Sideboard

Instant (4)

Creature (1)

Artifact (2)


Maybeboard


I don't know about y'all, but when I play Magic, I tend to perform better when my opponent doesn't play Magic.

The basic concept behind decks like these is to chain together a large number of successive turns, prevent your opponent from doing anything, amass an extreme card advantage, and eventually win. We're basically playing Solitaire, honestly. I suppose I'll just go through the cards in the deck and explain why they're all there.

Mainboard:

   Time Warp
   Temporal Mastery
   Part the Waterveil

These are the core of our deck. They all say take an extra turn, which translates to an extra land drop, extra cards, and potentially some other development or damage on our opponent. Part the Waterveil also acts as one of our wincons, animating a land as a beatstick. Ideally, we'll be able to gain some more turns afterwards, allowing us to kill our opponent before giving them a chance to kill our land.

   Howling Mine
   Dictate of Kruphix

If the turns spells are our core, then these are our engine. The main reason this deck works is that you'll often have one or more of these cards out, meaning every time you take an extra turn, you draw a metric luckton of cards. We don't particularly care that our opponent is drawing cards as well; we should be able to deal with most of their threats, and once we start taking extra turns it doesn't really matter.

   Silence
   Gigadrowse
   Cryptic Command

These are the pseudo-turns spells. They don't explicitly say that we take an extra turn, but they accomplish a similar objective. Silence is self explanatory, but doesn't prevent our opponent from using what they already have on board. Gigadrowse and Cryptic Command have the added benefit of being able to tap down our opponent's creatures, which can really come in handy.

   Remand
   Force of Negation

Besides Cryptic , this is our deck's countermagic. Once we start going off, we tend not to be really too concerned with what our opponent is doing. Remand helps us survive in the early game, and is cheap enough to protect some of our combo in the late game. We occasionally play permanents on our turn in the early game, however, so Force of Negation helps us to protect those despite having exhausted our mana to play them.

   Path to Exile
   Terminus

Besides bouncing and tapping, these are our ways to deal with problem creatures.

   Teferi, Time Raveler
   Isochron Scepter

Teferi comes down and bounces a creature. If he survives, we can start casting our turn spells with no fear of counter magic, and get in with an animated land with no fear of kill spells. Beyond protection, he also lets us hold up our extra turn spells to use on our opponent's end step like a make-your-own Nexus of Fate . His sorcery-speed clause also helps solidify a few locks in our deck involving Isochron Scepter - Establishing Isochron Scepter + Silence or Gigadrowse + Isochron Scepter , as well as having Teferi up to protect it, is more or less a hard lock. Isochron Scepter also works quite well with Path and Remand . We only have one Scepter , as drawing them without a card to put underneath is kind of a bummer.

   Serum Visions
   Jace, the Mind Sculptor

Serum helps us to control our draws in the early game, and be efficient with our mana late game. Jace acts as an alternate wincon. Both help to set up our miracles.

   Mikokoro, Center of the Sea
   Inkmoth Nexus

Mikokoro acts as a sort of 8th Howling Mine when we need it to. Inkmoth Nexus is another wincon while we're taking all those turns, and Inkmoth Nexus + Part the Waterveil helps us to accelerate that wincon. We can still "animate" Inkmoth Nexus after it's been animated with Part the Waterveil ; it becomes a 1/1 Infecty-boi with 6 counters, letting us wack our opponent for 7 infect. We don't have any more Inkmoths because having colored mana is extremely important at all stages of the game.

Sideboard:

   Hibernation

Mainly for Choke , but incidentally good against any heavy green deck.

   Hurkyl's Recall

Buys us time against Affinity, lets us get past Ensnaring Bridge , etc.

   Leyline of Sanctity

Our deck is quite prone to hand disruption, and we're generally not fast enough for burn.

   Rest in Peace

hogaak and phoenix go away. Also helps a little against delve and Logic Knot

   Spellskite

Can help to protect our Mines / Dictates , sometimes our walkers and lands, and can chump if need be. Helpful against Infect and Burn.

   Torpor Orb

Most Aether Vial decks, sometimes justified against Snapcaster Mage .

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Date added 4 years
Last updated 4 years
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

7 - 6 Mythic Rares

41 - 7 Rares

6 - 2 Uncommons

1 - 0 Commons

Cards 60
Avg. CMC 3.38
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