|Commander / EDH||Legal|
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|Urza's Saga (USG)||Rare|
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Each player shuffles his or her graveyard and hand into his or her library, then draws seven cards. You untap up to six lands.
Remove Time Spiral from the game.
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|Have (5)||angesoir , IRNMN , TheLazyGrim , DaZlInG , Azdranax|
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Time Spiral Discussion
5 days ago
Anyways, some things are immediately coming to mind, though how useful they might be is a separate case.
- Considering how heavily tribal this deck is, I might consider Cavern of Souls and/or Unclaimed Territory as a land. You can even name a non-Merfolk tribe, like Wizard (like I sometimes pick "Wizard" when playing with Faeries"), to completely confuse your opponents.
- Also in terms of wizards, I like Venser, Shaper Savant. Useful as a combat trick or to say my favorite thing of all (no).
- Have you considered Hadana's Climb Flip? It pumps your fish and, when you want to flip it, potentially turns them into flying fish, which is perhaps quite terrifying for your opponent but still sounds pretty awesome.
- Every blue deck I run in EDH tries to have Cyclonic Rift as a reset button and either Time Spiral and/or Commit as another reset. Perhaps the Time Spiral could be especially useful for you, considering how many multi-producing lands you can get out...
- If you want everything to become an Island, I vote Quicksilver Fountain, which might work even better with Walk the Aeons. (Though, in terms of extra turn spells, I prefer things like Temporal Manipulation and Time Warp...)
2 weeks ago
2 months ago
For whatever reason, this decklist keeps showing only about half of the cards unless I choose to edit and save it. If I do this, it shows the full list momentarily and then goes back to the incomplete one. If anyone else viewing this is having this issue, and for myself if the site doesn't stop being broken, here is the full list in comment form:
1x Ancient Tomb
1x Aqueous Form
1x Chrome Mox
1x Crow Storm
1x Mana Crypt
1x Mana Drain
1x Mana Vault
1x Mox Diamond
1x Mox Opal
1x Spell Pierce
1x Storm Crow CMDR
1x Strip Mine
1x Swan Song
1x Time Spiral
1x Trinket Mage
1x Voltaic Key
2 months ago
2 months ago
You should consider Quicksilver Dragon, it's amazing for protection against targeted removal.
Mistveil Plains is amazing when it's online aswell, to shuffle dragons back into the library for reuse with Scion of the Ur-Dragon, Time Spiral can be a huge help aswell to get more gas for Scion of the Ur-Dragon
I find that Dragon Mage can be amazing to refill your hand.
N914 on Eldrazi Rock
2 months ago
Update: went to my LGS and went 2-2 at their Legacy event...HUZZAH!
Match 1. 1-2 Mono-Black Reanimator ft. Griselbrand--Disrupted and outpaced game 1, couldn't find the graveyard hate after. Overall, didn't feel like an unbalanced matchup.
Match 2. 2-0 Mono-Blue Storm--Probably the worst matchup, but game 1 went similar to the first match, and in game 2 they wiffed after Time Spiraling (twice). Should have lost, BUT DIDN'T!
Match 3. 1-2 U/W Control ft. Helm of Obedience--Hadn't seen it before, so didn't know to Abrupt Decay the Rest in Peace. Promptly lost 2 turns later. Game 2 I was able to Jester's Cap the Helm, a one-of Gideon Jura, and a Celestial Colonnade...we went so long he milled himself ._. Game 3, after time of the round was called, he got the Helm combo on turn 5. Just didn't draw anything to help and make it to a draw, should've mulliganed.
Match 4. 2-0 Jeskai Chandras(?)--Game 1 had Cavern of Souls and was able to keep them off of Splinter Twin + Deceiver Exarch with hand disruption. Game 2 Deploy the Gatewatch happened, but their one creature was Decayed on endstep and I was able to swing in.
Had a good time, might just make a Legacy-board for next time.
2 months ago
I will preface this by saying the description I have here right now for the deck is very outdated and many of the questions you have asked will be answered in the primer I am currently working on for this deck.
