|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
Combos Browse all
Each player shuffles his or her hand and graveyard into his or her library and then draws seven cards. (Then put Timetwister into its owner's graveyard.)
1 day ago
Patryn: If there were no budget restrictions, I'd run Mishra's Workshop , Volcanic Island , Timetwister , and the 3 enemy fetches. Can't think of anything else huge I'm missing off the top of my head, though I'd probably at least TEST Metalworker .
6 days ago
main things im looking for
Timetwister , hp preferred
Lion's Eye Diamond , played preferred
Imperial Seal , judge promo preferred
i'll also look at binders
6 days ago
dingusdingo on Flex
1 week ago
It is true that there are infinite "what ifs" in a game as open as Magic, but we know that there are certain cards we can expect to see in the most competitive formats. If we look at what is currently being run and why its effective, we can better prepare our decks to be more resilient against them.
Your deck tries to combo out by ramping mana, drawing cards, and playing into a win-con. There are going to be certain styles of decks that are more prone to shutting you off, which is why I'm bringing up these strategies in particular. Since your combo window is turns 4-6, you need to be worried about two things in cEDH. The first is people comboing out faster than you. We see this in decks such as Gitrog, Godo Helm, or even Grenzo. When these decks are consistently busting their combo turn 2-3, you need to answer or lose. Relying on other players to put a stop to a win attempt will prove unreliable, which is why its so important that you slot removal. Your turn 4/5/6 answer does no good when the game is over by turn 2/3. If you have no way to turn off their win, you are asking them to goldfish to a victory on you.
The second type of decks that will prove problematic for a turn 4-6 combo deck is stax, because their deck is designed to deprive you of resources and push your combo window so far back that you are unable to combo before they have won. They drop very fast and efficient heavy mana rocks, and then put down tax effects to make you unable to play. This specific style of deck can be hard for your build because they can lock you out of playing your draw spells, they can steal your draws, or simply prevent your draws altogether.
Let me give an example to show you what I mean.
Stax Example Show
You take your second turn, you play another land, and are unable to play due to Trinisphere
Your opponent takes their second turn, playing a fetchland into Underground Sea . Tap tomb to make , untapping Grim Monolith with Voltaic Key , leaving . Tap Monolith up to , use sea and opal to get to . Drop Tangle Wire then Sphere of Resistance
You take your third turn. You tap your two lands to Tanglewire, play a third land, and are still unable to play due to Trinisphere .
Your opponents third turn, they drop Tangle wire to 3 before tapping tanglewire sphere and ancient tomb. They drop any land, use it for voltaic key to Grim Monolith, before using monolith for and opal for / for Timetwister / Wheel of Fortune / Windfall , gaining them 7 shiny new cards while making you lose your mulligan card quality opening hand. They pass, knowing you still can't play anything
Your fourth turn, you have to tap all 3 untapped lands to Tangle Wire , you play a land, and pass. You have basically been timewalked 3 turns in a row.
Your opponent starts their fourth turn, dropping Tangle wire to 2 before tapping wire and sphere of resistance to Tangle wire. They are now free to drop more stax pieces ( Nether Void Winter Orb Static Orb Thorn of Amethyst Lodestone Golem Stasis ), play whatever commander/s they run, tutor up very cheap and cost effective winning combos, or establish a game-winning board presence that leads to their game winning combos.
Your fifth turn starts, you tap two lands to Tangle Wire , and if you play a fifth land. You have 3 untapped, so you might be able to play a spell assuming they haven't dropped anymore stax pieces and aren't holding any counterspells. Note that you can only play a 1 or 2 cmc spell, Sphere of Resistance is out, so your commander is still a no-go, and Trinisphere ensures you are only getting 1 spell max here no matter what. Its more likely than not with your current build you won't be able to play any spells here at all because your average CMC is so high. You've basically been time walked 4 turns in a row.
Stax is a very common archetype in the competitive scene, which is why its so important that you try to stax-proof your deck. It looks to me as if stax can cause serious problems for you.
