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Take another turn? Yes please!

Commander / EDH* Mono-Blue

MKTuba


Maybeboard


Take another turn deck. Inspired by the classic Loading Ready Run video where they have a groundhog day style time loop triggered by the Time Walk card.

My commander is Jin-Gitaxias, Progress Tyrant. What is special about Jin is his ability that allows you to copy up to one instant or sorcery spell per turn, as well as counter one instant or sorcery that your opponent plays. He will be a quick target on the board, so buffing him up with something like Argentum Armor, Darksteel Axe, or Darksteel Plate is very important since we want him in play as often as possible. I have also included Swarm Intelligence which is another card that allows you to copy spells you cast. With our commander and Swarm, we could copy the effects of a sorcery or instant twice, allowing us to use its ability thrice. Great for our "Take another turn" cards.

Cast Through Time and Omniscience will allow us to play cards without paying thier mana costs, which is obviously very helpful.

There are a lot of cards in here that allow us to take another turn. Some are very simple, such as Time Stretch and Time Warp, which allow target player (us) to take either 2 or 1 extra turn(s) respectively. Some of them require a little more setup, like our planeswalker Mu Yanling, who can't get us an additional turn until her 3rd turn of being in play.

One of the most evil plays in this deck would be having our Commander and Swarm out at the same time, and casting Time Stretch. We get 2 extra turns, and because we can copy this spell twice, we get two extra turns, two more times, for a total of 6 extra turns. This of course costs 10 mana, but would be a perfect choice for late game when we are hoping to gain control of the board. This is also why I like having some Battery Lands in the deck (Sand Silos and Saprazzan Cove). We could play this card long before turn 10, assuming we were able to get one of these cards out.

This deck contains a lot of self mill and draw cards. Because it is likely you will have to discard a lot of cards, I included several cards that allow you to both play from your graveyard (like Cast Through Time) and shuffle your graveyard back into your hand (like Campfire).

Let's talk win conditions. We have the potential to have functionally unlimited turns (no infinite turn combos, but so many extra turns that it will feel like it's infinite), and we need something to do on these turns! There are several mill cards in here, like Hedron Crab, Ruin Crab, and Maddening Cacophony. I don't think that you will realistically be able to mill an opponent to death, but you will sure get close. Especially if you have both of our spell copying cards on the battlefield. My main thought for a win condition would be using our extra turns to allow combat to occur. Remember, we have a bunch of extra turns, but our opponents don't. If we swing in and they block, their cards will tap and stay tapped until their next turn. So eventually, they wont have any creatures to block with!

With this being a blue deck, there is of course some removal and counterspells. Counterspell, Intervene, Teferi's Response and Devious Cover-Up are all great choices for counterspells, and with Swarm Intelligence we can copy them for double the counter ability!

My maybeboard is all just lands I am considering putting into the deck. They are a little pricey for me right now, but if I start playing this deck seriously I may have to add them in.

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98% Casual

Competitive