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Poll

Which should be first to cut?

Docent of Perfection
0 (0%)
Mystic Archaeologist
4 (100%)
Spiteful Banditry
0 (0%)
Electrodominance
0 (0%)
Archmage Emeritus or Apprentice Necromancer
0 (0%)

Total Members Voted: 4

Author Topic: Unfun Inalla Combo  (Read 854 times)

subscrublordMTG

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Unfun Inalla Combo
« on: April 11, 2024, 10:07:25 pm »
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
« Last Edit: July 19, 2024, 11:40:14 pm by subscrublordMTG »

Morganator 2.0

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Re: Unfun Inalla Combo (might need more interaction)
« Reply #1 on: April 11, 2024, 11:25:28 pm »
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

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Re: Unfun Inalla Combo (might need more interaction)
« Reply #2 on: April 15, 2024, 01:04:43 am »
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

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Re: Unfun Inalla Combo (might need more interaction)
« Reply #3 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?
« Last Edit: April 19, 2024, 11:11:28 am by Forita »

Morganator 2.0

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Re: Unfun Inalla Combo (might need more interaction)
« Reply #4 on: April 19, 2024, 05:43:54 pm »
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

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Re: Unfun Inalla Combo (might need more interaction)
« Reply #5 on: May 22, 2024, 11:10:28 pm »
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.

subscrublordMTG

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Re: Unfun Inalla Combo (might need more interaction)
« Reply #6 on: July 19, 2024, 11:39:57 pm »
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.

I'm following this line of play, but I just might be stupid.  It seems to me that by the end of this, I have spellseeker back in hand, 2 floating black, and both culling the weak and unearth in my graveyard.  Am I missing a way to go infinite with mana?

AlltheTokens

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Re: Unfun Inalla Combo
« Reply #7 on: July 21, 2024, 03:29:05 pm »
Actually you would copy spellseeker again when you unearth it, so you would have 2 more tutors on the stack, 2 black floating, spellseeker and 2 token copies with haste on the field.  It seems like a good sequence to increase your storm count, assuming you had enough mana to begin with to do something with the next 2 spells you tutor.  I mean you would need 3UB to get the sequence running to begin with. 

One thing I would try to fit into this deck would be Turnabout and Reiterate.  Together with enough lands they can give you recursive mana and an arbitrarily large storm count.  Turnabout on its own can lead to an explosive turn, and reiterate can enhance a huge number of other plays.

Also Azami, Lady of Scrolls could allow you to tap the wizard copies for card draw before you lose them at end of turn.
« Last Edit: July 21, 2024, 03:38:21 pm by AlltheTokens »

AlltheTokens

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Re: Unfun Inalla Combo
« Reply #8 on: July 21, 2024, 04:08:06 pm »
Here is a line I would run with spellseeker.
Cast spellseeker, copy with Inalla. Grab Diabolic Intent and UnearthDiabolic Intent sacrificing Spellseeker, search Deadeye NavigatorUnearthSpellseeker, copy with Inalla.  Grab Demonic Tutor and%u2026 whatever you don%u2019t actually need to copy Spellseeker here.  Demonic Tutor for Timestream Navigator.  Cast Deadeye, cast Timestream, pair timestream, copy timestream with Inalla.  Activate the copy to take extra turn, use deadeye to flicker timestream, copy timestream, use copy to take an extra turn%u2026

Actually cheaper version,  grab Entomb and Unearth with the initial seeker searches.  Entomb Deadeye and unearth him.  Use him to flicker Seeker, search Demonic Tutor. Grab Timestream.

Edit: oops Unearth can not target deadeye you will have to use reanimate instead
« Last Edit: July 22, 2024, 05:13:47 pm by AlltheTokens »