig Through Time, Brainstorm, and Ponder.
1) I will reconsider Mikokoro. It really couldn't hurt to try, and you're right that I don't need to use it if I don't want to.
2) Maybe I'm thinking of these things in the wrong way. We would have to cast Chain first before attempting to combo off, so then there should be no disruption on their part.
3) Altar doesn't end the game on its own either. You still need to do the combo to either generate infinite mana for Ballista, or infinite ETBs for an Altar win. The difference is with Ballista, you can still respond to removal with his ability. Altar you can't respond to unless you bounce it, and then you can't recast it during your combo, so you'll fizzle.
4) Ok, I will include fetches in a non-budget version. They do help a bit more, but I still don't think they are "necessary" for the deck to function.
4 Naru Meha, Master Wizard
//Creatures (5):
0 Walking Ballista
2 Baral, Chief of Compliance
2 Snapcaster Mage
3 Spellseeker
3 Trinket Mage
//Artifacts (15):
0 Mana Crypt
1 Mana Vault
1 Sensei's Divining Top
1 Sol Ring
1 Voltaic Key
2 Coldsteel Heart
2 Fellwar Stone
2 Mind Stone
2 Sapphire Medallion
2 Sky Diamond
2 Thought Vessel
3 Basalt Monolith
4 Hedron Archive
4 Thran Dynamo
//Sorceries (9):
1 Gitaxian Probe
1 Ponder
1 Preordain
1 Serum Visions
1 Sleight of Hand
2 Merchant Scroll
3 Day's Undoing
3 Windfall
6 Time Spiral
0 Pact of Negation
1 Brainstorm
1 Dispel
1 Flusterstorm
1 High Tide
1 Mystical Tutor
1 Opt
1 Pongify
1 Rapid Hybridization
1 Spell Pierce
1 Swan Song
1 Whispers of the Muse
2 Anticipate
2 Blink of an Eye
2 Counterspell
2 Cyclonic Rift
2 Delay
2 Impulse
2 Mana Drain
2 Mission Briefing
2 Muddle the Mixture
2 Negate
2 Peer Through Depths
2 Pull from Tomorrow
2 Winds of Rebuke
3 Frantic Search
3 Ghostly Flicker
3 Pulse of the Grid
3 Thirst for Knowledge
4 Hieroglyphic Illumination
4 Illusionist's Stratagem
5 Force of Will
5 Misdirection
7 Nexus of Fate
8 Dig Through Time
1 Mystic Remora
3 Rhystic Study
//Lands (34):
1 Ancient Tomb
30 Island
1 Riptide Laboratory
1 Seat of the Synod
1 Sunscorched Desert
These are cards I would change out to make the deck more fast and efficient.
Coldsteel Heart -> Chrome Mox
Sky Diamond -> Lotus Petal
Thought Vessel -> Mox Opal
Basalt Monolith -> Grim Monolith
Hedron Archive -> Lion's Eye Diamond
Thran Dynamo -> Mox Diamond
Day's Undoing -> Timetwister
The strategy of the deck is pretty straightforward: We want to cast one of our flicker spells (Ghostly Flicker/Illusionist's Stratagem), hold Priority, flash in Naru Meha, copy the flicker spell, and proceed to combo off with one of our outlets. Each of the flicker spells has their own lines of play: Illusionist's Stratagem is our set up flicker spell, which will enable us to go off, and Ghostly Flicker is what we use to go straight for the combo and the win. So, how do we utilize each of these spells? We will delve into each individually.
[EDH Non-Primers] Newzuri | Breya
After looking into it, apparently you are correct. I guess the info I got when building this was incorrect.
Thank you for clarifying that.
[EDH Non-Primers] Newzuri | Breya
[EDH Non-Primers] Newzuri | Breya
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsOh but it is there. Right at the top of the Instants section.
[EDH Non-Primers] Newzuri | Breya
Walking Ballista seems like it has little utility beyond ending a game. Why not use Stroke of Genius or Blue Sun's Zenith?
Chain of Vapor?
And of course, the budget suggested cuts should also included fetchlands.
Currently Playing:
Multiplayer EDH Lists (click italics for a link to the thread!)
[Primer] Lord of Tresserhorn - Don't Tell Me What I Can't Do[Primer] Roon of the Hidden Realm - Rhino Blink
5 Color Tribal Guide (Slivers, Atogs, Allies, Spirits)
Also Playing (most decklists can be found on my profile)
MarathGeistKamahlGrenzoBolasThassaGitrog
PiratesZurVial Smasher&ThrasiosYennettJhoira(cEDH)Strix(Pauper)
Legacy: Maverick
Modern:
Melira PodRIP 1/19/15GWHatebearsI don't necessarily want to include any cards that could in turn help an opponent out. Mikokoro can help dig everyone one card deeper into finding an answer. Same with Chain of Vapor: they could bounce something that could possibly disrupt our combo.
Ballista can end a game on his own by generating enough mana to kill the entire table. Stroke and Zenith can only take out a single player at a time. They would, however, make good inclusions to help draw into a combo piece, and if they kill off a problematic player, then it's a good day.
They only thing fetches would be good for would be to reset the top of the deck for Top, so I will have to mull over if they will be worth it or not.
All good. Would definitely have been a great suggestion if it wasn't in there.
[EDH Non-Primers] Newzuri | Breya
I understand not wanting to activate Mikokoro when it can advantage opponents. But you can include it in your deck and just not use it when it's not the optimal line. I still think it's a good include for your infinite loops. There should be opportunities for you to be able to use it.
You would play Chain to bounce something like Torpor Orb or Humility before you combo. Or to disrupt someone else. Can you explain how chain could bounce something to disrupt you? The only non-lands you play are rocks.
Ballista doesn't end the game on its own. That's why it's not worth including. When you have infinite, I think there's just better ways to win. And when you're not going infinite, Walking Ballista is kind of a paper weight since you're not ramping incredibly hard. Altar of the Brood is a 1cc trinket if you still want a searchable trinket.
The interaction with Top alone is worth including fetches. However, fetches also interact with Dig Through Time, Brainstorm, and Ponder.
1) I will reconsider Mikokoro. It really couldn't hurt to try, and you're right that I don't need to use it if I don't want to.
2) Maybe I'm thinking of these things in the wrong way. We would have to cast Chain first before attempting to combo off, so then there should be no disruption on their part.
3) Altar doesn't end the game on its own either. You still need to do the combo to either generate infinite mana for Ballista, or infinite ETBs for an Altar win. The difference is with Ballista, you can still respond to removal with his ability. Altar you can't respond to unless you bounce it, and then you can't recast it during your combo, so you'll fizzle.
4) Ok, I will include fetches in a non-budget version. They do help a bit more, but I still don't think they are "necessary" for the deck to function.
[EDH Non-Primers] Newzuri | Breya