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Target player takes two extra turns after this one.
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Time Stretch Discussion
4 days ago
A really cool list! As far as reccomendation goes, I've made a list of cards I would consider when making a Dimir Mill deck. I've included a short explanation to all the cards to express my opinion on them!
Mind Grind has the potential to mill a lot, especially in the late game!
Sanity Grinding is pretty cool and can screw someone up if you get a lot of blue mana symbols.
Dire Undercurrents, while useless by itself, can quickly become a nuisance if it sticks on the board for multiple turns.
Ghastlord of Fugue gets in whether your opponents like it or not. In addition to hitting for at least 4 a turn, you get to unconditionally exile the best cards in your opponents' hands.
Lich Lord of Unx gets pretty good as a mana sink in the late game. In the early game, he can sit back and spawn chump blockers. This card might not be the best in your current deck though, as it requires a focus on Zombies to become good. But I mentioned it anyway so that you know that this card exists.
Mirko Vosk, Mind Drinker is pretty good when he gets in. He doesn't have the most impressive body, but he mills at least 4 cards upon dealing combat damage to a player.
Nightveil Specter works in a similar manner to Mirko. However you can actually play the cards exiled with it. Note that you can't spend mana as it was of any color to cast the exiled cards!
Oona, Queen of the Fae is dumb and people are going to hate you forever if you play her. The hate is justified though, as she has a really strong milling ability and can clog up the board with tokens. Hated or not, she is very strong!
Perplex might not be the best counterspell out there, but it can trip an opponent up. It also has the strange but useful Transmute ability that lets you tutor for a card with the same CMC as Perplex. Note that while this card is an Instant in itself, you can only Transmute as a Sorcery!
Memory Plunder lets you cast any instant or sorcery in your opponents' graveyards. It even is a spell that lets you cast sorceries at instant speed! Imagine having access to instant speed In Garruk's Wake and Time Stretch!
Havengul Lich allows you to cast creatures from any graveyard and copies their activated abilities until end of turn. Just imagine reanimating a Helldozer and suddenly being able to kill all the lands! Note that just like Nightveil Specter, you can't spend mana as if it was of any color to cast the creatures!
Isleback Spawn is a bomb, no doubt about that! If your milling plan is going as it should be, this Kraken becomes a gigantic 8/16 for 7 mana! It even has Shroud to protect itself. This card is one of Phenax's best friends, especially when its toughness is 16.
Sire of Stagnation is a very good creature for these kind of decks. It doesn't even really need to do anything, it just sits there and diminishes your opponents' decks two cards at a time. In the worst case, it eats a removal spell or a counterspell. Its nice toughness is appreciated by Phenax. Note that the draw ability is not a "may"! You may find yourself having to discard if it gets out of hand. Should this card seem interesting to you, then it might be a good idea to include cards that increase your hand size, such as Reliquary Tower
Lastly Tree of Perdition has the power to put an opponent within kill range. Is your opponent playing lifegain and sitting safely on a three digit life total? Not anymore! In addition, it combos really well with Phenax, God of Deception!
I hope some of these cards seem interesting and that they help you with your deck! :)
1 week ago
I like your creative combos! However I feel obligated to point out that Temporal Mastery exiles itself; so you can't use it with Mnemonic Wall or Archaeomancer. Some you can use effectively for that are as follows in monetary order: Time Stretch, Temporal Manipulation and Capture of Jingzhou. A fun combo i've been using is Myr Battlesphere with Ashnod's Altar. You can use Eldrazi Displacer or Nim Deathmantle to put the engine online. My win con with it is Grinding Station, Altar of the Brood or Staff of Domination. I like this core combo because nearly all of the pieces are artifacts which makes setting it up easy for me. Good luck!
2 weeks ago
I think a deck with all the charms in it is an awesome idea. Ramos is an amazing commander as well.
Naturalize seems redundant as you have a bunch of charms to get rid of artifacts and enchantments.
Maelstrom Archangel is good but underwhelming as you have very few cards with CMC 6 or higher.
