|Commander / EDH||Legal|
Printings View all
|Modern Masters (MMA)||Common|
|Future Sight (FUT)||Common|
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Creature — Elemental
(1)(Red), Remove a time counter from a permanent you control or suspended card you own: Rift Elemental gets +2/+0 until end of turn.
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Rift Elemental Discussion
3 days ago
(This would be Neheb, but the plotline sort or requires that it can't be, so it's another minotaur from the same tribe.
I've also considered redoing it as Angrath's mentor from his so-far-unnamed plane)
Deck Name: Your Time Has Come
|Benroch, Making Plans|||||Benroch, Chosen Moment|
|Legendary Planeswalker - Benroch|||||Legendary Creature - Minotaur Shaman|
|+1: Create a 2/2 black Spirit Minotaur creature token with haste, vanishing 2 and "when this creature deals damage to a player, put a time counter on it"
-X: Move X time counters from suspended cards onto one or more permanents you control with time counters. You may transform Benroch, Making Plans.
Benroch, Making Plans can be your commander.
Eminence - As long as Benroch, Making Plans is in the command zone or on the battlefield, red and black cards in your hand have Supend X-1 -- where X is its converted mana cost
Benroch, Chosen Moment gets +1/+1 for each suspended card and permanent with a time counter you control. If you have one or fewer cards in your hard, Benroch, Chosen Moment gets +2/+2 for each instead.
: Exile a red or black card from your hand or graveyard with X-1 time counters on it where X is its converted mana cost. It gains suspend.
Spark: Having trouble clarifying this in my mind, but his main thing is a sort of temporal manipulation that manifested originally as superior reaction times, but became the ability to jump back and forth over short swaths of time and eventually between planes
Deck Concept: Using suspend to enable hellbent and "one or fewer card in hand" effects as well as being fairly minotaur tribal
Sample cards: Burning-Fist Minotaur, Neheb, the Worthy, Ragemonger, Flurry of Horns, Kragma Warcaller, Rift Elemental, Lavacore Elemental, Rift Bolt, Shivan Sand-Mage, Waning Wurm, Festering March, Curse of the Cabal, Time Bomb
2 months ago
Hey, nice deck! Let me make a few suggestions: Since you run Show and Tell, wouldn't it be nice to add cards such as It That Betrays, Omniscience, Blightsteel Colossus and other really big stuff in blue/red/colorless?
Now, why is it that you want to ramp so much whilst using Jhoira of the Ghitu in the command zone? She actually needs ramping only on turns 1 and 2, so she can go off ASAP by using her ability. After that, you will be drawing dead artifacts that won't help you win the game. Also, Jeskai Banner, Temur Banner and Obelisk of Grixis are illegal in your deck, since they contain white, green and black in their color identities, respectively.
And to abuse Jhoira's ability, consider adding expensive Global Removal, such as Obliterate, Decree of Annihilation and Jokulhaups. The thing is, for example, you set both Obliterate and Blightsteel Colossus with 4 time counters on them, try to make them resolve faster, using temporal tools, and if they would go to the stack at the same time, order the spells to resolve the Global Removal before the Beefy creature, them everybody has no lands, artifacts nor creatures, whilst you are left with a Zigagilion/Zigagilion creature.
Oh, a cheap combo possible in your deck is by adding Curiosity in order to use it with Niv-Mizzet, the Firemind, you'd draw as much as you want from your deck, and deal the same amount in damage to your opponents.
That's usually the plan of the deck. Other People consider a way more controlling approach, and use Jhoira's Ability to actually help you control the board whilst advancing your own, until you're able to combo of in some Izzet Way. I like both, if you want to hear more about it, just say so.
6 months ago
Hmm, could have sworn I had Rift Elemental in here. As for all the others, I had to make HUGE amounts of cuts when building this deck. Which means that odds are most of these cards were in the deck at one point or another (or is looking for a spot). Thanks for the suggestion!
