Return target permanent to its owner's hand.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Printings View all
|Duel Decks: Mind vs. Might (DDS)||Common|
|Vintage Masters (VMA)||Common|
Combos Browse all
|Commander / EDH||Legal|
Temporal Fissure occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Temporal Fissure Discussion
1 month ago
Hey! So I have a few suggestions. Feel free to ignore any/all of them:
Cantrips are your friend in combo decks. Preordain and Ponder are the gold-standard here, since they dig pretty deep for one mana. You're including Brainstorm is good, but I'm not sure it's good enough without non-mana intensive shuffle effects (i.e. some form of fetch lands) to make sure you don't accidentally lock yourself with two cards you don't want on top. While cards like Prismatic Vista and Scalding Tarn can be expensive, depending on your meta something like Terramorphic Expanse or Evolving Wilds might be good enough. Flood Plain and Bad River are also worth considering. Other cantrips ( Opt , Sleight of Hand , Serum Visions ...) are ok but should be considered secondary to Preordain and friends.
Grafdigger's Cage is currently one of the best hosers in EDH, and it does not stop Urza's ability (since Urza's ability exiles the card before casting it, you never cast spells directly from your library). I think it's better than Darksteel Relic , since it still taps for mana and can be a turn one play while having a direct effect on the board state. Tormod's Crypt is a similar card you may want to consider. I think Relic of Progenitus is better than Phyrexian Furnace , especially since you're not running Snapcaster Mage .
Everflowing Chalice seems like a good rock. I've never been a fan of Mox Tantalite , since taking several turns to hit the board is a major drawback. Everflowing Chalice is a slightly worse Mind Stone , but you can cast it for zero when Urza is on the field and have a build-your-own Mox Sapphire .
Retract and/or Hurkyl's Recall can act as pseudo- Paradoxical Outcome s for the purposes of rebuilding mana or building storm-count for Temporal Fissure . They're admittedly not as good, but since you're already running Paradoxical Outcome you may want a redundant card for that effect.
You may want to revisit your counter-suite. Consider substituting more efficient cards for Dissolve and/or Exclude , since three mana is a lot to pay for a counterspell. Things like Spell Snare , Dispel , Spell Pierce , Swan Song , Pact of Negation and/or Delay are all good ways to protect your combo without using too much mana.
I think Mystic Remora is probably better than Rhystic Study . First, it comes down faster (T1 or T2), which means it catches your opponents' rocks when they're casting them in the first few turns. Second, four mana is a lot less payable than one, so you're more likely to draw even in experienced metas. Finally, your strategy is typically going to be a combo strategy -- so you don't need a PERMANENT shield, just one that will last long enough to protect you until you go off with Urza.
Cyclonic Rift is the best board wipe in blue. It's $20 nowadays, but if you can afford one you should definitely run it.
Dig Through Time is an excellent card, as is Treasure Cruise (though I don't like cruise as much as dig in combo decks like this, since it sees fewer cards). Running one of them seems like a good idea.
Chain of Vapor is REALLY good. If you can cast it and bounce an opposing stax piece ( Cursed Totem , Collector Ouphe , Damping Sphere ), it rarely gets reflected. And even if it is, you're likely to just be able to recast whatever they bounce on your board. More importantly, you can use it to bounce a bunch of your low-cost artifacts to both net mana and build storm. So... yea.
2 months ago
Hi epsqm, glad to hear you're on the Tatyova side!! :)
1) The common killing line is just the combo, which you can achieve through several different lines. The most common line is to find Mystic Sanctuary and Ghostly Flicker as a start (together with Tatyova of course). From there on you only need some kind of mana acceleration like High Tide , Cloud of Faeries or Peregrine Drake and then you have infinite mana, infinite carddraw and infinite life. Finding this combo is the actual challenge of piloting this deck. Then you can finish by bouncing everyones permanents ( Capsize or Temporal Fissure ) into killing them with Adventuring Gear , yes, because your creatures also have infinite power then. I must admit that I am running a Gear-less list right now, and I am finishing through Compulsive Research :D The Gear has always been a dead card whereas Research can work as an actual card. Especially when you're trying to go off and youre only searching for the last piece of the puzzle, a card draw spell is nice to have. And even if they exile your graveyard with the Research in it, they will still lose the game if you bounce them all their permanents lol They can decide to either die fast or slowly :P It's not easy to come back without any lands, any other permanents and against a Tatyova player how could always go infinite on instant speed again ;) So basically with the combo you can lock everybody out not giving them any chance, even if you didnt have any other win con.
2) Sporemound has been in the list from my very first scratches on, and had to go as the very last part of "old, good ideas". The thing is: This deck is so fast at killing people through the combo, it actually hurts to slam down a 5drop that could be countered or removed and I would have been time walked then. Even in team games, I managed to kill with Tatyova like Turn6 even through some sort of removal and counterspells. But its really challenging, as I said. I have goldfished this list about 50 or 60 times and actually played it like 15 times. And its never boring because its so challenging to go for the right lines.
3) Relic of Progenitus has never been great for me, but I kinda do see the reason. I just feel you never really wanna play without a relic in your deck, especially if you're playing Trinket Mage nontheless. Feel free to exclude the Relic from your list, but there is other cruel combo decks out there as well. And sometimes other people wanna lock you out as well. I think I once used the Relic to break the Soulherder 's value chain, because he was blinking his Archaeomancer and always got his Counterspell back. Relic was my only way to break that lock, if I remember that game correctly. And sometimes Relic is just a bad cantrip and just fine.
