Time of Ice
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
, — Tap target creature an opponent controls. It doesn’t untap during its controller’s untap step for as long as you control Time of Ice.
— Return all tapped creatures to their owners’ hands.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Time of Ice Discussion
7 months ago
I agree with epajula, artifact based ramp is a pretty good way to go. Here are a few suggestions on cards to cut for ramp.
Personal Sanctuary - I don't see a lot of ways that you are damaging yourself on your turn so this piece doesn't seem needed.
Good luck with this unique style deck. I like the idea and want to see how it plays when you are done.
11 months ago
I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.
First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.
The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel Flip, Drana's Emissary, and Cruel Celebrant.
Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.
In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision Flip. Good luck with your build and let me know if you have any questions!
11 months ago
Looks pretty good. An untap theme that lets you draw cards is a good theme.
Vorel of the Hull Clade
Time of Ice - freezing is always nice.
Crippling Chill - tap, freeze and card draw. And it's super cheap.
Frost Titan - big beater with a soft counter ability. It will trigger Lullmage as well.
Confounding Conundrum - this card sucks to play against. Especially for green ramp. I highly recommend it.
1 year ago
triproberts12 thanks for those suggestions!
I had no idea about Mana Skimmer and will definitely put that nightmare in! I have a few of the ones you named but Time of Ice is a solid recommendation. It'd work well in case I don't get much out - really great pairing with Orb of Dreams by bouncing them back at the end too. Dream Tides is tempting but it would slow down my deck more than it already is. I forgot about Thalakos Dreamsower, might consider putting it in for the mid-mana cost. Queen of Ice is also a solid pick. I'll look into all of these, thank you!
Side note, when I first started learning magic, I had half an idea of making a white/green bird deck. Your favorite card just might inspire a black/green/white dredge deck with birds.
1 year ago
Time of Ice, Quiet Contemplation, Back to Basics, Dream Tides, Wrath of Marit Lage, Temporal Distortion, Neko-Te Thalakos Dreamsower, Wall of Stolen Identity, Frost Titan, Queen of Ice, Wall of Ice, Niblis of Frost, Guardian of Tazeem, Icefall Regent, Dungeon Geists, Mesmerizing Benthid, House Guildmage, Tidebinder Mage, Watertrap Weaver, Frost Lynx, Stitched Mangler, Fogwalker, and Vertigo Spawn would probably be my picks for "freeze" tribal.
Alternately, if you're not invested in Dimir, so much as in the creature itself, you could build a Derevi, Empyrial Tactician, or Empress Galina deck, since those commanders probably best represent what the card is doing.
2 years ago
Time of Mice
Enchantment - Saga
& Create a 1/1 black rat creature token.
Create X 1/1 black rat creature tokens, where X is the number of rat tokens you control.
The early bird gets the worm, but the second mouse gets the cheese.
Pun off of Time of Ice which is just too easy. I went for the lowest-hanging fruit.
2 years ago
I was thinking about a deck like that using verity circle as a draw engine, along with Time of Ice . Now I thought, why not adding Goblin Rabblemaster and the likes to attack while their creatures are tapped? We could also play a little prison style adding Chalice of the Void . We want our deck to be good generally, because most decks don't run creatures. Yes we can create for them but we need counterspells. Specifically tempo counterspells. So Remand and Condescend must be a playset to the deck. I also thought about Simian Spirit Guide to have turn one chalice but that is an other story. As for tappers expect time of ice I would run about 2 Sleep but no more. You can add 2 more in the SB. If everything goes wrong add 1 panic button in the form of Banefire