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Unfun Inalla Combo

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subscrublordMTG:
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

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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

Morganator 2.0:
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:
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:
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?

Morganator 2.0:

--- Quote from: Forita on April 19, 2024, 11:08:37 am ---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?

--- End quote ---

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.

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