Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards. Exile Time Reversal.
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|Commander / EDH||Legal|
Latest Decks as Commander
Time Reversal Discussion
23 hours ago
1 month ago
If you're playing a very heavy control theme in commander your win condition is going to probably be a game lock. There are a few different kinds of those. Hard locks will literally stop your opponents from being able to play the game at all. You accomplish this by setting up a situation where they can't cast spells, they can't untap, or they can't generate mana. Soft locks are where you severely diminish an opponents ability to play the game. This is often done by forcing your opponents to discard all of their cards.
The hard locks I would suggest with this are the Karn lock and the Knowledge Pool lock. The Karn lock is very specifically Karn, the Great Creator + Mycosynth Lattice . Your opponents can't activate any abilities of permanents on the battlefield. This means that opponents can't tap anything for mana. The cards are also useful to you individually because Karn, the Great Creator stops opponents from using mana rocks and Mycosynth Lattice helps you cast opponent's spells by allowing you to spend your mana as though it were any color.
The Knowledge Pool lock has only one required card. Knowledge Pool exiles every spell that any player casts from their hand. Players can then cast a spell from the previously exiled cards. This means that a player must cast two spells for anything to resolve. Rule of Law prevents casting any spell after the first spell. Effectively this means to no one can play spells from their hands. But you can cast cards from other players hands if you have Sen Triplets out. This is also true for Arcane Laboratory , Eidolon of Rhetoric , Archon of Emeria , Drannith Magistrate , Teferi, Time Raveler and Ethersworn Canonist to an extent. All of those cards, are also things you use to limit the amount of actions other players can take as a part of your control strategy.
The soft locks all involve preventing players from drawing cards. Narset, Parter of Veils , Hullbreacher , Alms Collector , and Notion Thief . All of these prevent opponents from drawing cards to some extent, which benefits your control plan. The lock is formed when you have one of those pieces out and you cast a spell like Windfall , which makes everyone discard their hand and draw new cards. But they can't, so only you draw new cards. Cards like Windfall are also very strong as they allow you to refill your hand. Similar cards are Echo of Eons , Day's Undoing , Jace's Archivist , Time Reversal , Commit / Memory (Probably pick two or three, not all of them).
You could also use the Laboratory Maniac combos as a win condition, since you are in the right colors for it. It's probably the most common win condition in high powered competitive decks. The way it works is you draw through your entire deck while Laboratory Maniac or Jace, Wielder of Mysteries are on the board then you attempt to draw a card and you win. Similarly, you can draw through your entire deck and then play Thassa's Oracle . The ways you "draw" through your deck are either Tainted Pact , Demonic Consultation , or Doomsday . Because they are common competitive win conditions, some of those pieces are expensive.
Allow me to advise you on getting to these win conditions though. You can tutor for these pieces with Vampiric Tutor , Enlightened Tutor , Demonic Tutor , or similar cards; but you probably would rather draw into them because that also gets you your control cards. Two cards that are surprisingly good for this are Ad Nauseam and Peer into the Abyss . You have to keep the mana cost of spells very low for Ad Nauseam, but it's worth it especially because it was reprinted recently and is only a few dollars I think.
1 month ago
Made a number of updates - 20 cards changed in total including commander (Roon removed in favor of Chulane):
Removed Roon of the Hidden Realm , 3x Island , 2x Forest , 2x Plains , Selesnya Signet , Simic Signet , Telling Time , Brainstorm , Ponder , Preordain , Foresee , Time Reversal , Terminus , Kiora, the Crashing Wave , Tamiyo, Field Researcher , Darksteel Ingot , and Terastodon
Added: Chulane, Teller of Tales , 2x Snow-Covered Island , 2x Snow-Covered Plains , 2x Snow-Covered Forest , Flooded Grove , Arcane Signet , Teferi's Ageless Insight , Tatyova, Benthic Druid , Ice-Fang Coatl , Reveillark , Prime Speaker Zannifar, Brago, King Eternal , Vesperlark , Glen Elendra Archmage , Seedborn Muse , Soulherder , Beast Whisperer , and Commander's Sphere
2 months ago
Magus of the Wheel might be worth a look.
Echo of Eons , Reforge the Soul and Time Reversal are all pretty good wheels if you are looking for more of that effect. All three will make 21 snakes in a 4-player game, which will kill the table with Purphoros.
