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168澳洲幸运5开奖网:Magic the Gathering's newest set, Innistrad: Midnight Hunt, is out this week, and people are already brewing their new 168澳洲幸运5开奖网:Commander decks using its many legendaries.
This week, we're going to be playing with one of Midnight Hunt's new mechanics, night and day, to cheat out some massive spells, thanks to .
Vadrik, Astral Archmage
Vadrik, Astral Archmage is a 1/2 Human Wizard that costs one generic, one blue, and one red. If it's neither night nor day when he enters the battlefield, he makes it day. From then on, whenever it swaps between night and day, you put a +1/+1 counter on Vadrik.
The big appeal is the second ability: instants and sorceries cost X less to cast, where X is Vadrik's power. This cost only reduces generic costs, but it does mean some of the game's most powerful instants and sorceries can be played for next to nothing with a bit of planning.
As we'll get into, this deck features some of Commander's most controversial cards and strategies. Infinite turns, 'response hogging', Enter the Infinite, the works. This is a deck you'll need to clear with your playgroup in a turn zero discussion before shuffling up, as some players might not want to be a part of what we're bringing to the table.
A Note on Day and Night
Although there is a longer guide explaining Innistrad: Midnight Hunt's new 168澳洲幸运5开奖网:day and night mechanic, here is a quick primer: day and night don't exist in the game until introduced by either a card like Vadrik or The Celestus, which explicitly make it day, or by a permanent with either Daybound or Nightbound. From that point on🌞, it exists for the rest of the game, even if the thing that introduced it is removed.
If it is night and a player casts more than two spells on their turn, it becomes day at the start of the next turn. If it is day and a player doesn't cast any spells on their turn, it becomes night. This deck doesn't feature anything that transforms through daybound and nightbound, but we'll still want the cycle going to get Vadrik nice and big for those expensive spells.
Ramp
Because the goal of this deck is to spam as many instants and sorceries as possible, the mana curve is fairly low. Outside of the usual artifact ramp like Sol Ring, Arcane Signet, and Talisman of Creativity, and the ramping land Myriad Landscape, there isn't a lot going on here. This deck prefers quality over quantity, so including lands like Steam Vents, Izzet Boiler Works, Scalding Tarn, Training Center, or even a Volcanic Island is well worth it.
Instead, we want more ways than just Vadrik to reduce the cost of the spells cast. Goblin Electromancer, Mizzix of the Izmagnus, and Primal Amulet are all great for this – Mizziꦿx of the Izmagnus, in particular, reducing the cost more the more expensive spells𒊎 cast.
Draw
We win almost as soon as we've drawn one or two specific cards, meaning we need to burn through our deck at a decent pace. For that, Archmage Emeritus and Jori En, Ruin Diver are our key draw outlets, as they let us draw the cards with no downside just from casting instants and sorceries. Firmament Mage is another great piece, as we'll be swapping between night and day a lot to buff up Vadrik.
The other things that let us draw often come with the downside of forcing you to discard. While Obsessive Astronomer and Sorcerer Class are good in a pinch (or if you're setting up a big flashback turn with Lier, Disciple of the Drowned), they shouldn't be relied on for the majority of the draw.
An absolute star in this deck is Harmonic Prodigy. It doubles the triggers of any of your Wizards or Shamans. Not only is this great for drawing double the amount of cards with Archmage Emeritus, Firmament Mage, and Jori-En, it also affects Vadrik's day-night trigger and other creatures we'll see later, like Adeliz, The Cinder Wind. Harmonic Prodigy is a quiet, unassuming powerhouse in this deck, and the sooner you can get it out, the better.
Making Vadrik Big
Before getting into the main way this deck wins, we're taking a page from the counters deck book and running The Ozolith. The plan i⭕s to repeatedly (potentially infinitely) swap between night and day, putting a counter on Vadrik each time. Should he get removed, having The Ozolith out will help preserve those counters and allow us to continue where we left off when he comes back into play.
There are other creatures that put +1/+1 counters on themselves in this deck, too: Spellgorger Weird and Pyroceratops both get big at the same time, ready to offload their counters onto the Ozoꦐlith when needed. Simply find a way for them to be killed, then move their counters from the Ozolith ꦛonto Vadrik for an even bigger boost.
Adeliz, The Cinder Wind also works very well here, giving each other Wizard (including Vadrik) +1/+0 until the end of the tur🍰n for each instant or sorcery played. Run Adeliz with Harmonic Prodi🍰gy and the effect will be doubled, adding +2/+0 every time instead.
Not only are we borrowing counters tools that are normally found in Selesnya decks, but we'll also be pinching a bit of Boros too. Colossus Hammer is a piece of equipment that gives the equipped creature +10/+10. It's expensive to equip, but if you're able to get it on to Vadrik, it'll pay for itself in no time with all the other expensive spells you'll be able to cast for a pittance.
Infinite Turns
The big, game-ending way of building Vadrik up big is through the use of infinite turns. An Isochron Scepter imprinted with a Mystical Tutor allows us to repeatedly cast Nexus of Fate for much cheaper than usual. Alternatively, you could imprint the Scepter with Narset's Reversal and use Time Warp for the same outcome.
Usually, infinite turns mean you've won the game. But if an opponent wants you to play it out, the goal is to use The Celestus to nigh-infinitely boost Vadrik. Cast lots of spells on every turn, theꦦn make it night with The Celestus. On your next turn, it will then become day again and you can begin the 🔯cycle all over.
The beauty of this deck is that you don't need infinite turns. It's a combo many players are cautious of, and will try and derail the second you get it started. If it does get knocked out, you can continue to build up Vadrik in other ways – you're winning the same way regardless, the use of extra turns just makes it more efficient.
It is very important to note that infinite turns is a very controversial strategy in Commander. Many players will be fine with it, but you may run into some opposition when having your pre-game rule zero discussion. Always make sure people know what they're getting into if you decide to run this option, or maybe consider taking it out entirely if it's not a playstyle your group enjoys. You can still have extra-turns nonsense without it going infinite through the use of Mnemonic Deluge on a Time Warp.
Winning the Game
Whether you have infinite turns or not, your goal is to find a few different X-cost burn spells. Vadrik's ability reduces the generic mana costs, which includes how much you need to pay into an X: if Vadrik's power is at 15, your X-cost will be however much mana you paid plus 15, which can be utterly devastating.
We can use this to bring the game to a very explosive end with Jaya's Immolating Inferno and Crackle With Power. Jaya's Immolating Inferno is the easier route, as Crackle With Power is vastly more expensive. Otherwise, we have Blaze to take just one player out.
To make these tools more consistently available, use Mystical Tutor and Enter the Infinite. Enter the Infinite should cost much less than usual with Vadrik, and give you access not only to your burn spells, but also mana sources like Mana Geyser and Jeska's Will. This is potentially the only time in recorded history that Enter the Infinite has not been used in conjunction with a Thassa's Oracle or Laboratory Maniac, but it gets the job done.
Powering Down the Deck
This deck can be pretty spicy, with multiple notorious combo pieces like Nexus of Fate, Isochron Scepter, and Enter the Infinite. It can also be a potential turn hog, w🥂ith lengthy turns resolving lots of spells eating up the table. Because of that, you may find your friend group wanting you to power it down slightly to match the rest of the table.
To do that, the best things would be to remove the Isochron Scepter, shutting off the infinite turns combo, Enter the Infinite and Mystical Tutor. You'll still be able to the explosive finishers, but taking them out will remove some of the consistency.
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To see the full deck build, check out this guide's .