Riku was my first commander right when I was getting back into magic. He has taken many shapes since then, but landed on the competitive side of this format. As such I am trying to make the deck as streamlined and redundant as possible. This is a deck I will take to a tournament for prizes, not play with my playgroup.
Please remember that when thinking about the decks this will be playing against, they are combo decks and other quick to kill/lock out decks.
I appreciate you taking the time to look things over! ~this deck is still very much in the works.
To start out lets get some needed info. Magic Type: Paper magic Deck type: Commander Commander:Riku of Two Reflections Playgroup: Tournament Budget: None Restrictions: None Themes: Infinite Turns, Recursion Focus: Ramp, Draw, Proactive Player Type: Spike Playstyle: Non threatening-small board presence, large graveyard. One turn from nothing on board to winning the game.
You will like this deck if you like:
Intricate Infinite Combos
Complicated play style
Casting lots of spells
Taking lots of turns
Not needing your commander to assure victory
Competitive EDH
You will NOT like this deck if you like:
Creatures
Big board states
Reacting to opponents
2-card combos
Casual EDH
DECKLIST: Until my next turn(pun intended), I give to you my go at a Riku of Two Reflections Commander deck. fyi: Sorted Functionally!
Looks pretty uneventful, what is the purpose of the deck? Early Game
Ramp and draw turns 2-5 or 6. Don't be afraid to tap out up through turn 4 at least. The deck depends on early ramp.
Mid Game
Continue to ramp, leave up mana to counter/disrupt their combo if necessary. These are ONLY to be used if you think they will win when that spell lands, or because that spell lands. Otherwise hold to defend your own combo.
The deck is a little slower than others, and it is intentional. Hopefully the other combo decks have been countering each other to prevent the other from winning.
And just in case they aren't countering each other, that is why we have a few defensive measures.
Late Game
Now I say 'late game', but really this is possible turn 5 or 6 no problem. If you sense no threat of someone else combo-ing out soon, you can always wait a couple turns and continue to ramp/draw and be better positioned to combo out.
Here is what you do:
1. Untap with either Riku(or any number of the copy spell permanents-just one will do fine) or Tefari in play, or Untap while the blue player(s) are tapped out, or if you feel you have enough countermagic to counter their countermagic.
2. Play a Time Walk effect and copy it. Ramp/Draw spell with any mana you have left over.
3. Continue to ramp/draw on your next turn.
4. Cast either another Time Walk spell, or Recurr the one you already cast.
5. Loop through cards until you generate enough turns where they give up.
NOTES:
If they don't give up your major win cons are Cyclonic Rift and Ulamog, the Infinite Gyre. But honestly with infinite turns you can just kill them with Riku if they have no blockers...
While there are no directly infinite combos aka. Recursion card(Eternal Witness)+Extra turn card(Time Warp)+Bounce card(Capsize)(or some variation of those 3), my infinite combos are much more lengthy-and way more fun to play with!(read way more boring and much to long for my opponents...) Timetwister+Regrowth, or more simply just Ulamog, the Infinite Gyre, and the more risky Beacon of Tomorrows, can let you continuously cycle through your deck.
Trust me, once I've started the loop I have not been stopped, either goldfishing, or when that stubborn opponent just does not want to scoop and wants to waste everyone's time(although that rarely happens).
Deck All-Stars: Time Stretch-A disliked card for sure in casual circles because of its power. This is a tournament! If you didn't come to win don't play this deck. Regrowth-Super cheap and copy-able recursion. Can't go wrong with all the redundancy of this deck. Skyshroud Claim-This card is probs the best ramp because your forests come into play untapped. Gilded lotus is also good in this deck. All made possible by turn 2 or 3 ramp.
Why I chose this decklist Lands
Explanation:I will go over the non standard mana producers because the others are self explanitory...with the low land count, all the lands needed to be able to produce mana.
Time Warp and its kin-These take extra turns...Need I say more? Beacon of Tomorrows is on the edge because it shuffles back into the library, but I can still pull it again if needed.
