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Time Walk Discussion
1 month ago
Demarge, an alternative to banning from legacy all cards that are on the reserved list is to print new cards that are so similar to them that they are almost as powerful, but are still technically different cards, so they do not violate the list: for example, the various magi, but most notably Magus of the Wheel and Magus of the Will , exist specially because Wheel of Fortune and Yawgmoth's Will are on the reserved list. The shock lands are the closest that WotC will ever come to reprinting the original dual lands, Gilded Lotus is a balanced Black Lotus , Time Reversal is a balanced Timetwister , Time Warp is a balanced Time Walk , and so forth.
1 month ago
I think I would speed the deck up. You have a lot of control here, and if your meta needs it that’s fine, but cards like Stranglehold , Blood Moon and the like are all very slow. It’s basically skipping a turn to play them and hope that nobody deals with it, and they don’t actually advance you winning the game. Wheel of Fate is way too slow as well. As a personal opinion, I also find cards like Extraplanar Lens very clunky and vulnerable, and they rarely speed the game up faster than a Gauntlet of Might . Power is a fine substitute although I think it’s probably too slow for what you’re doing.
Sword of the Paruns is a slow combo piece that I probably wouldn’t run over the other options you’re already running. Goblin Bushwhacker , Goblin Ringleader , and Moggcatcher can be cut as well. You don’t have enough gobos unless you recruit them and it’s not worth a slot in the deck for that synergy. Finding another card draw would be much better. Bushwhacker isn’t necessary; you just have more efficient ways of winning. I think even Boggart Shenanigans could be cut as it’s somewhat redundant and slows the deck down.
If you find yourself going infinite pretty quick (which is the goal obviously) Apex of Power will get you there. It’s easy to cast (sometimes just with a ritual or hymn) and should finish the game for you. Aggravated Assault is pretty standard for Krenko combo as well.
You already have most of the cheap rocks aside from Grim Monolith , so I’d probably add that one. Also Final Fortune and Last Chance are essentially Time Walk for a deck that really just wants another turn to finish the game. Anger is a better haste enabler than Ogre Battledriver and you can add Cathartic Reunion to give you another discard outlet.
I think as a guideline for straight combo decks, a card should answer a few basic questions:
Does this card help me win, and if so, how fast is it compared to the rest of the deck? (ramp, lands, tutors, card draw, turns)
If this is a combo card, is it the most efficient one I can run? If it’s not, is it worth having the redundancy?
If it’s not a combo card and it’s not helping me win faster, why is it in the deck? (Meta, utility, maybe some recovery)
I’m sure there’s something I missed but hopefully this is useful to you.
2 months ago
2 months ago
Hey was just looking this up to test something out and noticed you just put this up. Not sure if you're looking for suggestions and although I don't play this deck my buddy does and we playtest exclusively so I'm pretty sure how it runs. It seems this list very much resembles that guy on the pro tours' deck as I can see the sideboard tech he included and the nagging thoughts. I assume you know what each piece does in the deck after looking it up so i'll just address the changes my buddy and I made.
Not in any order: So the deck dies to any hand disruption because you need to keep a decent hand but once they know what you are playing they know which pieces to take out. 4X Leyline of Sanctity are very important in the sideboard for this reason and helps against burn decks that beat you before you can combo off.
The manabase only needs a few shocks. All green to play manadorks and red, white, and blue for ascendancy. So Hallowed Fountain and Steam Vents are not really needed and you would want more fetches. All the shock lands include green so my buddy uses the red green fetch. Sorry the name eludes me at this moment.
Now for the instants. My buddy plays 1 more Cerulean Wisps because he really likes that card, all the Manamorphose helps out against blood moon because you can play right through it but otherwise the card is subpar compared to other cantrips so I suggested playing 1 Manamorphose in side and 3 main in case game one you need to fetch it from the sideboard you still can. Noxious Revival has proven to be a powerhouse and is the only way to get a combo off on turn 2 because it costs 0 mana. He plays 4 just because other than getting the turn 2 combo it's just an ok card for 0 (it doesn't draw by itself). Silence is Time Walk. But the thing about this is you'll need to save a mana to be able to play it on their turn. Typically you'll want to try to find the combo pieces instead of stalling the opponent (they can still attack). it's really 12 for one and a dozen for another pick and choose with this card.
Although he doesn't run it I can see where Nagging Thoughts is good. You'll need 2 mana dorks (or a Fatestitcher to pull it off typically) but which resolving a card and drawing and discarding your creatures untap and you play another card, could be solid. Not sure but he doesn't run it.
He runs Dryad Arbor at the moment with Expedite along with View from Above just to make things go quicker. Because of this he runs more Abundant Growth to enchant his man land. As for other creatures he dropped a Fatestitcher because you don't need many, you can get him to the grave easy and bring him back fairly easy as well. He also runs a Noble Hierarch. Another 1 drop dork, 12 one a dozen another.
