Extra Turns...
General forum
Posted on May 10, 2012, 6:32 p.m. by gheridarigaaz
Yes, there was hype over Temporal Mastery , but looking back at the past cards that have gained you extra turns... Time Walk , Walk the Aeons , Time Warp , Time Stop et al... i dont see the particular function of such cards in a deck, sure enough some of them can get you an extra land drop/second combat phase/draw ONE more card. But outside these, they just consume card slots in decks for added set-up time. You can draw, ramp and fight more with other cards, in different ways so why do you want another turn for 7 mana in your deck? Any ideas where extra turns are integral to a deck's design or just have brilliant synergy with the deck as a whole cause im starting to wonder where they can be applied.
Epochalyptik says... #3
Extra turns are just good because they give you an advantage in resources, board position, extra combat damage, etc. The problem is they cost too much to be applicable in any non-EDH deck.
May 10, 2012 6:36 p.m.
gheridarigaaz says... #4
Yes but whatabout situational/randomised turn-taking... Temporal Mastery , playable by turn 3 trouble on turn 1 more or less...are they applicable in constructed play? Is it worth trying to build around? E.g. Merfolk Looter it out of hand then Reclaim or Noxious Revival when appropriate. Or perhaps it too convoluted to consider...
May 10, 2012 7:02 p.m.
Arachnarchist says... #5
In my opinion the best way to use any extra turn is to play it in a deck with planeswalkers.
May 10, 2012 7:08 p.m.
shadows1091 says... #6
other decks that i saw extra turn cards being used in were standard Pyromancer Ascension decks and legacy High Tide decks.
May 10, 2012 7:26 p.m.
There is a cool dream halls deck, by Caleb Durwood I think, that uses dream halls to set up multiple turns in a row with a progenitus in play. But other than that I havent really seen any decks do well with temporal mastery.
Also I agree with Arachnarist that planeswalkers would be needed, particularly in standard, to actually gain value off of your extra turns.
May 11, 2012 1:37 a.m.
hey a turn 1 delver, turn 2 delver then ponder for a turn 3 time walk seems pretty good (even missing 1 delver it's pretty good). You'd stick your opponent 12 points behind and have mana up to counter their answers.
May 11, 2012 4:32 a.m.
Also I wanna hope the hype lasts long enough to decently get rid of this foil Temporal Mastery I pulled in a prerelease pool.
gheridarigaaz says... #2
Just wondrin tis all...
May 10, 2012 6:35 p.m.