Exclusions:Still toying with including Temporal Mastery, but right now even though it miracles, it also gets exiled(which makes it less recurrable), and I have decided to keep it out. Also toying with Seedtime.
Card Fuel
Explanation:To win I need cards. These cards give me more cards, dig for cards, or outright search for the cards I need. The more cards I draw, or deeper I dig, the better the card to me.
Exclusions:Brainstormis good, but does not dig nearly as well as Strategic planning, and honestly I don't need to cast it early game, when my hand is full of ramp/card draw already. Still looking for a spot for it, but not sure what to take out.Faithless Looting is also being toyed with.
Ramp Fuel
Explanation:To win I need mana, and lots of if. These cards get me there faster.
Exclusions:Reap and Sow needs to find room. Toying with Nature's Lore and its kin. Don't want to have too many cards that search just for forests in case I run out.
Ensuring Victory
Explanation:To win I need to make sure my opponents can't beat me to the punch. These cards are versatile answers to make sure they can't win. Because of the competitive nature of when I will be playing this, I wanted my answers to be extra versatile. ONLY used if you WILL LOSE when their spell lands.
(Protection)Teferi, Mage of Zhalfir, Ulamog, the Infinite Gyre-Teferi stops them from countermagic, but can also disrupt their combo if it requires instant speed spells. Ulamog ensures you wont be decked, and is a win con.
Exclusions:I want to put Remand in but not sure what to take out. Counterspell is not versatile enough and Cryptic Command is just a little to costly.
Recyclers
Explanation:To win I need to make sure my Time Walks can be played again, and again. Aaaaand again.
Exclusions:Because I have many copy instant/sorcery cards, I have excluded any of the creature copy/recursion effects(save the best one of each-because they are just that good)
The main difference between both lists is that I run creatures and you do not. Do you feel that a spell-slinger version is more optimal, or is this a theme you wished to build for? Once I've chained multiple turns in a row, the bodies help me close out games, so that I don't need to establish infinite turns: just enough to pushed the table out of the game. Also, Holistic Wisdow would really help get you extra turns by turning unnecessary ramp spells into more time walks.
The main difference between both lists is that I run creatures and you do not. Do you feel that a spell-slinger version is more optimal, or is this a theme you wished to build for? Once I've chained multiple turns in a row, the bodies help me close out games, so that I don't need to establish infinite turns: just enough to pushed the table out of the game. Also, Holistic Wisdow would really help get you extra turns by turning unnecessary ramp spells into more time walks.
Hmm I might see if I can find a spot for Holistic Wisdom, it could work out well. I will have to test. Thanks!
As far as consistency, I feel that the more compact a decklist the more consistent it can be. So I tried to limit the functionality of my list to increase the consistency. The spell-slinger route was a personal choice, as I mentioned a creature based route in my original post that would do similar to mine. But the main reason I went spells and not bodies was this: bodies are just more fragile.
I love Riku since he is so versatile, thanks for sharing your deck. I was just in a pod this past weekend with 3 Rikus, lol!, and every deck was different.
I was just in a pod this past weekend with 3 Rikus, lol!, and every deck was different.
Hey, I remember that. I wasn't involved in that game, but it sounded like quite the fiasco. Were you the one who played against Numot, Chainer, and Maralen before that? If so, I was the Chainer in that game. (Riku deck + an enemy general that lets him tutor for cards = trouble)
As for the deck itself, I'm not sure what to add. It looks really strong as is, very consistent.
Hey, I remember that. I wasn't involved in that game, but it sounded like quite the fiasco. Were you the one who played against Numot, Chainer, and Maralen before that? If so, I was the Chainer in that game. (Riku deck + an enemy general that lets him tutor for cards = trouble)
As for the deck itself, I'm not sure what to add. It looks really strong as is, very consistent.
Hey man, I believe that was me. Hi.
The Numot guy wildfired and basically destroyed himself because he had no mana left...
If you are playing strategic planning why not just play Impulse Digs one more at instant speed. Seems good? Also no Planer Portal? Drop it and win? This deck looks good. I prefer the creature based version. I play a creature based infinite turn build of Riku. He is far and away my favorite general. But I sadly do not think he is tier one competitive. By the time your landing Riku on turn three or four Things like Animar and Zur are already ahead. How do your match ups go against faster combo like Animar or Scion Hermit?