On top of taxing stax, there's another type that may shut your deck off. Heavy discard. An early Sire Of Insanity can hose your whole game, while Mindslicer can impact your card advantage enough to cause a loss. Multiple discard effects like Necrogen Mists Bottomless Pit Oppression landing by turn 2 will make your build extremely sad (Turn 1 Dark Ritual Cabal Ritual Mana Crypt + any producing land and drop two discard enchantments). Chains of Mephistopheles turns off all your big draws, so does Alms Collector or Notion Thief
Another set of cards I would recommend taking a peek at is recursion. It can help against discard effects that would otherwise shut you off, or serve as a 2nd/3rd/4th copy of your draw spell. Wildest Dreams would work surprisingly well in your deck, the mana aspect is negligible and lets you reuse multiple big draw spells from your graveyard, as well as recover from wipes. Nostalgic Dreams is arguably worse with the additional cost, but can translate extra basics tutored by your 3 cmc ramp spells into more draws. Regrowth is also fantastic.
I hope you don't mind the close inspection! I really enjoy your build, I'm just curious to know if you run into these cards and how you interact with them. Almost all the stax cards I linked are included in tournament proven cEDH lists with various commanders, so they're cards that are in the meta and will be played.
2 weeks ago
The new kaya is pretty good, and there is some lists that use the Wasteland Strangler and effects like Path to Exile , Relic of Progenitus , Thought-Knot Seer , Tidehollow Sculler , and Flickerwisp to perma-remove opponent's cards while getting value by killing other creatures.
Otherwise, Narset cannon using Serum Powder , Gemstone Caverns , and Spoils of the Vault turn one to exile a Narset, then Pull from Eternity it into the yard, and Goryo's Vengeance it out to win. That is the main wincon, and it often goes off turn one because of Spoils and Serum Powder as a 1 mana Demonic Tutor and 0 mana Timetwister respectively, with Sphinx of Foresight as a playset for more consistency to go of turn one.
The rest of the deck is more consistency, an Emrakul, the Aeons Torn as a replacement Narset, some Faithless Looting s for digging and discarding a Narset/Emrakul, Simian Spirit Guide s for mana, and cards for Narset to freecast to win. The main combo is hitting Enter the Infinite , topping a sole copy of Omniscience . Then you use the high number of red spells and Fury of the Horde s to attack again, getting an Omniscience. Cast an Emrakul from hand to get another turn and win, and freecast another Enter the Infinite to top another card whenever you have an empty library and need to not die. If you exiled your combo pieces, just Pull from Eternity them into the yard, and if it is an Emmy, it will reshuffle into the deck, it is was an Omniscience or something else than Emmy, you just need to Exile a Spirit Guide, Looting to discard the Emrakul, then reshuffle.
2 weeks ago
SevSeventeen, the changes have to do with further refining of the concept. Wheel of Fortune and Timetwister add a lot of value to the deck. Obviously they are hand dependent but, both are an excellent way to refill your hand after playing out all the Artifacts and other relevant spells. They also disrupt other players' hands. In addition, Timetwister offers recursion for everything in your GY which, is important if a large number of Artifacts are destroyed.
I removed Laboratory Maniac because it was a wincon I almost never used and there's no way for the deck to tutor it. I added in Isochron Scepter and Dramatic Reversal because the Dramatic Scepter combo gives the deck another option for an infinite-mana table-kill with Walking Ballista as well as another outlet to draw the deck with Sensei's Divining Top . Both Scepter and Dramatic are tutorable with Muddle the Mixture .
Overall, I believe the changes added more synergy to the deck.
In the words of, crstisalie, "Optimize."
3 weeks ago
Um.. that's an interesting question.
Milling someone naturally is also a very valid option. If you were to build and play this deck, I highly recommend not scooping if/when one of the combo pieces is countered. Play with your draw. You can outlast your opponents through counters and card draw.
Timetwister occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%