4) Wormfang Newt is new to me, I have not seen this card, I will be thinking about that. Going off with Displace is super hard in this deck and Newt surely helps with that. The most difficult part is to find a slot for it. Thanks a lot for that suggestion.
5) Tilling Treefolk has been in and out. You gotta know: When I started building a Tatyova Deck, I was thinking about a great value deck with all the shenanigans. But then in the middle of the testing, Mystic Sanctuary got printed and suddenly the whole deck had the chance to become a great combo deck I noticed. So I went back to the drawing board and had to cut so many great but "just fair" cards ;) There isn't even a Mulldrifter in this deck anymore. And so even Treefolk had to go. And the Grixis Panorama and the Naya Panorama went with him.
I have about 80 cards (or more) that were in this deck, but had to go at some point.
4 months ago
Hi, I was reading through your decklist and description and had a couple of suggestions that might make your deck run better. I too have made an Elsha deck and learned quite a bit about how to hone her; however, I will preface this with I made mine geared more towards cEDH, but these are just general optimization tips.
My core suggestion is that you don't need to win more. That is, once you've achieved your top combo and gotten your deck in hand, you should be able to win. Here's a short run down, on the board is a way to reduce your artifacts by (at least) . You can play Sol Ring then play another cost reducer. Let's say you now have Helm of Awakening and Foundry Inspector out. You can now play enough cheap mana rocks to play Jace, Wielder of Mysteries , draw a card, and end the game. In my experience, most playgroups don't like to sit there waiting while they know you can win. You don't need to worry about getting infinite mana with Saheeli and Urza, Lord High Artificer .
As for the focus on storm, you don't need it. Most storm-based strategies cast a bunch of free spells or get infinite mana to cast something big to end the game. Since you already have a way to close the game without having to worry about the storm count, it's not needed. I would suggest taking out the following:
- Storm Entity
- Ignite Memories
- Mind's Desire
- Temporal Fissure
- Volcanic Awakening
- Thousand-Year Storm
There are also some more general optimization that I would make too. You are running some pretty inefficient cards like Oona's Grace . There are far more efficient card-draw spells. There are also several nonbo cards like Zetapla and Angel of Invention . Each card should be advancing you towards your main goal. They are not. Lastly, I would remove most of your instant /sorcery synergies, like Ral, Storm Conduit . Instants and sorceries make up less than 20% of your deck. Almost all of your pieces that combo with them will be duds for most of the game. These include:
Good luck, and I hope that you enjoy your deck!
9 months ago
10 months ago
While those are basically pauper decks that have some more expensive cards taken out of them, I think they will work.
The most powerful card that is banned in several formats, yet cheap are Cloudpost and Glimmerpost . Take a look at pauper decks when those cards were not banned and try to update them within the budget.
Curiously enough, storm should be pretty easy to assemble in this format - sure, you do not get to play Manamorphose , but most anything else is fair game. Sacland or depletion land storm ( Dwarven Ruins and friends or Sandstone Needle and friends) and Temporal Fissure storm should be both easy to make and obnoxious.
10 months ago
Heyo! So it looks pretty good. I'm going to assume the win condition here is mostly through an Enter the Infinite and Omniscience . I'm worried however that some of the big X mana spells are going to get lost. I can't see a way to generate infinite mana, so you can put a bunch into them, but they are not going to be game winners. If you want to go for the Narset turns kind of build, I would learn much more heavily into extra turn cards, and get rid of things that aren't that.
I would also keep Ponder and Serum Visions in your deck. They are powerhouses. Cantrips in Narset are just really really good. You essentially are wanting to hit a land drop for 3-4 turns and play rocks on t1-t3. So you can t3-t4 out a narset and then start getting stuff for free.
Aetherflux Reservoir is also probably an auto include because of how fantastic Narset can storm off. You already have one of the good storm cards, but I'd look into Empty the Warrens and Temporal Fissure all of these can be great wincons for storming out.
Hopefully this helps!
10 months ago
+1 for an interesting take on PDH mill.
1) If you're a fan of Infinite Combos, here's one for you:
- Archaeomancer or Salvager of Secrets or Scrivener + Peregrine Drake + Either of these Blink cards: Ghostly Flicker or Displace
- With both the Wizard and Drake in play, cast Flicker or Displace to blink them.
- Return the blink card using Wizard's ETB trigger. Rinse and repeat to generate infinite mana.
- Next blink the Wizard and your Commander as many times as needed to win the game.
You can exclude the Drake if you're not a fan of infinite combos and just blink the Wizard and your Commander once for every spent.
There's also Mnemonic Wall if you need more recursion.
2) Banishing Knack - Redundancy for Retraction Helix.
4) Temporal Fissure - Pauper's Cyclonic Rift since PDH games usually last longer and it is common for us to have 10 lands/mana sources out. You can easily play and bounce Drake 5 times and cast this for massive bounce shenanigans.
5) I'd advise against playing cards like Thought Scour as a once-off effect to mill 2 cards ain't impactful in EDH. If you're playing it for the card draw, there're plenty of better options in at the pauper level:
11 months ago
Update 19.02.08: Played about seven or eight games now with this deck, and it has won around four times.
Cuts & Additions after play -