Why are you not running regrowth effects? With Riku in play and two regrowth effects in hand, you can stack them so you get both cards back plus a time walk spell? I added them to mine and It really upped the consistency with witch I am able to take infinite turns. Like you I have been playing Riku for years and it has evolved from a friendly beater to a combo monster.
Why not at least run Palinchron? With Riku he makes infinite mana, and infinite Palichron Tokens, and with infinite turns, everyone will scope to that. I’m glad to see Riku making appearances in competitive circles. While I sadly do not think he is a tier one commander he is the very top of tier two in my book.
Play it, sac 3 islands to buyback, play all 3 islands from asusa+crucible (or loam them out). Loam is much more inefficient because you will be milling yourself 3 cards per turn, but its an option.
One advantage of this combo is that all of the cards are very good standalone. Asusa is nuts, period. Walk the Aeons is a MUCH cheaper alternative to Capture, but for 1 more mana (I look at capture as a 150$ worth spending), and crucible/loam is just good for recurring lands strait up.
Play it, sac 3 islands to buyback, play all 3 islands from asusa+crucible (or loam them out). Loam is much more inefficient because you will be milling yourself 3 cards per turn, but its an option.
One advantage of this combo is that all of the cards are very good standalone. Asusa is nuts, period. Walk the Aeons is a MUCH cheaper alternative to Capture, but for 1 more mana (I look at capture as a 150$ worth spending), and crucible/loam is just good for recurring lands strait up.
This.
I have to agree I run that combo in my Riku deck and it is great. And I know you mentioned it in your OP but Capsize Ewit Time Stretch is good I've heard.
The main difference between both lists is that I run creatures and you do not. Do you feel that a spell-slinger version is more optimal, or is this a theme you wished to build for? Once I've chained multiple turns in a row, the bodies help me close out games, so that I don't need to establish infinite turns: just enough to pushed the table out of the game. Also, Holistic Wisdow would really help get you extra turns by turning unnecessary ramp spells into more time walks.
How do you abuse World Gorger Dragon With out animate Dead? You can't bounce him with navigator? I love WGD but have never been able to figure out how to play him out of black
If you are playing strategic planning why not just play Impulse Digs one more at instant speed. Seems good? Also no Planer Portal? Drop it and win? This deck looks good. I prefer the creature based version. I play a creature based infinite turn build of Riku. He is far and away my favorite general. But I sadly do not think he is tier one competitive. By the time your landing Riku on turn three or four Things like Animar and Zur are already ahead. How do your match ups go against faster combo like Animar or Scion Hermit?
Why are you not running regrowth effects? With Riku in play and two regrowth effects in hand, you can stack them so you get both cards back plus a time walk spell? I added them to mine and It really upped the consistency with witch I am able to take infinite turns. Like you I have been playing Riku for years and it has evolved from a friendly beater to a combo monster.
Why not at least run Palinchron? With Riku he makes infinite mana, and infinite Palichron Tokens, and with infinite turns, everyone will scope to that. I’m glad to see Riku making appearances in competitive circles. While I sadly do not think he is a tier one commander he is the very top of tier two in my book.
Impulse, genius. That's why I put this thing up here.
As far as creatures go, I just find they are less resilient than...not creatures.
If Riku is out, that means I can already go infinite with what is in my hand, and I won't need any more mana-but I see your point about it just working alot faster with Palinchron.
Honestly I have not played this against hermit-scion, or animar. It goldfishes slower than turn 3 usually, that's all I can say about the matchup
It was good enough to win me a commanders arsenal and go 7-0 in pods of 4 people. It did beat Azami, Numot, Tefari, Niv-mizzet, and some other combo decks.
Please remember that when thinking about the decks this will be playing against, they are combo decks and other quick to kill/lock out decks.
I appreciate you taking the time to look things over! ~this deck is still very much in the works.
To start out lets get some needed info.
