pie chart

Whose Turn is it? Riku's Turn

Commander / EDH Combo RUG (Temur)

NickyBolas


Title

Concept

Put on a one-man turn-taking show. For The Trinisphere's "Battle of the Brews - Riku" episode.

How It Plays

Chain together extra-turn effects with the help of spell doubling, rebounding, and recurring. Stick a mana doubling effect that would, in normal circumstances, propel your opponents into the late game... but only if they get another turn! Once you start chaining multiple duplicating extra turns; play cards that, under normal circumstances, would take too long to become game-winning threats like Jace, the Mind Sculptor and Chandra, Torch of Defiance.

Card Selection

Extra Turns

The main modus operandi of this deck will be taking extra turns. We run all of the ones which remain in the graveyard Time Warp, Temporal Manipulation, Capture of Jingzhou, Walk the Aeons able to be regrown by our Recursion packages, and a few that have cost reduction built-in like Temporal Trespass and Temporal Mastery.

We steer clear of the overpriced ones Time Stretch and Part the Waterveil as we don't have an easy way to cheat them into play.

Recursion

Once we start time warping, hopefully doubled by Riku's ability, we'll start recurring them with creatures like Eternal Witness, Archaeomancer, Izzet Chronarch and even Anarchist. One of my favorite is Bloodwater Entity. It's a bit trickier putting the card on top of your deck, but the flying prowess body is worth the narrower play.

Runaway Train

Now that we can reliable take dozens of turns in a row, we need something that will win the game during that time while still synergizing with the deck when not in extra turns.

  • Regal Behemoth doubles our mana to facilitate those hungry regrowth-time warp plays as well as grant us Monarch to draw us additional cards throughout our extra turns.
  • Swarm Intelligence and Cast Through Time give us a ton of extra value from our Time Warp effects, and synergize well together since Rebound spells are "cast" again.
  • Sunbird's Invocation allows us to "cascade" for more value off of Time Warps (once again "casting" the spell to trigger Swarm Intelligence).
  • As Foretold normally is a card that needs to be played early to be relevant, but when we're getting extra upkeeps we'll be able to start casting Time Warps for free after the first few extra turns.
  • Jace, the Mind Sculptor has a player-killing ultimate, draws us extra cards to keep the extra-turn machine churning, and can bounce one of our recursion creatures to hand so we can replay them and regrow a Time Warp which, when paying for Riku's trigger, means you can go infinite by alternating between +2 and -1.
  • Chandra, Torch of Defiance has a little less synergy, but her abilities are still decent, and her Ult can add "Deal 5 Damage" to your Time Warps.
  • Chandra, the Firebrand has that spell doubling roll-down which is pretty decent. If you roll her down and pay for Riku's triggered ability on a Time Warp effect, you can get 3 extra turns which allows her enough time to roll back up to 3 and roll down again, generating a soft-infinite combo (assuming you're able to regrow your Time Warp)
  • Niv-Mizzet, Dracogenius can draw a ton of cards while dealing enough damage to close out the game in a few turns.
  • Emrakul, the Promised End is just in there for flavor. When you start going soft-infinite and people start asking "How does your deck win?" just promise them end is near.
  • Ancestral Vision is another card whose down-side is negated by the fact that we'll be taking extra turns.

Ramp

We can lean a little harder on "Group Hug" style ramp spells that are highly explosive due to the fact that we plan on taking more turns than our opponents.

  • Mana Flare and Heartbeat of Spring allow us to double our mana production on the cheap. Usually these cards can cause the game to spiral out of control, but if played in conjunction with a Time Warp, we get first dibs on all that sweet sweet mana. These are usually the catalyst to kick-start the dozen-turn stretches that could allow us to start chaining extra turns as early as Turn 5.
  • Rites of Flourishing seems like a group hug card, but we'll be taking as many turns as all of our opponents combined.
  • Plasm Capture and Mana Drain also provide us methods to set up explosive turns where we can Time Warp and play a "Runaway Train" piece to kick-start their value generation.

Gameplay

Coming Soon.

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

Revision 2 See all

(6 years ago)

+1 Ancient Tomb main
+1 Arch of Orazca main
+1 Breeding Pool main
+1 Cascade Bluffs main
+1 Command Tower main
+1 Cyclonic Rift main
+1 Desolate Lighthouse main
+1 Emrakul, the Promised End main
+1 Evolving Wilds main
+1 Fire-Lit Thicket main
+1 Flooded Grove main
-1 Followed Footsteps main
+4 Forest main
+1 Frontier Bivouac main
+1 Hinterland Harbor main
+6 Island main
+1 Izzet Boilerworks main
+1 Izzet Charm main
+1 Krosan Grip main
+1 Lightning Bolt main
and 38 other change(s)
Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

42 - 0 Rares

17 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.59
Tokens Bird 2/2 U, City's Blessing, Copy Clone, Emblem Chandra, Torch of Defiance, The Monarch
Votes
Ignored suggestions
Shared with
Views