Harmonize is great for decks that don't have blue. However, you do have blue. so I recommend you take advantage of that and run some of the amazing blue card draw spells since you will have tons of mana. There are a bunch of budget options as well. These include but are not limited to: Foresee, Rush of Knowledge, Intellectual Offering (mostly for all the signets getting to untap), Treasure Cruise, plenty of others as well.
Dark Ritual seems very weak in this deck. Your running 5 colors for one so three black doesn't help a lot. Plus with Ramos, you will generate a lot of mana if you replace it with something that has more colors.
The deck seems to be lacking ways to abuse Ramos' ability or to even win for that matter. Door to Nothingness is perfect for Ramos, but if it's your only (or at least MAIN) way of winning then you should add in whatever tutors you can afford to make sure you get it. Having that much mana available means you should consider adding in some big beaters and high costing spells. Insurrection, Exsanguinate, Time Stretch, Army of the Damned, and any of the big Eldrazi are some of my favorite high-cost cards to play.
overall a very cool deck with a ton of answers to your opponents but seems left with very little in terms of winning. I would recommend adding higher CMC cards that have brutal or game-winning effects, then use Ramos, Maelstrom Archangel or even all your mana rocks to cast them fast.
3 weeks ago
4 player's with the turn order being me, 2, 3, 4. If Player 3 casts Time Stretch and I respond with Wild Ricochet, what would the turn order be? I'm thinking: 3, me 4x, 4, me; But I could also see: 3, 4, me 5x
4 weeks ago
Hello CinnaToastKrunch. Well you want some advice on cuts right? Well lets get it shall we. I am going to just go down the line and see what we can do and start from the beginning.
Creatures that should be cut: Boneyard Scourge, Territorial Hellkite, Tyrant's Familiar, Thassa, God of the Sea, Skithiryx, the Blight Dragon, Spellbound Dragon, Kruphix, God of Horizons, Scion of the Ur-Dragon, and Hellkite Charger. These guys are very iffy and I personally not a fan of them, especially the first two. Whatever territory that hellkite is being protective about, he can keep it cause it isn't worth it. I wanted Boneyard Scourge to do more instead of just be an annoying 4/3 that just keeps coming back. It is also hard to pay its mana cost at times cause we as dragon deck users tap out a lot. The gods aren't doing much for the deck and I think just bog the deck down. Have you always been happy to see any of those gods upon drawing them? I am also not a fan of Scion of the Ur-Dragon in this deck, especially with a lack of recursion. If we recurred more, then yeah he would be great, but you don't have many recursion spells right now. Skithiryx to me is just so bad in this deck. He is a great card, but if you can't have him one shot people, then he will be removed before he becomes a problem. He also works better in a scion deck where scion can become skithiryx and one shot people for infect out of no where.
Creature that might be cut: Crosis, the Purger, Intet, the Dreamer, O-Kagachi, Vengeful Kami, Niv-Mizzet, the Firemind, Taigam, Ojutai Master, and Rashmi, Eternities Crafter. These guys are something that you must think about. I feel that the first two can be lacklust at times without scion, and some of them just get removed. Lets face it, if crosis doesn't have haste, people aren't going to let him stay. Niv-mizzet will depend on your draw package, but by himself, he isn't that impressive. Taigam is cool, but to get that rebound, he has to attack, so I feel he isn't that good, but if you want protection, maybe try City of Solitude. Rashmi, this is a card I haven't seen before and interests me, however, would prefer to run something like Maelstrom Nexus to get those cascades. She is essentially cascading for you but only the top card, and it might not hit every time.
Planeswalkers: I have no experience with Nissa, Steward of Elements, so I am unsure how she really function. Seems okay in reason, but at the same time, she is a huge mana dump that might not get you far. I think your other two planeswalkers are far superior to her and should keep them over her.
Instant; I am unsure about just the lone Counterspell. Seems odd, but might come in handy at times. I am thinking of throwing in a Mana Drain is I can get one. I would also recommend some more single target removal. Never know when getting rid of a creature or enchantment could save you the game.
Lands: I will not make any suggestions and what to cut here, because I think people should have an idea of what to cut for lands as they play the deck. Especially if they don't get the proper fixing of lands for them. I will however suggest that 44 seems a little high for my taste. I like running 37-40 as my personal preference.