Magic Type: Paper magic
Deck type: Commander
Commander: Riku of Two Reflections
Playgroup: Tournament
Budget: None
Restrictions: None
Themes: Infinite Turns, Recursion
Focus: Ramp, Draw, Proactive
Player Type: Spike
Playstyle: Non threatening-small board presence, large graveyard. One turn from nothing on board to winning the game.
PROs and CONs of Riku of Two Reflections commanding this particular deck
Intricate Infinite Combos
Complicated play style
Casting lots of spells
Taking lots of turns
Not needing your commander to assure victory
Competitive EDH
You will NOT like this deck if you like:
Creatures
Big board states
Reacting to opponents
2-card combos
Casual EDH
1 Riku of Two Reflections
Lands 34
1 Volcanic Island
1 Tropical Island
1 Taiga
1 Steam Vents
1 Breeding Pool
1 Stomping Ground
1 Scalding Tarn
1 Misty Rainforest
1 Wooded Foothills
1 Izzet Boilerworks
1 Simic Growth Chamber
1 Gruul Turf
1 Reflecting Pool
1 Temple of the False God
1 Ancient Tomb
1 Strip Mine
1 Yavimaya Hollow
1 Boseiju, Who Shelters All
1 Command Tower
1 Alchemist's Refuge
1 Desolate Lighthouse
2 Mountain
6 Forest
5 Island
Extra Turns 6
1 Time Stretch
1 Time Warp
1 Temporal Manipulation
1 Capture of Jingzhou
1 Walk the Aeons
1 Beacon of Tomorrows
1 Timetwister
1 Time Spiral
1 Opportunity
1 Thoughtflare
1 Tidings
1 Urban Evolution
1 Concentrate
1 Harmonize
1 Wheel of Fortune
1 Reforge the Soul
1 Ancestral Memories
1 Memory Jar
1 Fact or Fiction
1 Strategic Planning
1 Merchant Scroll
1 Intuition
1 Personal Tutor
1 Mystical Tutor
1 Gamble
Mana Fuel 19
1 Sol Ring
1 Worn Powerstone
1 Coalition Relic
1 Darksteel Ingot
1 Thran Dynamo
1 Gilded Lotus
1 Dreamstone Hedron
1 Expedition Map
1 Armillary Sphere
1 Sylvan Scrying
1 Explore
1 Farseek
1 Rampant Growth
1 Reconnaissance
1 Cultivate
1 Kodama's Reach
1 Deep Reconnaissance
1 Explosive Vegetation
1 Skyshroud Claim
1 Ranger's Path
1 Hunting Wilds
1 Force of Will
1 Pact of Negation
1 Mindbreak Trap
1 Misdirection
1 Voidslime
1 Mana Drain
1 Ricochet Trap
1 Trickbind
1 Cyclonic Rift
1 Teferi, Mage of Zhalfir
1 Ulamog, the Infinite Gyre
Recyclers 11
1 Mirari
1 Cast Through Time
1 Chandra, the Firebrand
1 Reiterate
1 Increasing Vengeance
1 Nivix Guildmage
1 Regrowth
1 Recollect
1 Eternal Witness
1 Mystic Retrieval
1 Call to Mind
Looks pretty uneventful, what is the purpose of the deck?
Early Game
The deck is a little slower than others, and it is intentional. Hopefully the other combo decks have been countering each other to prevent the other from winning.
And just in case they aren't countering each other, that is why we have a few defensive measures.
Here is what you do:
1. Untap with either Riku(or any number of the copy spell permanents-just one will do fine) or Tefari in play, or Untap while the blue player(s) are tapped out, or if you feel you have enough countermagic to counter their countermagic.
2. Play a Time Walk effect and copy it. Ramp/Draw spell with any mana you have left over.
3. Continue to ramp/draw on your next turn.
4. Cast either another Time Walk spell, or Recurr the one you already cast.
5. Loop through cards until you generate enough turns where they give up.
NOTES:
If they don't give up your major win cons are Cyclonic Rift and Ulamog, the Infinite Gyre. But honestly with infinite turns you can just kill them with Riku if they have no blockers...
