Sideboard


Maybeboard


**We figured with Twoo posting his own version of this deck that we should re-feature the deck to show another take on the idea we came up with about a year ago. We are NOT saying Twoo stole the idea. His deck is different; and I'm sure many people saw doubling season and planeswalkers as a combo...the "extra turn" thing is very similar as are some of the interactions...but that is going to happen when similar ideas are brewed.

We haven't updated it in a while, so we'd love to hear some thoughts on how some of the newer cards could improve the deck. We will of course continue to test and see if we can improve it a little ourselves as well.**


This is a FUN Deck :) This is a deck that we built as we wanted to create a "Multi-Turn" deck where you often took at least 2 turns for each of your opponent's. The three planeswalkers in the deck just work so well together that it creates for a high-synergy deck that can "go off" within 4 turns. It is built around the "RUG Super Friends" :

The deck actually has multiple "lines" to victory that we've found via testing:

  1. Combo.

The first is the "continual turn" combo that can be made through cards including Savor the Moment, Time Warp, Temporal Mastery, and "Ultimated" Ral Zarek and/or Chandra, Pyromaster's. We will try to explain more of how the cards work together below and also provide a "Gold-Fishing" example of one such win to show this. With the help of Baerik we were also able to add a combo between Panoptic Mirror and any "extra turn" sorcery or instant...with enough mana; you can continue to take extra turns for the remainder of the game! This "turn lock" is a great way to close games out you may be behind on. This is currently out due to the speed of the meta; but is always an option!

  1. Aggro

With the ramp cards available to the deck; we've actually had several matches where we simply ramped into a Turn-3 Primeval Titan. With a Kessig Wolf Run and some exalted triggers from Noble Hierarch's; sometime the deck simply runs as an aggro-ramp deck that may take one or two extra turns with. A Garruk Wildspeaker token can end up being all it takes with a couple extra turn and Chandra, Pyromaster and Ral Zarek keeping your opponent's creatures from blocking.

  1. Card Advantage.

Sometimes the deck somewhat "mixes" the two and simply wins because you end up with overwhelming card/spell advantage. Because you can take extra turns and ramp quite quickly; often times you may have 2-3 planeswalkers out and ample available mana. This allows you to effectively play 4-5 spells a turn; and when you get 2-3 turns for each of your opponent's' you can just overwhelm them and win.


Card Interactions and Card Choices

  1. Savor the Moment and Garruk Wildspeaker or Ral Zarek

Savor the Moment is a cheap "take another turn" card; but it's drawback can be tough. Fortunately, both Garruk Wildspeaker and Ral Zarek both get +1 loyalty for untapping lands!

Even if that extra turn only involves playing Explore to draw a card and play an additional land; it puts you that much further ahead of your opponent. In later turns (4 or 5); it can be quite devastating as Ral Zarek can untap things like Thundermaw Hellkite. Obviously, both can simply be used to ramp' but this particular interaction makes for a extremely powerful card at its mana cost that otherwise may not be nearly as useful in other

  1. Chandra, Pyromaster and Ramp Cards

This deck ramps rather quickly. Chandra, Pyromaster's "0" ability takes great advantage of this (as you often have the mana to cast the exiled spell. She effectively becomes another draw engine.

  1. Noble Hierarch and Garruk Wildspeaker Token.

A lot of games we began to see that very early on you can have muultiple Noble Hiearch's and a 3/3 wolf token from Garruk Wildspeaker. Most of the time when we attack, the majority of the opponent's creatures (if they have any), will be tapped down (after attacking, if we force them to via Ral Zarek , etc.). Because we take extra turns; they don't have an untap step during our additional turns. Often times, the wolf will attack as a 5/5 for two or three turns and become quite a powerful tool. With Kessig Wolf Run it becomes even more powerful.

  1. Chandra, Pyromaster and Creatures

Sometimes you may have multiple turns with only a Garruk Wildspeaker token and a Noble Hierarch. Chandra, Pyromaster can be a huge help by +1 and doing damage while taking away their best (and most of the time only) blocker. With three turns, these few cards alone will do 15 damage!!

(Chandra pings for 3, 3/3 token attacks three times for 9, 3 exalted triggers from Hierarch)

  1. Garruk Wildspeaker and Chandra, Pyromaster

These two (and Ral Zarek to a lesser extent) work well together when using Chandra's "0" ability. You can first untap mana to help cast whatever she exiles. Even if you exile a Time Warp, you can cast it :)

  1. Garruk Wildspeaker and Mana Dorks

Late game Birds of Paradise and/or Noble Hierarch's are not the end of the world in a deck like this. Often times, they actually are a good thing. Because one main win-con of this deck is Overrun-ing a Garruk Wildspeaker; drawing a mana dork late (during one of your extra turns) often times is a good thing; and provides for another 3-6 damage.

