Start typing a card name and use the auto-complete feature to select the card you're trying to add. Enter a quantity and add that card to your command zone!
Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
While not technically tournament-legal as Ink-Treader isn't legendary, every home-group I've talked to was fine with house-ruling it and I believe MaRo and several other devs even said if they could go back and errata the Nephilim, they would. So with their unofficial blessings, here is Ink-Treader EDH.
Casting a spell on Ink copies the spell for every other creature that spell could target. Cast an Expedite on Ink, every creature on the board gets haste and you draw a card for each. Cast an Invigorate, every creature gets +4/+4. Cast a Threaten? Gain control of every creature on the board. Your basic plan is to cast one of your many threaten cards, cast a bunch of buffs, then swing unblocked with a massive board. A few significant cards worth mentioning: -Kari Zev's Expertise: Aside from Ink-Treader itself, this is probably the most powerful card in your deck. Because of the way the stack works, when you cast this on Ink-Treader, it gets copied for each creature, then you get to cast a card for the first creature, targeting Ink-Treader, then the another for the second, targeting Ink-Treader, and so on. With this and just one draw spell in your hand, if you can't draw through your whole deck and win on the spot, you're doing it wrong. -Nivmagus Elemental: Is able to grow massive by eating any extra copies of draw spells when your deck is almost empty, preventing you from accidentally decking yourself. -Varchild's War-Riders, the Hunted creatures, and other token generators: Helps to fill the board for your eventual threatenings. -Cloudshift, Cackling Counterpart, Tempt with Reflections: While Cloudshift gets rid of all the tokens, these three let you keep the creatures or a copy of them if the game is still going after your turn ends. (Though if one of your opponents feels cheeky, Tempt with Reflections is going to be a nightmare with all of the triggers.) -Enter the Unknown: Lets every creature explore, letting you pump everyone or grab a bunch of lands, but more importantly, let's you play more lands if you've drawn a bunch and are running out of mana.
This deck has been viewed 1,018 times.
NOTE: Set by owner when deck was made.
This looks fun, I think it needs some refining but for $80 it looks fun as hell... So many funny combos, Act of treason + Beserk. Just lol
Permalink