While there are no directly infinite combos aka. Recursion card(Eternal Witness)+Extra turn card(Time Warp)+Bounce card(Capsize)(or some variation of those 3), my infinite combos are much more lengthy-and way more fun to play with!(read way more boring and much to long for my opponents...)
Timetwister+Regrowth, or more simply just Ulamog, the Infinite Gyre, and the more risky Beacon of Tomorrows, can let you continuously cycle through your deck.
Trust me, once I've started the loop I have not been stopped, either goldfishing, or when that stubborn opponent just does not want to scoop and wants to waste everyone's time(although that rarely happens).
Deck All-Stars:
Time Stretch-A disliked card for sure in casual circles because of its power. This is a tournament! If you didn't come to win don't play this deck.
Regrowth-Super cheap and copy-able recursion. Can't go wrong with all the redundancy of this deck.
Skyshroud Claim-This card is probs the best ramp because your forests come into play untapped. Gilded lotus is also good in this deck. All made possible by turn 2 or 3 ramp.
Why I chose this decklist
Lands
Explanation:I will go over the non standard mana producers because the others are self explanitory...with the low land count, all the lands needed to be able to produce mana.
Simic Growth Chamber and its kin-with the low land count, I have actually found these useful.
Yavimaya Hollow-keeps your general alive if needed
Alchemist's Refuge-flash in your general at EoT
Desolate Lighthouse-digs like a champ while providing early game mana if needed.
Strip Mine-kills that Cabal Coffers or Gaea's Cradle to prevent comboing out.
Boseiju, Who Shelters All-Prevents your Time Walk from getting countered.
Beacon of Tomorrows is on the edge because it shuffles back into the library, but I can still pull it again if needed.
Exclusions:Still toying with including Temporal Mastery, but right now even though it miracles, it also gets exiled(which makes it less recurrable), and I have decided to keep it out. Also toying with Seedtime.
(Draw)Timetwister, Time Spiral, Opportunity, Thoughtflare, Tidings, Urban Evolution, Concentrate, Harmonize-Draw for Time Walk effects. And more ramp.
(Dig)Wheel of Fortune, Reforge the Soul, Ancestral Memories, Memory Jar, Fact or Fiction, Strategic Planning-Dig for Time Walk effects.
(Search)Merchant Scroll, Intuition, Personal Tutor, Mystical Tutor, Gamble-Guess what?? Search for Time Walk effects. Also if you have Time Walk effects, searching for Increasing Vengeance and Mystic Revival are excellent because of their flashback.
Exclusions:Brainstormis good, but does not dig nearly as well as Strategic planning, and honestly I don't need to cast it early game, when my hand is full of ramp/card draw already. Still looking for a spot for it, but not sure what to take out.Faithless Looting is also being toyed with.
(Artifact Mana)Sol Ring, Worn Powerstone, Coalition Relic, Darksteel Ingot, Thran Dynamo, Gilded Lotus, Dreamstone Hedron-They give me mana faster...duh.
(Ramp)Explore, Farseek, Rampant Growth, Cultivate, Kodama's Reach, Deep Reconnaissance, Explosive Vegetation, Skyshroud Claim, Ranger's Path, Hunting Wilds-They give me mana faster...duh...again.
(Tutor land to hand)Expedition Map, Armillary Sphere, Sylvan Scrying-Go for Boseiju, who Shelters All if you need non counterable spells. Temple of the False God if you need mana. Desolate Lighthouse if you need to dig.
Exclusions:Reap and Sow needs to find room. Toying with Nature's Lore and its kin. Don't want to have too many cards that search just for forests in case I run out.
(Countermagic)Force of Will, Pact of Negation, Mindbreak Trap, Voidslime, Mana Drain-Free to cast means you can tap out, or extra mana the turn after you counter. Voidslime is just way too ludicrously versatile to not include.
(Disruption)Misdirection, Ricochet Trap, Trickbind, Cyclonic Rift-Redirections not only stop their X spell, it also counters their counter if needed.
(Protection)Teferi, Mage of Zhalfir, Ulamog, the Infinite Gyre-Teferi stops them from countermagic, but can also disrupt their combo if it requires instant speed spells. Ulamog ensures you wont be decked, and is a win con.