Enchantments: Crucible of Fire, and Exploration. If you keep the high land count, then exploration might be worth it, but Burgeoning could also go well with said high land count. With that being said though, eventually you will run out of lands, and you need draw power to refill the hand after playing all of your lands. Crucible of fire I find is not worth it. Why not run Door of Destinies if you really want to buff your dragons, but here is the main question. Do you really need the extra damage buff on dragons? They hit really hard as it is.
Artifacts: Armillary Sphere, Mirror of the Forebears, Paradox Engine, and maybe Fist of Suns. The paradox engine should go as you are not running enough rocks that can take full benefit of the engine to do its job. The mirror is cool, but the targets it can copy are few. Remember that most dragons are legendary and this mirror still becomes a copy of said legendary dragon. Can only have one legendary dragon of the same name out at a time. First of suns just reduces the cost of our commander and I found it drawing it late game was just a huge letdown and not worth my time.
Sorcery: Index, Time Stretch, and Time Warp. I am unsure on these. Index is cool, but I think I would rather just use Fact or Fiction and Treasure Cruise. The extra turn cards are good, and they are strong, but here is something to think about. When you go for that extra turn, are you in a board state to do so, or can you kill somebody right there with that extra turn? Maybe can you kill two people. I think with extra turn cards, you better be going off and killing at least 1-2 people to make it worth it, other wise you painted a giant target on your self because people now know you run extra turn cards in a dragon deck.
Anyway, these are some of my two cents on some of the cards in this deck. Now I want you to remember, these are SUGGESTIONS. It is very important to make a deck your own and continue to develop it so that it suits your needs, and your current playgroups needs. Love a specific card, then by all means, run it. I am a huge fan of all the dragonlord cards and love them. I run all but Dragonlord Silumgar, but even I have been thinking of putting him in for the fact it can steal a planeswalker. The point is, when making/playing a deck, one needs to sit down and think about how good a card is going to be in certain situations. As I said about Fist of Suns, great early game, huge let down late game. Dragonspeaker Shaman, great for all your dragons, doesn't do crap for any of your utility spells. These are all examples of cards that can do great, but when actually playing them, they are lackluster and it could be better to run something else. I also apologize that I haven't suggested cards to replace the ones to be removed, but I think you can handle this department. Just think about what you want to do, and the answers will come. I will make one suggestion though. Selvala's Stampede. This card is game breaking and it is just to much fun.
I hope I haven't crushed any dreams or anything like that. Remember I just made suggestions and only want to help focus your direction to what you want, from here, you then need to decide what you want your deck to do. Have a great day Krunch, and stay safe.
4 weeks ago
Some other powerful spells you can add are: Time Stretch, 2 turns instead of just one; Heroes Remembered, good lifegain; In Garruk's Wake, nice removal; Rise of the Dark Realms, get you some creatures; Army of the Damned, get you some MORE creatures; Reverse the Sands, steal your opponets life and leave him/her with one; Worst Fears, mindslaver made sorcery and Wit's End to leave your opponet with no cards. Since you are running on 59 cards you could add some of this.
1 month ago
Well firstly I feel Door to Nothingness is a must for a Ramos deck, that combo feels like it's worthy of the slot. Also, I feel the deck may be a bit too varied, there are a lot of very diverse and powerful cards here, but those cards don't necessarily work together. With Ramos, I feel extra turn spells like Time Warp and Time Stretch are worth a look, as are any number of storm combos with cascade built in maybe a la Shardless Agent?
1 month ago
Re:Coronox: So far, the main wincons for me have been huge spells like Cruel Ultimatum, Rite of Replication, Time Stretch, Torment of Hailfire, Bribery, etc. Inalla functions as a value engine to grind extra value out of quality ETB Wizards, especially things like Arcaeomancer, Chronomancer, Snapcaster, and Dualcaster to increase the uses I out of the bombshell spells. So far, the list has been playing like a less explosive, but more consistent and resilient version of Jelava. I've been a bit too busy lately to update my list to reflect these changes though, I'll try to update that after my next round of testing.