|Commander / EDH||Legal|
Printings View all
Combos Browse all
Time of Ice
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
, — Tap target creature an opponent controls. It doesn’t untap during its controller’s untap step for as long as you control Time of Ice.
— Return all tapped creatures to their owners’ hands.
Price & Acquistion Set Price Alerts
Time of Ice Discussion
1 day ago
I have really enjoyed using the Saga's in my deck. I love Sultai as a color combo and my Sultai deck has under gone tons of changes and commander swaps.
I am running The Eldest Reborn Song of Freyalise The Mending of Dominaria "sometimes I pop this one before the 3rd saga with my own enc removal" The Mirari Conjecture and Time of Ice. All of the sagas have amazing art work.
5 days ago
nice deck! if you're wanting to make this into a full 60 card standard deck i would definitely decide on a single win-con path and have a back up or two. in my experience with dominaria The Antiquities War is great for artifact matters decks, but i would use it as a plan b. you already have a lot of historic synergy going on so i would capitalize on that. definitely run at least 2 Zahid, Djinn of the Lamps, run either 4 or 0 Powerstone Shards, and take out the Syncopates unless you're going full control. liking the Time of Ice as interaction, it's a really underrated card tbh. if you'd like i made a similar deck around the powerstones (here: Cherub Rock [Powerstone Combo]), i think the decks are trying to do similar things. hope this helped and that all is well.
1 week ago
I like your style +1. Have you considered using saga cards like Time of Ice?
1 week ago
Stefco So, I have tried cutting down to 3 panharmonicon before, and the deck just didn't work the way I wanted. While drawing w in your opener feels bad sometimes, if you have anything else to play, you can just wait until you can double spell in a turn with it and slam it. It puts you so far ahead in the game that the opponent can't keep up. When sideboarding, they're basically the first thing you cut. I almost always cut down to 3 or less after board. I just want 4 to nearly guarantee drawing one in the earlier turns of the game. Also, having turns like I had the other day against an approach deck is worth while. Draw 5, discard 2, 5 times off of an eternalized champion of wits is GAS. You just win. They can't beat a handful of counters spells and instant speed tricks. Either way, test out your tweeks and let me know what's up! Also, I do need to update this list as I've gone back more towards the original iteration of the deck because my tweeks were going in the wrong direction. Time of Ice is going back into the SB, because it's interaction with Merfolk trickster is completely busted against mid-range decks.
2 weeks ago
Time of Ice could be interesting as a one of "surprise" for people for certain; spicy indeed. It would break some tempo for my opponent's attack phase as well on the third counter uptick.
2 weeks ago
This deck is just so beautiful. Thank you sir. Thank you for making a good Wizard tribal deck. Maybe a card to consider Time of Ice. The interaction it has with Merfolk Trickster is awesome and you could put Naru Meha back into your hand for the combo. The deck looks great and full up already but figured its worth a think.
3 weeks ago
Removed cycle of "Honden of..." (Seeing Winds/Night's Reach/Life's Web/Infinite Rage/Cleansing Fire)
3 weeks ago
Sorry for not being able to give an actual response to your suggestions until now, I was somewhat busy.
First of all, River's Rebuke is an intriguing suggestion. While I strongly believe that hitting all non-land permanents is NOT worth letting your opponent recast everything, it is 3 mana cheaper than kicking Fight with Fire which is a massive upside. The main problem with trying to use this effect as a finisher, however, is that it doesn't deal any damage. Aside from having one wizard on the battlefield for synergistic reasons, for most of the game a control deck wants to just stop its opponent from doing anything. The question, then, is what happens after your opponent's board has been bounced. At most you could get in perhaps two to four points of damage, far from the game ending effect that Fight with Fire can provide. That being said, River's Rebuke does slow down our opponent's clock significantly. However, Time of Ice does a far better job of this for even fewer mana, since it delays attacks for three turns instead of just one.
I consider Watertrap Weaver to be a significantly more interesting option. Basically, if Merfolk Trickster didn't exist I would probably be playing Watertrap Weaver. Unfortunately, while tapping for two turns is definitely better than one, having flash usually allows Merfolk Trickster to be essentially tapping for two turns, and also allows it to be used as a combat trick, which Watertrap Weaver can't do. Add on top of this that there is an enormous difference between two and three mana, AND Merfolk Trickster removes abilities, and you can see why I said I was very surprised that Merfolk Trickster isn't a rare.
I do want to reassure you, however, that your suggestions are far from bad. It looks to me like you are mainly a commander player, and most of the time when I receive suggestions from commander players it is for huge spells that do nothing on the turn they are played. If you are looking to get into standard more, I recommend watching tournaments on MTG's YouTube channel.