Exclusions:I want to put Remand in but not sure what to take out. Counterspell is not versatile enough and Cryptic Command is just a little to costly.
(Copy effects)Mirari, Cast Through Time, Chandra, the Firebrand, Reiterate, Increasing Vengeance, Nivix Guildmage-Recast Time Walk.
(Regrowth effects)Regrowth, Recollect, Eternal Witness, Mystic Retrieval, Call to Mind-Regrow Time Walk.
Exclusions:Because I have many copy instant/sorcery cards, I have excluded any of the creature copy/recursion effects(save the best one of each-because they are just that good)
GRBXira ArienGRBXIRA ThreadGRB(White Border Cards Only)GRB
RUGRiku of Two RefelctionsRUGRIKU ThreadRUG(Combo-Infinite Turns)RUG
WBGKarador, Ghost ChieftainWBGKARADOR ThreadWBG(Creature toolbox recursion)WBG
WUBSharuum the HegemonWUB(Artifact Related Only)WUB
BXiahou Dun, the One-EyedB(Proletariat-U/C Only)B
WUBRGHorde of NotionsWUBRG(New Framed Cards Only)WUBRG
Riku of the Two Reflections
0 Mana Crypt
0 Mox Diamond
1 Mana Vault
1 Sensei's Divining Top
1 Sol Ring
4 Birthing Pod
Artifact Creatures: 2
4 Phyrexian Metamorph
4 Solemn Simulacrum
Creatures: 29
2 Fauna Shaman
2 Gilded Drake
2 Phantasmal Image
2 Sakura-Tribe Elder
2 Snapcaster Mage
3 Eternal Witness
3 Farhaven Elf
3 Squee, Goblin Nabob
3 Wood Elves
5 Archaeomancer
4 Glen-Elendra Archmage
4 Oracle of Mul Daya
5 Venser, Shaper Savant
5 Acidic Slime
5 Kiki-Jiki, Mirror Breaker
5 Mulldrifter
5 Seedborn Muse
5 Zealous Conscripts
6 Charmbreaker Devils
6 Consecrated Sphinx
6 Deadeye Navigator
6 Frost Titan
6 Inferno Titan
6 Worldgorger Dragon
7 Avenger of Zendicar
7 Chancellor of the Spires
7 Palinchron
8 Terrastadon
8 Woodfall Primus
2 Survival of the Fittest
2 Sylvan Library
3 Rhystic Study
4 Sneak Attack
6 Lurking Predators
Instants: 3
3 Capsize
3 Ghostly Flicker
Sorceries: 17
0 Ancestral Visions
2 Gaea's Blessing
3 Cultivate
3 Kodama's Reach
3 Timetwister
4 Consentrate
4 Explosive Vegetation
4 Harmonize
4 Skyshroud Claim
5 Bribery
5 Temporal Manipulation
5 Time Warp
6 Walk the Eons
7 Knowledge Exploitation
7 Temporal Mastery
8 Beacon of Tomorrows
10 Time Stretch
The main difference between both lists is that I run creatures and you do not. Do you feel that a spell-slinger version is more optimal, or is this a theme you wished to build for? Once I've chained multiple turns in a row, the bodies help me close out games, so that I don't need to establish infinite turns: just enough to pushed the table out of the game. Also, Holistic Wisdow would really help get you extra turns by turning unnecessary ramp spells into more time walks.
Blue: teaching Magic players manners since 1995Shops: Teaching blue players manners since 2009
Hmm I might see if I can find a spot for Holistic Wisdom, it could work out well. I will have to test. Thanks!
As far as consistency, I feel that the more compact a decklist the more consistent it can be. So I tried to limit the functionality of my list to increase the consistency. The spell-slinger route was a personal choice, as I mentioned a creature based route in my original post that would do similar to mine. But the main reason I went spells and not bodies was this: bodies are just more fragile.
I love Riku since he is so versatile, thanks for sharing your deck. I was just in a pod this past weekend with 3 Rikus, lol!, and every deck was different.
