Finding the Path with Inga Rune-Eyes EDH
Hello everyone, welcome back to Conditions Allow, the article series where I take a legendary creature with a drawback and build a deck to turn it into a strength. This week I'm exploring the nine realms and charting new paths between the branches of with EDH.
When it comes toEDH, it's a mono-blue commander that will feel more familiar to mono-black players. Whenever she enters the battlefield you'll get to scry three, but it is her ability when she dies that is intriguing. When dies, if three creatures have died this turn, you get to draw three cards. Of note, Inga will count herself among those three creatures, and they don't have to be creatures you control. If an opponent wipes the board while two other creatures are in play, you'll draw cards.
I don't like playing Inga as aristocrats game plan, but that doesn't mean there aren't established archetypes to build from.insurance though. Not only do you not have control over when your creatures die, will cost more every time you have to cast her from the command zone, limiting your ability to actually cast the cards you're drawing with her effect. I'd much rather sacrifice my creatures on my own terms. Blue isn't typically associated with an
Planning the Itinerary
One of the first cards I thought of when I sat down to start brewing was. Having enter the battlefield as a copy of gives you her death trigger without having her actually die. But why stop at just one copy of your commander? If you make multiple copies of Inga at the same time, you'll be forced to immediately sacrifice all but one. Kicking makes five copies of which will immediately die. They'll all see that three creatures have died this turn, and you'll draw fifteen cards. can go even bigger, scaling with however many creatures you have in play. Make enough tokens and it could win the game with .
Another card I thought of right away was. Artifact decks built around KCI play exactly like an aristocrats deck, sacrificing and recurring artifacts to bury their opponents in a mountain of triggered abilities. Along with itself these decks are built around and , using one to recur the other in a continuous loop. This easily fulfills the three creatures dying clause on ' second ability. All you need to do is turn her into an artifact so can sacrifice her, and can get her back.
Gathering a Crew
Enter. is a clone that is also an artifact. This means you can use cards like and to pull it out of your graveyard again and again, filtering through your deck each turn. is another great card to recur . Most of the creatures in the deck will be artifacts and creatures, so you'll always have the choice to draw a card you left on top of your library, or get to check the next three cards.
Combiningwith is even more powerful, since you'll automatically get to return any artifact with mana value less than four to your hand. Grab and sacrifice it with to return with 's own ability along with another artifact thanks to . If you have an you can sacrifice it to make two more mana and recast as a copy of . It'll die to the Legend Rule again, and you'll scry three, draw three cards, and get back in your hand again.
Going in Circles
That loop isn't infinite, however. Because you can't sacrificefor mana, you'll have to pay for each time. You'll also have to pay two life to cast , although you'll likely run out of mana before you run out of life.
Unless, of course, you can make extra mana with each loop.reduces the cost of and , saving two mana per loop. accomplishes the same thing by creating an extra artifact token whenever you cast an artifact, which you can sacrifice for the missing two mana.
As for the life payment, you can offset that withwhich also acts as a win condition as you continue to cast spells. For a more budget option, gains you two life for every colorless spell you cast. This won't count , since that Phyrexian mana pip makes it blue, but it does count and .
Preparing for the Unexpected
This combo has a lot of moving parts, so I'm including a number of tutors to find the most important cards as reliably as possible. The first card you should tutor for is always. The extra scry you get is great for finding the next part of the combo, and it sets you up to grind value with and if you find them instead.
The deck doesn't have to actually combo off, either. Withto recast every turn and producing tokens you can aim to play the long game. When you draw , you should have enough tokens to draw the rest of your library, winning with .
I'm also going to includeas a secondary engine. This is the most flexible way to recur creatures from the graveyard in mono-blue, and helps you to sacrifice without having to pay quite as much commander tax. You definitely don't want to exile or though, so I'm also including and . These are both solid pieces of card filtering that come with a body if you go for that win.
Here's the list for Inga Rune-Eyes EDH!
Inga Rune-Eyes EDH Copies
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I'm actually surprised at how useful and versatile theEDH options turned out to be. One important thing to keep in mind is that it will usually be best to put all three cards on the bottom of your library when you scry with Inga. Unless you find a tutor or combo piece, you get the most value by clearing the top of your deck as often as possible. This is especially true when you start looping , as your opponents will quickly see the loop you are trying to form, and attempt to stop you.
This deck ended up focusing more on artifacts, but I think you could make a fun Clone deck with Inga at the helm as well. What direction would you take her in? Let me know what you think in the comments, and thanks for reading!