|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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Time Spiral Discussion
2 days ago
Hey SynergyBuild, thanks for your descriptive and helpful comment!
Yes, I’m pretty excited about the upcoming Bant Commander/s, I’m really hoping one of them is good enough to include in my 99 or even take over as the Commander. (Though being honest, Treva isn’t half bad here. She’s saved my skin a few times, in my early tests.)
I’ve considered Femeref Enchantress for a little while, but the new Satyr Enchanter is probably going to squeeze in here first (maybe dropping Time Spiral? I’m not too sure... I really like Time Spiral).
A lot of your suggestions are pretty interesting. I’ll add them all to the Maybe board for now and find the weakest cards via playtests and PUGs at FNM. Again, I really appreciate you giving this deck a look-over. I’ll be sure to return the favor if you’d like!
3 days ago
This seems fun. Here are some thoughts that perhaps didn't hurt:
- Maybe try Privileged Position as another protection card. The fact that it gives all of your other permanents hexproof means that you can tick up your planeswalkers in (relative) peace.
- With Battlebond, there's now Arena Rector that gives you bonus planeswalker tutoring when it dies (which shouldn't be too hard to do).
- Land-wise, I would very highly recommend some more multiple mana lands. In EDH, Ancient Tomb and Temple of the False God are quite common for acceleration, and you don't have a lot of color intensive mana requirements. Urborg, Tomb of Yawgmoth can help a bit with fixing, and City of Brass is the classic make-all-colors land.
- Regrowth is also a good recovery card. Maybe also Commit, Day's Undoing, or, my favorite, Time Spiral are good to reset your hand if you run low on gas.
3 days ago
I am looking to trade my Liliana of the Veil for, or towards, something from my list, or possible multiple for the smaller ones. I understand that they are Reserved list so I am willing to negotiate and adjust values accordingly.
There are others, but these are the highlights of what I would want most. If anyone is interested, please let me know.
3 days ago
seeing your video I have some comments or ideas...but you would need to change the deck name
Cards I do not like here are Oath of Lieges (too symetrical for my taste). Also Timetwister and Time Spiral are normally control nightmares. After you have depleted your opponents resources you give them back the goods...Also maybe you would want to exchange Animate Dead for some other reanimation effect, maybe Unburial Rites?
4 days ago
I have seen it said before, but I want to question your win-condition as a deck under the "Competitive Hub".
Bruna, Light of Alabaster is a very good "pub-stomp" commander. I am sure you can understand why, it is really good at pumping out damage once you deck has the ramp and enchantments to pull it off. Good card draw or tutoring allows you to pump it up with 2-3 enchantents that get it to one-shot opponents. That wins in three turns!
I think I should break that down just a bit. You need 2-3 cards additional to the commander, and for the sake of arguement, I will say 2. Battle Mastery + Corrupted Conscience for example, given you only have a few other 2 card "combos" with you commander, this one is the cheapest. All together it would cost mana, but your commander really makes that mana and a combat step uninterrupted. Honestly, winning with 2 cards additional to the commander that costs 6 mana outside of green isn't great, but given you can tutor them up well, which you can to some extent as the cards you need are aura enchantments and you are in white.
Truely, this is wrong though. Intuition and Three Dreams are one-card combos with your commander, sadly your commander can't cheat their costs, so if we take Intuition with Bruna, Light of Alabaster, it costs 9 mana, and it one-shots a player per turn.
Per turn is the issue though. A 3 turn win (killing one opponents a turn) leads to 6 turns your opponents have to answer an unprotected body (no hexproof nor any indestructible type effects). 6 turns is forever in cEDH, and since you run so much of your deck as useless enchantments (outside of combat win), it is simply not likely you can counter everything your opponents through at you.
This is why I question your win-condition.
The thing is, a control deck isn't just trying to win. It needs an absurd amount of card draw and cheap answers to stop every attempt at dropping a stax lock or combo finisher. Every Dark Confidant, Trinisphere, and Food Chain needs a Swords to Plowshares, Chain of Vapor, and Swan Song respectively. You don't have the luxury of running just 20 answers for the 20 threats in each opponents deck, you need 60 answers for the 20 threats in each of 3 of your opponents deck. 60 cards that are simply answers won't do the trick either, you are drawing one card a turn, your opponents (collectively) draw 3 a turn. EDH is a game that every player is at a statistical disadvantage.
