T.T.Titi -> Taking Turns Thing in the Ice; a fun (for you) combo-control-tempo-prison-ramp deck that attacks at a weird but often super effective angle. Take away the opponent's resources, then take away their turns altogether!

I have an unreasonable fondness for Thing in the Ice so this version crams two of them into the maindeck.

(MTGSalvation Thread on Archetype: http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/768745-taking-turns )


The Turbo Turns gameplan can be broken down into these categories of cards:

1: Extra Turns

  • 4x Time Warp - CMC 5, can be reused with Snapcaster.
  • 4x Temporal Mastery - CMC 7 but Miracles for 1U, exiles self.
  • 3x Part the Waterveil - CMC 6, exiles self.
  • 1x Nexus of Fate - CMC 7, instant-speed, repeatable. Silver bullet against mill. (Testing)

2: Pseudo Extra Turns / Interaction

  • 2x Remand / 1x Unsubstantiate - Ideally makes the opponent tap out without actually gaining anything.
  • 1x Echoing Truth - Ruins tokens, bounces our Dictates to allow the Nexus of Fate last card loop. (Testing)
  • 2x Cryptic Command - Our highest CMC interaction, but "Choose Two: Counter / Tap / Bounce / Draw" hits all of the things we want to be doing to get to taking all the turns.
  • 3x Gigadrowse - Upkeep land tapping, combat step creature tapping, end-of-turn coast clearing. Hard to counter, hard to play around, rewards Mono-Blue-Ness. Gigadrowse is a beast.
  • 3x Exhaustion - Get an 'extra turn' by wasting the opponent's next turn.
  • 2x Snapcaster Mage - Flashing back any of these cards can easily buy us a turn. Gets bounced by Thing in the Ice for extra value.
  • 2x Jace, the Mind Sculptor - His -1 can keep you alive for a few turns against a go-tall threat or hit our own Snapcaster for value.

3: Draw Extra Cards / Draw the Cards We Need

  • 4x Dictate of Kruphix - Utilize Flash during your Upkeep or opponent's End of Turn to get the first card from it. Gives you something to do when you find out you didn't need to hold up disruption that turn after all.
  • 2x Howling Mine - Good old Howling Mine! The Commander 2016 version has the new frame and the great skull / minecart art.
  • 4x Serum Visions - It's no Brainstorm but it advances Thing in the Ice cheaply and can set up a Miracle for next turn. If you see Temporal Mastery on the scry turn 1 make sure it's the first card you put back on top so you get a chance to play a second land turn 2 and then Miracle on turn 3.
  • 1x Geier Reach Sanitarium / 1x Mikokoro, Center of the Sea - "2, tap, Each player draws 1 (and then discards one)" is enough to run these as our 2nd and 3rd colorless lands. Both can be untapped by Minamo, but the Sanitarium will probably get replaced by Gemstone Caverns eventually.
  • 2x Jace, the Mind Sculptor - Brainstorm / Fateseal 1 is pretty good card selection. If you have a castable extra turn spell in hand try to +2 to build toward the ultimate rather than dig with brainstorm.

4: Closing the Game

  • 2x Thing in the Ice - Titi, Tiny Tim, Marit Lage Junior, Lil' Cthulhu, our adorable Kraken friend! Quickly turns into a 7/8 that clears its own path. Only takes two extra turns to win after flipping it and attacking right away.
  • 3x Part the Waterveil - Awaken 6 plus an extra turn for 9 mana. Gives the land Haste but sometimes using the haste isn't feasable. Takes 3-4 extra turns to win after casting.
  • 1x Inkmoth Nexus - A silver bullet against life gain decks or Platinum Empyrion or other corner cases. Becomes a 7/7 Flying Infect creature when both Awakened and en-creature-ified for 1.
  • 2x Snapcaster Mage - When all else fails sometimes 2 damage a turn can be enough when you're taking all the turns and/or the opponent is Gigadrowsed / Exhausted. One attack early on lets an Awakened land kill in 3 swings instead of 4.
  • 1x Jace, the Mind Sculptor - His rarely-used -12 ends games even faster than usual with (sometimes multiple) Mines in play.

5: Misc

  • 2x Snapcaster Mage - Extra copies of our spells! :) $50-60 price tag! :(
  • 1x Oboro, Palace in the Clouds - An untapped nonbasic land that produces U. Can bounce self in response to land destruction and stuff, gets around Choke / Boil.
  • 1x Minamo, School at Water's Edge - Another untapped U-producing nonbasic. Can untap the Sanitarium or Mikokoro for another card but you need 5 other lands in play to pay for it all.

Magical Christmas Land:

Serum Visions -> Thing in the Ice -> Gigadrowse -> Exhaustion + Serum Visions -> Snapcaster + Exhaustion, Lil Cthulhu Transforms (Bouncing Snapcaster), Attack -> Attack + Time Warp -> Attack

Serum Visions -> Howling Mine -> Exhaustion / Serum Visions + Hold up Remand -> Hold up Cryptic Command -> Time Warp -> Time Warp -> Time Warp -> Time Warp -> Time Warp

Island, Serum Visions -> Island, Gigadrowse lands during Upkeep -> Miracle Temporal Mastery, Island, Serum Visions -> Miracle Temporal Mastery, Island, Howling Mine -> Island, Time Warp -> Time Warp -> Time Warp

Edits:

  • -1 Telling Time, +1 Walk the Aeons - With 6 Mines I wanted 1 more reusable Walk without cutting Temporal Mastery or Part the Waterveil.
  • +2 Jace the Mind Sculptor, +1 Snow-Covered Island, -1 Walk the Aeons, -1 Howling Mine, -1 Island - JTMS unbanned, cutting an extra turn and a Mine to make room for a pair. Snow Island just because.
  • -1 Telling Time, +1 Howling Mine - Was bricking on Mines too often; back up to 6 + 2 Jaces

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 6 years
Last updated 3 years
Legality

This deck is Modern legal.

Rarity (main - side)

11 - 0 Mythic Rares

15 - 0 Rares

10 - 0 Uncommons

8 - 0 Commons

Cards 61
Avg. CMC 3.41
Folders Modern Brews, Modern
Votes
Ignored suggestions
Shared with
Views