Rest of sideboard: I can see where Grapeshot is used but just use this card instead: Flesh / Blood. Mid combo you search for it, with a Fatestitcher you tap him and whatever other creature you have and whatever creature does 20+ damage to face. You win. Doing it this way frees up a sideboard slot. My buddy runs Meddling Mage. Just 1. It seems fun to search for and play it. There is also Fiery Justice in side. Seems good for little goblin decks or whatever. As for the rest of the sideboard we are still playing around. 1 Wear is good. It seems subpar to just kill one after searching but it still seems alright for Blood Moon or whatever else. The rest of his sideboard is being looked at so nothing else is really in there at the moment.
I think I hit on everything I can think of, hope it helped.
2 months ago
Aphoticate sometimes, more often then I would like to admit (like with every single comment of yours), I think you are a cEDH poser and have no clue as to what you are talking about.
I mean really, Kess Stax?
n0bunga - Yeah, Consultation is wildly considered a better version of Grixis Twin due to the increased consistency. A lot of the deck is just more of the ramp, card draw, interaction, tutors, etc. that the Twin Combo took up.
DangoDaikazoku, that sucks man, I would love to see one when you can though. I am not invested enough in cEDH to keep up with the current meta, and honestly haven't played since a week ago, but that is because I have had some IRL stuff taking precedence.
Soren841 never claimed they weren't good, just that a Damping Sphere can hinder any one of them enough to triple Time Walk them for unless they can reasonably counter it or Abrade it immediately. Without that, they need to tutor an answer often, which though only takes 1-2 turns, it then takes 1-2 turns for them to storm off again, same with a lot of other tax effects.
If you drop a Trinisphere after the Damping Sphere was removed (or Thorn of Amethyst, Sphere of Resistance, Stony Silence, Thalia, Guardian of Thraben, Rule of Law, Stasis, Arcane Laboratory, etc.) they can be effectively drop-kicked in the jaw turn after turn.
Sucks man, I love storm, just can't trust it won't get staxed out. More midrange combo like Yisan can get around a lot, but are too slow to get out of other removal, and a cursed totem is a death sentence. Even decks like Animar that can make stuff cheaper still fall to a lot, and the only other fast decks that handle stax super well are like Hulk/Food Chain/Druid that can get around a lot, are either so fast they can go off like turn 1-2 before the heavy hitter stax cards hit the table, are unaffected by Trinisphere or Rule of Law like many Hulk combos, or have so much interaction to stop the hate, and opposing interaction, and also so much consistency like Kess that they can play the combo and control player at the table.
This covers a lot, I mean Sisay/Teferi are the stax decks, Najeela, Tazri, Kess, Thras/Tymn, and Yisan are already gone over, in tier one at least on this list only Frogger wasn't covered.
Frogger is such a card combo to hate out, while yes, you can totally think of it as a graveyard deck and run your Rest in Peace and Leyline of the Void, but not much else will affect it, like Grafdigger's Cage isn't gonna do a ton, is it? Scavenging Ooze and the Ravenous one can do some... but the one Gaea's spell that acts as the Eldrazi Titan can still survive it, so it'll be fine a lot.
2 months ago
This deck could not be legal in any current format of the game other than "Casual" and even then I'd bet many players would not want to play against it. There are certain cards that are banned or restricted due to their power level. You can see the Banned & Restricted list "here". Mox Sapphire, Black Lotus, Time Walk and Ancestral Recall are the main reasons I bring this up. Sol Ring was only ever printed in commander products and many play groups don't like it when people include it in a causal deck. After saying all this, the main point is to talk to your play group and discuss what they deem is fair and fun. You can play magic any way you want and have crazy amounts of fun, so long as everyone is on the same page.
The deck in and of itself isn't inherently bad. It looks like you have a good deck in mind, it just needs to be focused a little more. Try choosing 5 or 6 creatures that you like that are synergistic with each other and put 2-4 copies of each in the deck. You could increase the amount of creatures to more if you dropped some of your mana ramp. 44 of the 80 cards in your deck are mana producers. Magic decks tend to run best around a 60 cards, which is the minimum allowed. The statistics for drawing what you need/want start to skew very badly after 60 cards.
Welcome to Magic the Gathering! :D
3 months ago
Ah so the dream would be landhate in modern. I didn't really explain much in the description as I didn't expect anyone to see this. It's a concept for now. The Plow Under is quite evil as it can basically Time Walk someone when played at the right moment. (Either they lose 2 lands or they don't draw any gas for 2 turns)
3 months ago
Hey So I am constantly trying to make this better or more consistent, I'm actually headed to pickup a Keranos, God of Storms to finish out my god collection. If nothing else the deck is fun to play cause you can use all the best cards from every color, ie, Demonic Tutor, Vampiric Tutor, Time Walk, Time Warp, Birds of Paradise, Regrowth, etc. I never seem to have mana troubles so that part is never a problem, however, living long enough to turn all the god's into creatures has been a challenge. I see you built your deck with more of an enchantress style, which is cool, and I have considered it, except for the fact my other favorite deck is my enchantress deck, and all my good enchantresses are in that one, lol. You have some nice cards that I don't have. How well does your deck work, is it Consistent?
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