So run multple answers in each card Grasp of Fate all the Dark Confidant, Trinisphere, and Food Chain all at once. Windfall a new hand of answers, Timetwister back your answers, and draw a new hand. Brainstorm, Ponder, Preordain, Opt, Impulse, Serum Visions and cantrip your way to the right answers for the situation at hand.
You actually have what I would normally say is the next point, prematurely answering threats. Armageddon can wipe a hand out of the game, if your opponents can's cast the cards in their hands, they might as well not have it. Cataclysm is similar, for obvious reasons, and so is Ravages of War, a card I would greatly recommend.
To get more value out of these effects, you need another tutor like Personal Tutor is a great way to find a land-swipe effect, I also suggest better card draw like Timetwister, Time Spiral, Manifold Insights, Treasure Cruise, Dig Through Time, etc.
Cheap answers like Chain of Vapor, Fragmentize, Mental Misstep, Delay, Mindbreak Trap, Rapid Hybridization, Pongify, Into the Roil, Blink of an Eye, Grafdigger's Cage, and other such answers are the best thing to have a ton of. They are blowouts early-game, useful tempo boosts mid-game, and still relevent late game. Being able to have a card for every threat means spending more cards on ramping is unrealistic at best, but running a deck very low to the ground is incredibly useful, pretty much every cEDH control deck is either stax-hybrid control, or straight 1-2 mana answers, some sweepers, and 1-3 mana card draw.
To end all of this, I would recommend greatly changing this deck, or dropping the "Competitive" tag, it is misleading as-is.
I also want you to know, QKNARWHAL, that I mean no disrespect to you or your deck-building capabilities, I do not think that this deck is a bad deck, simply not competitive. A previous user, Podkomorka had showed similar thoughts to mine, yet did not explain them. Podkomorka also was not mentioned or responded to in further posts, which I hope will not be done to myself.
Thanks for reading! - SynergyBuild (I'll toss you an upvote on the way out)
2 weeks ago
I've been working on a similar list for a while.
What are your opinions on these cards for Naru Meha?
Snap (with high tide)
Back to Basics
Basalt Monolith ( + Rings of Brighthearth)
Jace, Vryn's Prodigy Flip
1 month ago
I use Stroke of Genius as my primary infinite mana sink over Ballista as it doubles as a way to refill my hand. If I stroke myself to draw my deck, drop a Staff of Domination and then use Timetwister>Time Spiral>Timetwister to recur Stroke 3 times, I can end the board. As far as utility goes, many cards act as outlets while having far greater utility outside of combo.
1 month ago
This deck wins by either:
A) Getting Paradox Engine online and making a lot of mana (not necessarily "infinite") and then using either Codex Shredder or Stroke of Genius as an outlet for your untaps or mana (depends on the outlet you use).
Infinite Timetwister loops are possible with this deck, but are more of a cute feature considering Codex Shredder is what makes the loops possible. Since Shredder is one of our outlets we will usually just use it as an outlet rather than use it for a loop, however if we are playing against some sort of graveyard strategy then it may be in our best interest to use the Timetwister loop to guarantee than we can Stroke of Genius everyone to death. Even in this scenario we have plenty of ways of recurring Stroke without using the loop. We have Twister, Time Spiral and Snapcaster Mage all as ways to loop our Stroke without using the infinite loop I'm about about to explain.
The loop requires that you have some way to draw your deck and a way to create a lot of mana. Once you have a way of doing so, the loop goes as follows.
- Draw most of your deck.
- Cast Codex Shredder.
- Cast whichever spells you want to keep looping. (Usually Stroke of Genius)
- Cast Timetwister.
- Use Codex Shredder's second ability to return Timetwister from your graveyard to your hand.
- From here you can draw your deck again and recast any spells you may want want to recur.
- Cast Timetwister from your hand (This one will shuffle the Codex Shredder you sacrificed into your library).
- Repeat steps 1 - 7 until your opponents are dead.