Overall, looks really fun!
3 months ago
For the Ultimatums, Time Reversal , and similar cards, I'm going to say that the reason they self-exile is Eternal Witness and Archaeomancer -type effects. Time Reversal , Emergent Ultimatum , and Genesis Ultimatum all have the effect of pulling new resources from the library, and the Ultimatums can put those resources directly into play. If you stock up on graveyard-to-hand effects, you can repeatedly cast one spell for the rest of the game and have a decent chance at winning. Although I'm not sure about Eerie Ultimatum .
Off-topic side note: I really think Eerie Ultimatum should have been called Ancient Ultimatum. Anyone else?
3 months ago
I understand why extra turn cards are not usually repeatable, but why do cards such as Time Reversal , Genesis Ultimatum and Emergent Ultimatum exile themselves? Would those cards be too powerful if they could be used repeatedly?
3 months ago
In the early days of the game, cards that granted extra turns did not exile themselves, such as Time Walk , Time Warp , Temporal Manipulation , Beacon of Tomorrows , or Time Stretch , which meant that a player could reuse them with the proper combos, but recent cards that grant extra turns exile themselves, such as Temporal Trespass , Part the Waterveil , or, most recently, Alrund's Epiphany , which means that they cannot be reused. Additionally, WotC has not printed any permanents that grant additional turns in recent years, with the most recent examples being Time Sieve and Medomai the Ageless . Even further, the original Timetwister did not exile itself, but Time Reversal does, which, again, prevents it from being reusable. At least Echo of Eons can be reused, and even has flashback, if the player does not have a way to return it to their hand.
In some cases, I can understand why WotC is using the self-exiling clause, such as Vengeful Rebirth or Finale of Revelation , I can understand the usage of that clause, since those spells would be far too powerful without it, but, for the others, I do not understand.
Why does WotC continue to put the self-exiling clause on extra turn cards or cards that shuffle a player's graveyard into their library? Do they feel that such effects would be too powerful if they were reusable? And is there any chance that WotC shall eventually print a new permanent that grants extra turns, albeit with a high cost?
6 months ago
This is already pretty good for casual play. It's actually probably a bit better than a lot of casual decks. (Though not so powerful that you should worry about it). Making the deck legal was the important step.
With play you'll figure stuff out. The biggest thing is that you acknowledge when something is not working and actively do something about it. It will slowly become optimized.
Anyway, I would add some lands. Mathematically, you should have 36 (now at 30). I would add some cheap non-basics, I would go for:
Geier Reach Sanitarium (Synergizes with Commander and helps fix your hand) Isolated Watchtower (Synergizes with your high number of basic lands) Myriad Landscape (Ramps you) Terrain Generator (Ramps you) Command Tower (Both Colors) Temple of Epiphany (Both Colors)
I would still cut a lot more creatures and planeswalkers. In 4 player games, remember that people will only attack you as much as they feel that it is necessary. If it appears that you're doing very little, or you only intervene when necessary, people won't be attacking you. I would replace all but the creatures/planeswalkers that you feel are actually necessary and useful, rather than thinking you need them to attack/block.
Then, you will also probably want 5-10 mana rocks (artifacts that produce mana). Virtually every deck in EDH uses mana rocks, because the ones available with the card pool are generally much better than those in other formats. Good, budget examples are: Sol Ring Arcane Signet Fellwar Stone Mind Stone Thought Vessel Darksteel Ingot Skyclave Relic Prismatic Lens
And lastly, some other good budget cards are (I would recommend you pick some, not all of these):
Dispel Hidden Strings Desperate Ritual Seething Song Past in Flames Burning Inquiry Faithless Looting Mystic Remora Underworld Breach Blood Moon Time Reversal Bonus Round Molten Psyche Mana Geyser Merchant Scroll Echo of Eons Commit / Memory Gitaxian Probe Vandalblast Blasphemous Act Serum Visions Misdirection Flusterstorm Tolarian Winds Ponder Frantic Search
Also, if you ever get bored/tired of Izzet, Nekusar, the Mindrazer can be built to function very well and in a similar manner with virtually all of the cards you already have (or will have).
(Note: Some people who play EDH are very particular about playing against people with good decks. If you see people act uneasy around you because your deck is "too good", just remember that you can always try to lower the power of your deck or find other people to play with.)