GRBXira ArienGRBXIRA ThreadGRB(White Border Cards Only)GRB
RUGRiku of Two RefelctionsRUGRIKU ThreadRUG(Combo-Infinite Turns)RUG
WBGKarador, Ghost ChieftainWBGKARADOR ThreadWBG(Creature toolbox recursion)WBG
WUBSharuum the HegemonWUB(Artifact Related Only)WUB
BXiahou Dun, the One-EyedB(Proletariat-U/C Only)B
WUBRGHorde of NotionsWUBRG(New Framed Cards Only)WUBRG
Hey, I remember that. I wasn't involved in that game, but it sounded like quite the fiasco. Were you the one who played against Numot, Chainer, and Maralen before that? If so, I was the Chainer in that game. (Riku deck + an enemy general that lets him tutor for cards = trouble)
As for the deck itself, I'm not sure what to add. It looks really strong as is, very consistent.
Hey man, I believe that was me. Hi.
The Numot guy wildfired and basically destroyed himself because he had no mana left...
Maralen is my new fav general to play against
GRBXira ArienGRBXIRA ThreadGRB(White Border Cards Only)GRB
RUGRiku of Two RefelctionsRUGRIKU ThreadRUG(Combo-Infinite Turns)RUG
WBGKarador, Ghost ChieftainWBGKARADOR ThreadWBG(Creature toolbox recursion)WBG
WUBSharuum the HegemonWUB(Artifact Related Only)WUB
BXiahou Dun, the One-EyedB(Proletariat-U/C Only)B
WUBRGHorde of NotionsWUBRG(New Framed Cards Only)WUBRG
Why are you not running regrowth effects? With Riku in play and two regrowth effects in hand, you can stack them so you get both cards back plus a time walk spell? I added them to mine and It really upped the consistency with witch I am able to take infinite turns. Like you I have been playing Riku for years and it has evolved from a friendly beater to a combo monster.
Why not at least run Palinchron? With Riku he makes infinite mana, and infinite Palichron Tokens, and with infinite turns, everyone will scope to that. I’m glad to see Riku making appearances in competitive circles. While I sadly do not think he is a tier one commander he is the very top of tier two in my book.
Play it, sac 3 islands to buyback, play all 3 islands from asusa+crucible (or loam them out). Loam is much more inefficient because you will be milling yourself 3 cards per turn, but its an option.
One advantage of this combo is that all of the cards are very good standalone. Asusa is nuts, period. Walk the Aeons is a MUCH cheaper alternative to Capture, but for 1 more mana (I look at capture as a 150$ worth spending), and crucible/loam is just good for recurring lands strait up.
UBRSedris, the Necromancer KingUBR
This.
I have to agree I run that combo in my Riku deck and it is great. And I know you mentioned it in your OP but Capsize Ewit Time Stretch is good I've heard.
How do you abuse World Gorger Dragon With out animate Dead? You can't bounce him with navigator? I love WGD but have never been able to figure out how to play him out of black
Impulse, genius. That's why I put this thing up here.
As far as creatures go, I just find they are less resilient than...not creatures.
If Riku is out, that means I can already go infinite with what is in my hand, and I won't need any more mana-but I see your point about it just working alot faster with Palinchron.
Honestly I have not played this against hermit-scion, or animar. It goldfishes slower than turn 3 usually, that's all I can say about the matchup
It was good enough to win me a commanders arsenal and go 7-0 in pods of 4 people. It did beat Azami, Numot, Tefari, Niv-mizzet, and some other combo decks.
GRBXira ArienGRBXIRA ThreadGRB(White Border Cards Only)GRB
RUGRiku of Two RefelctionsRUGRIKU ThreadRUG(Combo-Infinite Turns)RUG
WBGKarador, Ghost ChieftainWBGKARADOR ThreadWBG(Creature toolbox recursion)WBG
WUBSharuum the HegemonWUB(Artifact Related Only)WUB
BXiahou Dun, the One-EyedB(Proletariat-U/C Only)B
WUBRGHorde of NotionsWUBRG(New Framed Cards Only)WUBRG