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 Refresh Session button and then try again.

Author Topic: Inalla grixis control - wizard tribal ETB  (Read 2245 times)

Luitoine

  • New Member
  • *
  • Posts: 7
  • Karma: 112
  • Decks
Inalla grixis control - wizard tribal ETB
« on: March 03, 2021, 12:45:05 am »
Hi everybody,

I don't really know if this can be a primer or not, but it is currently my most popular deck on deckstat, so I tried to write a complete guide to it:

https://deckstats.net/decks/85903/818130-inalla-s-clone-factory#show_description

Hope you like it,
Luitoine.

Rinzler

  • Jr. Member
  • **
  • Posts: 57
  • Karma: 30
  • Decks
Re: Inalla grixis control - wizard tribal ETB
« Reply #1 on: April 05, 2021, 11:16:46 pm »
I like it! I would call this a fairly comprehensive primer.  I don't have very many questions since I typically play a much more aggressive style of deck, so don't know that many cards to suggest, but this looks great!  If it doesn't get very much attention, just ask morg to look it over, and if you do a good enough job, you'll get promoted to full primer status. 

Good luck and great job!

Morganator 2.0

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 2633
  • Karma: 2505
  • Decks
Re: Inalla grixis control - wizard tribal ETB
« Reply #2 on: April 06, 2021, 11:56:09 pm »
Besides the word "detroy" in the game-plan section I can't find any spelling mistakes, so that's nice. I do have some questions about this deck's strategy, as well as some questions about includes and excludes.


There's also a number of other cards that seem like obvious upgrades. Does this deck have a budget restriction? If not, would you be able to explain why you're not using these cards?


Luitoine

  • New Member
  • *
  • Posts: 7
  • Karma: 112
  • Decks
Re: Inalla grixis control - wizard tribal ETB
« Reply #3 on: April 15, 2021, 10:44:44 pm »
Hi,

Thanks for your feedback and questions about the deck :)

Here are my answers:


--> I think that the deck has enough of card draw and card selection with wizarsd ETB (Champion of Wits, Cloudkin Seer, Sea Gate Oracle, Spellseeker, Tribute Mage, Watcher for Tomorrow), plus Rhystic Study / Azami, Lady of Scrolls are very effective drawing engines, that's why the only wheel effect that I have included is Magus of the Jar. But of course you can run more draw spells if you want to (Jace's archivist is a good wizard option for example, and you can also replace Nightmare Unmaking by Decree of Pain to refill your hand).


--> It depends on the situation, Dire Fleet Ravager and Vindictive Lich can be other "game winning" candidates, but the nice thing with Rite of Replication is that you can also target creatures you don't control, so there might also be a good creature to clone on your opponents' boards!


--> The fact that Dack's Duplicate can target opponen'ts creatures and has haste made the cut for me. You could also go for Stunt double (because it has flash), but I would rather advise against the other 4 mana options.


--> Actually I did, in the "FAQ" section (because I thought that would be a frequently asked question ;D). I don't really like the idea of a 1 card combo (and I think that people are rather expecting it if you play Inalla, so there's no a lot of surprise left), but you can play it if you want to!


--> It's a little "fringe", but it can happen that you want to be ready to counter something the turn you play Daring Apprentice (if you're planing to win this turn for example). Otherwise, Daring Apprentice is rather there to slow the game down (it has a dissuasive effect just as Nevinyrral's Disk).


--> I tried it but didn't like it in the end. It's legendary, cost too much mana, and is more effective in a instant/sorcery heavy deck (which is not really the plan in my "wizard ETB build").


--> I prefer sundial of the infinite because: it's an artifact that is more likely to stick to the board, it's only 2 mana and can be fetched by Tribute Mage. But if you really like the idea of keeping your wizards tokens, you could play both of them!


--> You are absolutely right and I missed that! (Actually, I would recommend to play both of them, as it is a really effective repeteable removal spell)


--> The Cyclone Summoner can be a nice budget option to replace Cyclonic Rift. I'm more skeptical about Molten Echoes and Reflections of Littjara: they sure go well in the deck (and I will at least add them to the sideboard options!), but I removed Panharmonicon because it was a "4 mana do nothing artifact" (+ Nabaan did the same thing for only 2 mana), and I'm a bit afraid that these two enchantment might feel the same... At least, I wouldn't recommend to play them if you keep Mana Echoes and Leyline of Anticipation (you don't want too many 4+ mana "do nothing enchantments" in your deck).


--> For Cavern of Souls and Herald's Horn it is just because I don't (currently) own the cards, but they sure are great inclusions! For sol ring, I explained in the FAQ that I don't play it in most of my decks (because it's OP), but of course it's a really good card. And for Arcane Signet it's only because I liked the symmetry of having the three guild signets (but it is strictly better to play Arcane Signet over any guild signet).

I'll update the deck and description thanks to your suggestions!
« Last Edit: April 15, 2021, 11:08:48 pm by Luitoine »