6 months ago
Decree of Annihilation, Detritivore, Kederekt Leviathan, Kozilek, the Great Distortion, Reality Strobe, Omniscience, Bane of Bala Ged, Ulamog's Crusher, Conduit of Ruin, Pathrazer of Ulamog, Ulamog, the Infinite Gyre, Ward of Bones and Time Stretch are worth giving some thought...
10 months ago
Hi, mate. Looks like you need help with the deck and I have some spare time so lets get to it.Firstly I think you have too many creatures, some of which don't have good synergy with the deck idea, mainly Flameblast Dragon, Jhoira's Timebug, Mercurial Chemister, Rift Elemental, Shivan Sand-Mage, Timebender. Some of those remove time counters but are just weak overall.I also don't like the wall cycle, the tempo gain from blocking a big creature is negligible in a multiplayer format and your wall still dies, I'd replace those too for say a Propaganda. Archivist can be replaced with Arcanis the Omnipotent same mana from jhoira, 2 more cards.
As for the spells Clockspinning, Fury Charm, Mana Leak and Timecrafting don't go enough to warrant a place in the deck and i think you should try to replace them with some kind of draw spells or counterspells without unless they play etc. Think Counterspell or Cancel
About the land base: Faerie Conclave, Looming Spires Soaring Seacliff are simply basic taplands that will slow you down immensely. Magosi, the Waterveil Shimmering Grotto Thespian's Stage don't do enough either. If you are solid on keeping Magosi, the Waterveil you need to add something to proliferate in order to get free counters instead of keep skipping turns. maybe Contagion Engine but it won't remove counters from suspended cards so its pretty much only for this 1 card.
For spot removal you can add Chaos Warp or maybe a Pongify for something especially nasty. Otherwise counter spells should be fine if someone targets you, and you should have the mana open anyway since you dont need to cast anything on your turn.
Lastly I'd put Drift of Phantasms just for the transmute ability to get Paradox Haze. Its one of my favorite cards and in your deck it will work wonders. Hope my advices will be of use to you and if you have any other questions feel free to ask. Cheers :)
1 year ago
1 year ago
While I definitely like Jhoira and all the shenanigans and mana-cheating she can allow, I'm not quite sure I see a theme for the deck as a whole. Is it a spell deck that tries to suspend multiple spells at a time for a Storm-like explosive turn later on? An engine for cheating out the Eldrazi titans? I think you need to define and narrow your focus a little.
-1 Oblivion Sower I just feel like there's no support for his ability here as it is, and you have no other processors, so he just seems like a vanilla fatty with a mill clause.
-1 Twisted Image & -1 Pyroblast These just seem to be serving the purpose of less efficient removal spells or incredibly conditional counters. It's all up to your meta/playgroup, but I think you already have better options.
-1 Sphinx's Tutelage I haven't played with this card, but I don't really see a reason for you to include a mill card in here.
Clockspinning, Fury Charm, Rift Elemental, Timecrafting, Delay All these cards would let you mess around with both your own suspended cards and other's, allowing you to craft the perfectly timed turn.
Firemind's Foresight Lets you search for the perfect instant-speed options, AT INSTANT SPEED!
Hope this helps, and good luck!
1 year ago
My version of this deck is a lot different from yours so you might disagree with some of this, but here is what I would remove. Lay Claim just isn't worth the 7 mana, and it looks like you have a lot of stuff that accomplishes the same goal. Elixir of Immortality is probably in here for a particular match-up, right? Ulamog, the Infinite Gyre and anything else with his last ability would probably accomplish this same goal. Jhoira's Timebug, Rift Elemental, Shivan Sand-Mage, Timebender, and Clockspinning are pretty slow. Generally, it's better to run cards which delay the game instead of time counter removal because they accomplish the same goal and are also usable when you're just behind. I'm not convinced Turn / Burn is really value, but I've also never tried it. In general, I think you have too many suspend targets and not enough ways to protect them or Jhoira herself. None of this is really meant as critisism; it looks like your deck is responding pretty directly to your playgroup, but if I were cutting that's where I'd cut.