pie chart

Deckidee: Extra Turns

Casual RGWU

christophneuhold


Deckidee: Extra Turns

Option 1: Extra Turns

Option 1: Extra Turns

Idee: Extra Turns

Option 2: evtl Spellslinger?

The sideboard shows the cards that aren't included in this option, but instead are included in the other option.

The idea of this deck is to get as many extra turns as possible and defeat the opponent by continously playing turn after turn.
TBA, text below is only a placeholder

Mana Base

Arcane Sanctum

The card fits perfectly for an Esper deck. As I do not need to be extremely quick, the comes into play tapped effect is not a big deal.

Temple of Deceit

Here I utilise the scrying effect, as it is more important to draw the right cards than to be able to play them right away.

Temple of Enlightenment

Here I utilise the scrying effect, as it is more important to draw the right cards than to be able to play them right away.

Island / Plains / Swamp

At the moment, the other lands are only basic lands, but that might change if I get some faster dual lands.

Enabler

Aminatou, the Fateshifter

The ultimate weapon in this deck. Her +1 let's me draw a card, but I have to return another card on the top of my library, which isn't amazing. However, her -1 is where things get interesting. It allows me to blink any permanent I OWN (not "control"), so I can use the scrying effects of my lands time and time again. AND it works amazing with Aminatou's ultimate ability. Her ultimate ability is gaining control of all nonland permanents of my opponent, while giving my opponent all my nonland permanents other than Aminatou. However, with her -1 I get my cards back while keeping the opponent's cards. Oath of Teferi and Felidar Guardian help me blink Aminatou, so I can -1 again and again.

Eldrazi Displacer

This card allows me to blink my other creatures, so I can benefit from the ETB effects. In case of an Aminatou ultimate, it also helps me get my own creatures back sooner, as it targets opponent's creatures as well.

Felidar Guardian

One of the most important enabler, because of it's ability to blink not only creatures but permanents such as Aminatou, the Fateshifter or Oath of Teferi .

Ghostly Flicker

This card does wonderful things. It blinks two creatures, so the first target is a creature with the desired ETB effect. The second target however usually is the Archaeomancer in order to return Ghostly Flicker immediately to my hand.

Oath of Teferi

When this card enters the Battlefield, I can blink another target permanent, so basically it blinks so I can blink something else. The really useful effect though is that I can activate Aminatou, the Fateshifter twice each turn, allowing me to ultimate or -1 faster. However, Oath of Teferi can also blink Aminatou in order to reset her so I can -1 again and again.

Peregrine Drake

An important key card in order to set up the combo. Peregrine Drake is responsible for getting infinite mana, so it has to blink again and again and again and again.

Time Warp

Having infinite turns is quite relieving. Even though having extra turns does not win a game on its own, you can play until you have all the cards you need for launching a devastating combo.

Salvager

Archaeomancer

A very important card that synergises with Ghostly Flicker . The Archaeomancer should always be one of the two targets, so it can bring back the card immediately. Another possible target for the Archaeomancer is the counterspell for more control elements. Primary goal however is bringing back (or to some degree you can even say blinking) Ghostly Flicker.

Counter

Counterspell

Classic and cheap choice in order to control the board and counter immediate threats so I do not have to detain them.

WinCon

Altar of the Brood

One win condition is by milling the opponent. Whenever I blink a permanent, each opponent has to put the top card from its library into the graveyard. As soon as the infinite blinking combo starts off, the milling is unstoppable (except by some countermechanics as Emrakul, the Aeons Torn .

Torment of Hailfire

If winning by ways of milling is not an option, producing infinite mana and tormenting the hell out of the opponent will do the trick. Pump mana into this card until the opponent can't discard/sacrifice any longer and loses 3 life for each time it couldn't.

As there are enormous synergies and smaller combos within the deck, I will only list the infinite combos given.

Infinite Turns

Aminatou, the Fateshifter + Oath of Teferi + Archaeomancer + Time Warp

  1. Aminatou, the Fateshifter

Archaeomancer + Archaeomancer + Ghostly Flicker + Time Warp

  1. Aminatou, the Fateshifter

Infinite Mana

These combos fuel Torment of Hailfire to defeat the opponent.

Eldrazi Displacer + Peregrine Drake

  1. Aminatou, the Fateshifter

Archaeomancer + Eldrazi Displacer + Ghostly Flicker

  1. Aminatou, the Fateshifter

Aminatou, the Fateshifter + Felidar Guardian + Oath of Teferi

  1. Aminatou, the Fateshifter

Infinite Milling

Altar of the Brood + Aminatou, the Fateshifter + Felidar Guardian

  1. Aminatou, the Fateshifter and Altar of the Brood have to be on the battlefield.
  2. Felidar Guardian enters the battlefield, blinking Aminatou.
  3. Aminatou returns to the battlefield.
  4. Altar of the Brood triggers and each opponent puts the top card into its graveyard.
  5. Aminatou utilises its -1 to blink Felidar Guardian.
  6. Felidar Guardian returns to the battlefield.
  7. Altar of the Brood triggers and each opponent puts the top card into its graveyard.
  8. At the same time, Felidar Guardian's ability triggers and targets Aminatou to leave the battlefield and return.
  9. See point 3.

Amount of Players

Our group consists of usually 6 to 8 players.

Format

Banned cards as well as proxies are not allowed and we cling to the official EDH ruleset.

Suggestions

Updates Add

Comments