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Sorcery (1)


In this deck there are three efficient ways to take infinite turns. Note this is not up to date with the list im using and I am no loner running Tamiyo, replaced her with Narset.

The primary method involves Swinging with Taigam (assume for this combo you are swinging with Taigam on each extra turn)and casting a turn spell that ends up in the graveyard after its 2 casts. This only works if you have access to 2/4 recall spells in the deck via drawing them or tutors, you cast one of them on the first extra turn returning your time spell, you cast the time spell again on the second extra turn, on the third (out of now 4) extra turns you recall it again with your second recall spell, and on the fourth (out of 4) extra turns you allow the recall spell you cast last turn to return the first one you cast and cast your time spell again.

And so on.

Method two is similar, (Again, assume you are attacking with Taigam on each turn) Cast your turn spell, get your extra turns, on the first extra cast archaeomancer(return turn spell), cast it on the second turn, cast cloudshift on the first of these new extra turns, bouncing archaeomancer and returning turn spell, use the rebound of the cloudshift to bounce archaeomancer returning Cloudshift.

And so on.

Method 3 is the only infinite turn method that does not involve Taigam, (although he helps you get there). It also involves bringing Tamiyo up to enough loyalty to gain her emblem, any turn spell that does not exile or shuffle itself allows you to go infinite at this point. Of course your opponents do not want Tamiyo to get there but they cant attack very often if you take enough turns.
It may be possible to go infinite with a combo that constantly tutors up beacon of tommorows but it probably involves having much more mana than any other combo. Im not sure if any other loops like those above exist in the deck. Flickerform is also useful for keeping a really annoying opposing commander off the field during opponents mainphases.Lastly, you may not need to go infinite if you can control hard enough and cast Approach twice.
As for actually winning the game, it only takes Taigam seven swings to knock a player out. But in the case you cannot find removal for blockers and are only getting Taigam activation's via reconnaissance or Maze of Ith, you can just take turns until you draw approach of the second sun twice.
You may notice the high number of CMC 2 mana rocks, the idea being that if I play on curve I am dropping a land turn 1, maybe playing a cantrip, dropping a land and playing a rock on turn 2, playing taigam on turn 3 and casting a 5 mana spell on turn 4 (perhaps time warp?) Of course if your opponent is playing a faster game than you it may be advisable to leave interaction up turns 2 and 3.

This idea, of playing on a specific curve and hitting 5 mana on turn 4 consistently is why I run 37 lands (Not counting maze of ith). This may* be to high, If people have any advice about the number of lands this deck should run im all ears, But beyond that I also want to be land dropping on each extra turn, so if I fizzle out I end up way ahead. The amount of card draw seems to be adequate to avoid being flooded and get in those land drops.

Lastly I would like to note that the lands currently on the list do not accurately portray what I currently run in the physical deck

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Date added 6 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

29 - 0 Rares

23 - 1 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 2.27
Tokens Bird 2/2 U, Emblem Narset Transcendent, Frog Lizard 3/3 G
Folders snazy (EDH), Commander
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