  1. Panoptic Mirror and any "extra turn" spell

As stated above these cards together create an "extra turn lock" where you continue to take turns until you've won. Even if they have 10 creatures on board; you will eventually tap them all down and/or destroy them until you swing for lethal. Even Savor the Moment works because you will continue to play lands until you cast Garruk Wildspeaker and/or Ral Zarek to begin untapping the lands you have!


Sample Gold-Fish

TURN ONE

a, Misty Rainforest fetching Breeding Pool.b. Cast Noble Hiearch

TURN TWO

a. Steam Ventsb. Cast Explore (draw card)c. Play Forestd. Cast Birds of Paradise

TURN THREE

a. Sulfur Fallsb. Cast Garruk Wildspeaker (untap two lands)c. Cast Savor the Moment

EXTRA TURN

*No untap step, so we have only 1-untapped land.

a. Untap two lands via Garruk Wildspeakerb. Cast Explore (draw a card)c. Play an Islandd. Cast Noble Hierarch

TURN FOUR

We have access to 8-mana (10 if you count Garruk Wildspeaker's untap ability at this point before land drop

a. Play Scalding Tarn fetching Mountainb. Cast Doubling Seasonc. Cast Ral Zarek (roll dice...average of 3 extra turns)

EXTRA TURN ONE

a. Cast Chandra, Pyromaster...Ultimate (choosing Temporal Mastery)

At this point you have another 5 turns to take before your opponent's next turn and 10 mana. We won't go through the next five turns...but needless to say you win :)

if you run Panoptic Mirror , you can use these turns to find and "lock" the remainder of the game with an extra-turn spell; however you don't have to. ###

There are numerous other examples ways to win...you can get out a planeswalker early and tick them up quickly (including an extra tick on any Savor the Moment extra turn), you can simply ramp into your "big boys" and go aggro, etc.). We are happy to provide other examples if anyone would like to see them (we just didn't want the description to go on too long :).


Of course, we are always open to any suggestions and/or comments to help the deck improve. The mana-base still may need a little work, and we haven't developed the entire sideboard now (will be added and discussed soon).

Any +1's are also appreciated!! We do our best to make fun and competitive decks. This one may be more of a Tier 1.5 deck; but we can promise it is fun! It can (and has in our testing beat many of the top decks somewhat regularly); and with the TappedOut community's help; we can make it even better!

As always, thanks to all who look, comment, and special thanks to those who +1 !

Suggestions

Updates Add

Added Kiora and Updated Sideboard

Thanks to help from thuzra, we have added Kiora, the Crashing Wave to the deck. She looks like she's going to be another great versatile tool!

We've also updated the sideboard. After more testing; we've found that the only problem match-ups are super fast ones (Zoo, Affinity, etc.) and super fast combo decks (living end, twin in some cases, etc.). The board has been built around slowing such decks down. All we need is 4-5 turns; so if we can keep them from winning prior to that; we get the rest of the turns :)

We also added in Defense Grid for both super control decks (which can be a pain) as well as Red Deck Wins (as it keeps them from doing anything on our turn which can slow them down by 1-2 turns). Same reasoning here...if they can't cast their cards quickly, we eventually will "go off" by turn 4-5.

Thanks to everyone who has helped thus far! We'll keep testing and seeing where we an improve. As always, any suggestions, comments, criticisms, and +1's are ALWAYS appreciated.

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Revision 14 See all

(9 years ago)

+1 Kiora, the Crashing Wave main
-1 Nissa, Worldwaker main
Top Ranked
  • Achieved #6 position overall 10 years ago
Date added 10 years
Last updated 9 years
Legality

This deck is Modern legal.

Rarity (main - side)

20 - 0 Mythic Rares

30 - 10 Rares

0 - 2 Uncommons

5 - 3 Commons

Cards 60
Avg. CMC 3.70
Tokens Beast 3/3 G, Emblem Kiora, the Crashing Wave, Kraken 9/9 U
Folders favourite ideas, Deck ideas, Favorites, Modern Rouge Deck, For Sentori Times, Favorite Decks, favorite, Playtest, Other good ideas!, Genius!
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