Time Wipe

Time Wipe

Sorcery

Return a creature you control to its owner's hand, then destroy all creatures.

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Set Rarity
War of the Spark (WAR) Rare
Promo Set (000) Rare

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Arena Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Time Wipe Discussion

slashdotdash on 5 color no theme deck

1 day ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Fatknight13 on [IKO] Esper Control

1 week ago

I don't think Leyline of the Void deals with Gyruda, Doom of Depths because Gyruda doesn't care if the card is in the graveyard or not it cares about what it mills. If you want to run mainboard graveyard hate definitely run Grafdigger's Cage. Also i feel like Extinction Event is better than Time Wipe because of Gyruda and Obosh, the Preypiercer. You should consider running Yorion, Sky Nomad as your companion pretty much just throw in 8-10 lands and then some more counters and Omen of the Sun and you can throw him in as a free card. Yorion is super good in decks with a lot of planeswalkers cause he resets loyalties if they get too low.

ThyNemesis on Shiny Happy Superfriends

2 weeks ago

Update:
removed Tenza, Godo's Maul and replaced with Rings of Brighthearth
removed Oath of Chandra and replaced with Ayli, Eternal Pilgrim
removed Swords to Plowshares and replaced with Time Wipe

Joe_Ken_ on Gideon holds the Front Line

3 weeks ago

I think you can cut some of the following cards for more lands.

Aurification since if it gets blown up then the counters it put in don’t really do that much.

Oath of Chandra is good for flavor, but really wont do all that much.

Ajani Steadfast should be cut since you really don’t have that many creatures for his plus to be put to work.

Fumiko the Lowblood since she won’t be that great for a creature.

I think you can cut Time Wipe since you have an abundance of board wipes.

Deafening Silence really seems like it will put you in a bind just as often as your opponents.

Koth of the Hammer isn’t that great since you aren’t running that many mountains.

Gideon's Avenger isn’t a really great creature since he can still be blocked by a 1/1 and everything would be fine.

TriusMalarky on Bant Landfall

1 month ago

Thoughts on Tatyova @whatqwerty:

1) We can remove Time Wipe for her. She'd just replace it.

2) She would draw a ton of cards. Not sure we really need this, but then again it is a ramp heavy build which means it can start vomiting cards pretty early.

3) We already have Risen Reefs. If we draw a second, or even a third, they go off the walls. And if we get a Reef and Zendikar's Roil then we will be good on fuel forever.

4) However, 2 extra cards that enable the Roil+Reef card draw engine as 1-card engines might work. She does dodge Push and Decay, Drown in the Loch for the most part, Shock and Wild Slash, and even Spell Queller; so she has "Hexproof" against half the top tier removal.

blfngl on Kykar's token spells

1 month ago

Hey! Sorry it took so long for me to take a look at your deck, but I finally got around to it. I'm not sure what direction you're looking to take the deck, but here are my initial thoughts on your list.

You have a relatively low amount of draw, you definitely want more. You're looking for cheap draw spells to chain in between your other spell casts, so I'd consider playing the classic blue cantrips:

Brainstorm is a great example of a classic, powerful blue cantrip, but without fetchlands to support it, I'd take it out. The real power from Brainstorm comes from its gleaning ability rather than raw card draw power. Despite that being said, Brainstorm synergizes very well with anything that says "when you draw a card", such as The Locust God.

Other very solid draw spells include:

I'd consider including ALL of the cantrips from the first list and at least one from the second (100% play Chart a Course).

Your removal suite is very robust, which is good. However, you're playing two unconditional wraths that will affect YOUR board in addition to your opponents. I think having Supreme Verdict is fine, but I'd take out Time Wipe. Lightning Bolt seems weak to me too, I'd play Path to Exile over it. The option to point it to the face shouldn't matter too much; you have plenty of direct damage with a huge Comet Storm, Earthquake, etc. Reckless Abandon seems meh to me as well, I think you could be playing a much more impactful spell in its slot.

Now let's talk about the creature suite you're running. With only eighteen instants and no way to give your spells flash, I think Wavebreak Hippocamp is rather weak. If you were playing Vedalken Orrery or Leyline of Anticipation in combination with the hippocamp I'd be more inclined to keep it. Apart from that, if you're happy with the creatures you've included I wouldn't make any other changes. However, you should consider these as possible includes:

Here are some miscellaneous notes I took while reviewing your list:

  1. I'd swap out the panorama lands. I think you have enough fixing to warrant their exclusion.

  2. I'd consider including the enchantments Impact Tremors and Shared Animosity. Both are insane with your commander's ability.

  3. I'd play Lightning Greaves over Swiftfoot Boots. I don't see you copying anything you want the greaves attached to. Correct me if I'm wrong though.

  4. I'd cut Approach of the Second Sun. It's slow and will paint a massive target on your head once cast. If your plan is to copy it as you cast it, I'd include cards like Dualcaster Mage or Ral, Storm Conduit.

  5. 100% include Aria of Flame; that card is bonkers in EDH. Just don't forget your verse counter triggers!

  6. Consider cutting Gush. The card is extremely strong but can be awkward to cast sometimes.

That wraps it up, I hope these observations were helpful! Don't hesitate to reach out with any questions, I'll do my best to be prompt the next time :P

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