0) Brewing without Twister and Candelabra:
Timetwister is one of those cards that is very difficult to replace for this deck. There are truly no replacements for it that will come close to its power level. You mentioned both Scroll Rack and Day's Undoing in part 5 as replacements. I really do not recommend playing scroll rack as it is very easy to get rack locked. The entire point of having Twister in the deck is to refill your hand and recur your yard while acting as disruption for other players. Day's Undoing is the closest you will get to this effect without buying Twister (while stilling including Time Spiral). Day's Undoing of course has the obvious downside you mentioned, but Time Twister tends to be most effective in this deck when you can blow your hand turn 1 or 2 and then refill it. In that regard Day's Undoing does almost the same job. You can also try other draw spells in place of Twister, however I still doubt they'll be as effective as running Day's Undoing. Candelabra on the other hand is a different story. It is a very powerful and useful card especially when it comes to the High Tide package of this deck, but it is not a necessary piece. I will go into more depth about it in my primer, but just know that it is replaceable.
1) Mind Over Matter:
I've been getting this question a lot and I will definitely answer it more in my primer. In short, I don't believe it's a terrible card and it would win me a decent amount of games when I could slam it on turn 4. I say turn 4 because this is the point where we'd have Azami and enough mana to cast MoM possibly even with a backup counterspell. It would certainly feel clunky in my hand at times and it is certainly viable if Candelabra isn't an option. Note that my list also opts out of playing Long-Term Plans because MoM is not in the deck. You may consider playing Long Term Plans if you go with Mind Over Matter although it's not necessary.
2) Treasure Cruise:
Treasure Cruise is a strong card, but most of the time running Dig is enough in terms of delve cards. I say this because the deck runs both Twister and Time Spiral. Hitting a delve card off either of them is bad news, but not the end of the world. However, since this is a Paradox Engine / Isochron deck I think Fabricate is generally a better choice than Cruise. I don't think Cruise is a bad card for this deck, but it implies that you are going to have to police the game for longer rather than getting a combo piece and winning. It really depends on how you're looking to play the deck. I'd test it out and see how you like it. I have tested it in the past and it proved to be mediocre, but there may come a time when I do play it in this deck.
3) Back to Basics:
Quite simply, it's amazing at dealing with the current fast combo meta. It tends to be a huge pain for various Hermit Druid combo decks and it's just good against 3+ color decks in cEDH by denying them resources.
It's still in the description because as I stated it's outdated. It's not that good, I wouldn't play it.
5) I answered this question in part 0
Against fast combo I recommend looking for a hand with early counterspells and a Mystic Remora or Rhystic Study. It will generally be unsafe to cast Azami so you're gonna need a card engine you can get down quickly to deal with them and grind them out. You almost never need to keep an opening hand because it has wizards in it. The reason this deck only plays 10 wizards is because of the fact that many wizards are useless without Azami, however I still want to keep enough wizards in the deck so that Azami's ability isn't a 5 mana draw 1 each turn. Thanks for the comment, I will be releasing my primer hopefully soon after the new year.
2 months ago
Day's Undoing isn't exactly what I'd call a staple card for Nekusar. You get 0 damage triggers off of it unless you cast it on another player's turn, meaning that it's a wheel that needs support in order to be viable. Time Spiral doesn't require another card to be useful for your game plan and conveniently hasn't been mentioned this whole thread, so obviously include that.
I also side with the addition of Infect, because Nekusar is fairly slow (in terms of speed, with the right cards, Infect > Base Wheeling > Mill. In terms of consistency, Base Wheeling > Infect > Mill). Mill requires more cards to come together and more time than either other strategy, so don't worry about the mill aspect: 40 life is easier to get through that 99 cards. If you have Nekusar/Dreams/Megrim/etc. and Mindcrank, barring an infinite life combo (which Infect bypasses faster, by the way), you will rarely mill someone out before you're able to eliminate their life total through other means. Mindcrank is really only worth it if you're running Bloodchief Ascension- it's super meh otherwise.
Quite frankly, a deck that does half-assed mill throughout the game is asking for your opponents to recur their biggest and best permanents with Karmic Guide, Reveillark, Eternal Witness, Animate Dead, Phyrexian Devourer and the like, and then tell you, "Thanks for letting me dig significantly further through my library than I would have otherwise, now watch me combo out."