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HOW THIS DECK WINS

  1. Assemble an infinite mana combo.
    Isochron Scepter + Dramatic Reversal + 3 mana from rocks; or
    Palinchron + High Tide + 6 Islands
  2. Win. See below options.

PRIMER/GUIDE

We want to get the most value out of our counterspells; therefore, as a general rule: counter only spells that directly disrupt our win conditions and opponents’ win-cons. Keep in mind that letting things resolve is part of control in cEDH, and that there will be times when we have to allow effects that slow us down, that affect other opponents more if not the same. Again, this challenges us to subscribe to a disciplined mentality as a control player. There’s no other commander who can teach us close-to-perfect threat assessment, test our decision-making skills, and knowledge of cards/meta like Baral can.

This build’s primary combo is Isochron Scepter + Dramatic Reversal combo. The list also includes a secondary, back-up combo: Palinchron + High Tide. The player must aim to assemble one of the combos and sink infinite mana into an outlet to win the game.

Rather than a war of attrition, we simply need to counter and disrupt the most immediate threats and most problematic stax pieces, and find our “windows of opportunity to execute our combo. Remember that a good Baral deck understands that it is never a game-dragger / time-waster.

COMBOS (INFINITE MANA)

Isochron Scepter + Dramatic Reversal is a well-loved and well-hated combo. We need to control mana rocks that can produce a total of three (3) mana, one of which is preferably Blue. Then, execute the combo as follows:

  1. Cast Isochron Scepter
  2. Declare ‘Imprint’ trigger
  3. Imprint Dramatic Reversal
  4. Activate Isochron Scepter ability
    And by doing so, you are activating the ability in a loop, while floating one mana (ideally Blue) with each iteration. Hence, infinite mana.

Palinchron + High Tide is the alternative combo in this deck. The general rule is to only go for this line of play and tutor for High Tide if, and ONLY IF, you draw Palinchron. Blue lacks the ability to tutor for creatures (and for good measure), hence, Palinchron is our fallback combo should our main combo be disrupted. You will need to have at least 6 Islands in play. Then, execute the combo as follows:

  1. Cast High Tide. (tapping one island, but better if a mana rock)
  2. Tap 5 (minimum) Islands to float 10 mana.
  3. Use 7 mana to cast Palinchron. (floating 3)
  4. Palinchron’s ETB triggers and you untap up to seven lands. (Still floating 3)
  5. Tap 6 (minimum) Islands and float 12 mana. (Now floating a total of 15*)
  6. Use 4 mana to activate Palinchron’s ability, returning it to your hand. (Floating 11).
  7. Repeat steps 3-6, gaining and floating 1 blue mana each iteration. Hence, unlimited/infinite mana

WIN CONDITIONS (MANA OUTLETS)

After successfully executing one of the combos and generating infinite (Blue) mana, you will need to sink that mana into a win-con.

PLAN A
Blue Sun’s Zenith

  1. With unlimited mana, cast it where X= cards in library, targeting ourselves (Safety Tip: If we are able to be forced to draw a Y cards by an opponent, instead cast it for X where X is cards in your library minus Y, then cantrip to draw the rest with counterspells in hand as protection.)
    1a. Pro Tip: With deck in hand, cast a bounce spell on your Narset, Parter of Veils, as this card counters your win condition. Do the same with all other Narsets on the field.) Be careful as casting BSZ as win con is the most vulnerable position you will be in.
  2. We will end up with only BSZ in our library, as it is “shuffled” back in after resolution. Cantrip for it using draw spells.
  3. Cast BSZ on opponent for X where X is infinity.
  4. Repeat steps 2-3 for each opponent.

Additionally, to draw our deck with an infinite mana via combo, we can Isochron Scepter + Dramatic Reversal + 2 mana from rocks + Sensei's Divining Top = INFINITE DRAW by activating Sensei’s Divining Top, then activate Isochron Scepter’s ability to untap all nonland permanents. Rinse and repeat and we will end up drawing the entire deck.

PLAN B
Stroke of Genius is the back-up win condition. Cast it to deck out your opponent, recur using the following to repeat to the rest of your opponents:

  1. Narset’s Reversal
  2. Echo of Eons + a tutor
  3. Mission Briefing

PLAN C
Isochron Scepter + Dramatic Reversal + Mirrormade + Swan Song = INFINITE 2/2 Birds with flying tokens. They don’t have haste, so you have to survive one turn rotation before you can finally kill the table.

PLAN D
Aetherflux Reservoir after infinite mana has been achieved.

GAME PLAN

The first turn is the set up and the second turn determines who the biggest threat is. The third turn decides who is set to win on turn 4. As a slow combo deck, Baral aims not to win on turn 3-4, but to stop someone from winning. Unlike a fast-combo deck, you run a control suite that lets you reliably prevent someone else from winning that early. Ideally, Baral can then goldfish a turn 7-8 win with much needed protection.

DECK/CARD UPGRADES

Checkout https://bit.ly/baralmodular for upgrades/swappables

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This deck appears to be legal in EDH / Commander.

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