deckstats.net
You need to be logged in to do this.
The buttons above will open in a new window. Please return to this window after you have logged in. When you have logged in, click the Session aktualisieren button and then try again.

Umfrage

Which should be first to cut?

Docent of Perfection
0 (0%)
Mystic Archaeologist
3 (100%)
Spiteful Banditry
0 (0%)
Electrodominance
0 (0%)
Archmage Emeritus or Apprentice Necromancer
0 (0%)

Stimmen insgesamt: 3

Autor Thema: Unfun Inalla Combo (might need more interaction)  (Gelesen 507 mal)

subscrublordMTG

  • New Member
  • *
  • Beiträge: 2
  • Karma: 0
  • Decks
Unfun Inalla Combo (might need more interaction)
« am: April 11, 2024, 10:07:25 Nachmittag »
This deck's main focus is a decidedly solidary strategy, attempting to assemble one of the following combos:
1. Dualcaster Mage + Twinflame
2. Dualcaster Mage + Ghostly Flicker
3. Timestream Navigator + Thassa, Deep Dwelling
4. Timestream Navigator + Fable of the Mirror-Breaker
5. Wanderwine Prophets + Damage opponent + 3 open mana
6. Deadeye Navigator + Peregrine Drake + Almost any ETB
7. Thassa's Oracle + Deckout

There are more than this that I found playtesting, but I can no longer remember.  However, looking at decklists and suggestions, It's likely that I'll need to move some slots over for much more interaction. 

Deck: Unfun Inalla Combo

//Main
1 Consider
1 Reanimate
1 Entomb
1 Sol Ring
1 Shadowspear
1 Negate
1 Counterspell
1 Disdainful Stroke
1 Demonic Tutor
1 Diabolic Intent
1 Mystic Archaeologist
1 Timestream Navigator
1 Wishclaw Talisman
1 Snapcaster Mage
1 Persist
1 Electrodominance
1 Spiteful Banditry
1 Apprentice Necromancer
1 Thassa's Oracle
1 Fellwar Stone
1 Dimir Signet
1 Arcane Signet
1 Mind Stone
1 Rakdos Signet
1 Izzet Signet
1 Spellseeker
1 Aether Channeler
1 Trinket Mage
1 Master of Death
1 Prismari Command
1 Fable of the Mirror-Breaker // Reflection of Kiki-Jiki
1 Toxic Deluge
1 Chaos Warp
1 Jace's Archivist
1 Windfall
1 Ghostly Flicker
1 Disallow
1 Rhystic Study
1 Dualcaster Mage
1 Thassa, Deep-Dwelling
1 Archaeomancer
1 Kess, Dissident Mage
1 Archmage Emeritus
1 Docent of Perfection // Final Iteration
1 Step Through
1 Izzet Chronarch
1 Peregrine Drake
1 Devastation Tide
1 Deadeye Navigator
1 Wanderwine Prophets
1 Niv-Mizzet, Parun
1 Blasphemous Act
1 Necromantic Selection
1 Kindred Dominance
1 Canyon Slough
1 Fetid Pools
1 Haunted Ridge
1 Shipwreck Marsh
1 Sulfurous Springs
1 Sulfur Falls
1 Foreboding Ruins
1 Frostboil Snarl
1 Shivan Reef
1 Izzet Boilerworks
1 Rakdos Carnarium
1 Dimir Aqueduct
1 Crumbling Necropolis
1 Xander's Lounge
1 Exotic Orchard
1 Command Tower
1 Detection Tower
1 Reliquary Tower
1 Seat of the Synod
1 Great Furnace
1 Vault of Whispers
1 Bojuka Bog
1 Undercity Sewers
3 Swamp
3 Mountain
12 Island
1 Inalla, Archmage Ritualist
1 Naban, Dean of Iteration
1 Bloodline Necromancer
1 Damnation
1 Twinflame

Display deck statistics

Here are my current ideas to switch out (in order of most to least likely):
Docent of Perfection
Mystic Archaeologist
Spiteful Banditry
Electrodominance
Archmage Emeritus
Apprentice Necromancer

My first swap would be to get a Mana Drain in, hopefully I'll pull one from OTJ.  Feel free to let me know what you think can/should be swapped out for more interaction.  Suggestions for interaction that have at least 2 of the following are ideal (in relative order of importance):
1. Good early (2-4 mana)
2. Helps to find combo pieces
3. Ramps
4. Is an instant or Sorcery
5. Card advantage engine
« Letzte Änderung: April 11, 2024, 11:15:15 Nachmittag von subscrublordMTG »

Morganator 2.0

  • Global Moderator
  • Hero Member
  • *****
  • Beiträge: 2634
  • Karma: 2510
  • Decks
Re: Unfun Inalla Combo (might need more interaction)
« Antwort #1 am: April 11, 2024, 11:25:28 Nachmittag »
I'd start by dropping some lands. 41 is a lot and you could use more ramp.

Of the cards you mentioned I'd cut Mystic Archaeologist first. It's only useful if you can assemble Deadeye Navigator + Peregrine Drake.

subscrublordMTG

  • New Member
  • *
  • Beiträge: 2
  • Karma: 0
  • Decks
Re: Unfun Inalla Combo (might need more interaction)
« Antwort #2 am: April 15, 2024, 01:04:43 Vormittag »
I can see dropping a little land for some ramp.  I'll try that out.  I know for sure that the same reason this deck needs ramp, it desperately needs to hit its land drops, and I thought there was enough draw/selection to allow for more lands.

I'll probably cut Mystic for some interaction.  The reason I initially put it in there is because it's nice to have a repeatable activated card draw ability while holding up interaction, but I can feel it's not performing well enough.

Forita

  • New Member
  • *
  • Beiträge: 1
  • Karma: 0
  • Decks
Re: Unfun Inalla Combo (might need more interaction)
« Antwort #3 am: April 19, 2024, 11:08:37 Vormittag »
What are some effective ways to improve land consistency and ramp in this deck while still maintaining a good balance of card draw and interaction geometry dash online?
« Letzte Änderung: April 19, 2024, 11:11:28 Vormittag von Forita »

Morganator 2.0

  • Global Moderator
  • Hero Member
  • *****
  • Beiträge: 2634
  • Karma: 2510
  • Decks
Re: Unfun Inalla Combo (might need more interaction)
« Antwort #4 am: April 19, 2024, 05:43:54 Nachmittag »
What are some effective ways to improve land consistency and ramp in this deck while still maintaining a good balance of card draw and interaction geometry dash online?

I try to stick to these numbers, but there are lots of decks that go outside these ranges.

12 to 18 ramp
10 to 12 card draw
5 to 7 creature removal
5 to 7 artifact removal

When in doubt, adding more card draw is rarely a bad thing. Card draw can get you into all of these other things.

crimsonking

  • Hero Member
  • *****
  • Beiträge: 617
  • Karma: 222
  • Decks
Re: Unfun Inalla Combo (might need more interaction)
« Antwort #5 am: Mai 22, 2024, 11:10:28 Nachmittag »
Spellseeker is a one-card combo with Inalla.
You cast Spellseeker, you stack its trigger on top and tutor for Culling the Weak, you cast Culling the Weak, then you resolve Inalla's trigger to copy Spellseeker, you tutor for Unearth, you cast Unearth to reanimate Spellseeker...
From there I believe you can go many paths to the win.
You already have Spellseeker, you're already on a combo build, you plain to add some high-power cards like Mana Drain...
You should definitely take into account such kind of combo lines.