Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$308.00

0 Likes 0 Comments
Avg. CMC 3.31
Card Color Breakdown
Card Type Breakdown

Remove ads
Main Deck - 61 cards, 22 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (4)
2 Snapcaster Mage
$17.45 Creature - Human Wizard
2 Thing in the Ice // Awoken Horror
$1.89 Creature - Horror // Creature - Kraken Horror
Instant (10)
2 Cryptic Command
$8.07 Instant
1 Echoing Truth
$0.23 Instant
3 Gigadrowse
$0.24 Instant
1 Nexus of Fate
$13.96 Instant
2 Remand
$0.46 Instant
1 Unsubstantiate
$0.21 Instant
Sorcery (18)
3 Exhaustion
$0.24 Sorcery
3 Part the Waterveil
$1.13 Sorcery
4 Serum Visions
$0.65 Sorcery
4 Temporal Mastery
$7.59 Sorcery
4 Time Warp
$12.67 Sorcery
Artifact (2)
2 Howling Mine
$3.53 Artifact
Enchantment (4)
4 Dictate of Kruphix
$2.30 Enchantment
Planeswalker (1)
1 Jace, the Mind Sculptor
$17.09 Legendary Planeswalker - Jace
Land (22)
1 Geier Reach Sanitarium
$1.35 Legendary Land
1 Inkmoth Nexus
$11.57 Land
17 Island
$0.11 Basic Land - Island
1 Mikokoro, Center of the Sea
$2.55 Legendary Land
1 Minamo, School at Water's Edge
$70.98 Legendary Land
1 Oboro, Palace in the Clouds
$27.72 Legendary Land
Sideboard - 0 cards, 0 distinct
No cards here. :(

Notes
 
T.T.Titi -> Taking Turns Thing in the Ice; a fun (for you) combo-control-tempo-ramp deck that attacks at a weird but often super effective angle.

(MTGSalvation Thread on Archetype: http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/768745-taking-turns )

Take away the opponent's resources, then take away their turns altogether!

When the opponent does get to have a turn, they're crippled by Exhaustion / Gigadrowse / Remand / Unsubstantiate / Cryptic Command!

Serum Visions -> Howling Mine -> Upkeep Gigadrowse on lands -> E X H A U S T I O N -> Time Warp -> Time Warp -> Time Warp -> Time Warp -> Time Warp -> Time Warp -> Time Warp -> Time Warp -> Time Warp -> Time Warp -> Time Warp -> Time Warp -> Time Warp

The Turbo Turns gameplan can be broken down into these categories of cards:

1: Extra Turns

4x Time Warp - Lowest CMC, can be reused with Snapcaster.
4x Temporal Mastery - Highest CMC but Miracles for 1U, exiles self. Miracle + Day's Undoing is amazing.
3x Part the Waterveil - Middle CMC, exiles self.
1x Walk the Aeons - Middle CMC, doesn't exile and has expensive buyback. Sometimes cast 3x in one game ( Cast+Buyback, Cast, Snapcaster + Flashback)


2: Pseudo Extra Turns / Interaction

2x Remand / 1x Unsubstantiate - Ideally makes the opponent tap out without actually gaining anything.
2x Cryptic Command - our highest CMC interaction, but "Choose Two: Counter / Tap / Bounce / Draw" hits all of the things we want to be doing before taking all the turns.
3x Gigadrowse - Opponent Upkeep land tapping, combat step creature tapping, opponent end-of-turn coast clearing. Hard to counter, hard to play around, rewards Mono-Blue-Ness - Gigadrowse is a beast.
3x Exhaustion - Get an 'extra turn' by wasting the opponent's turn. Gigadrowse -> Exhaustion -> Snapcaster + Exhaustion is brutal.
2x Snapcaster Mage - Flashing back any of these cards can easily buy us a turn and at 7 mana you can snap Time Walk itself. Gets bounced by Thing in the Ice for extra value.


3: Draw Extra Cards / Draw the Cards We Need

4x Dictate of Kruphix - Utilize Flash during your Upkeep or opponent's End of Turn to get the first card from it. Gives you something to do when you find out you didn't need to hold up disruption.
2x Howling Mine - Good old Howling Mine! Commander 2016 version has the new black border and the great skull / minecart art.
4x Serum Visions - It's no Brainstorm but it advances Thing in the Ice cheaply and can set up a Miracle for next turn. Sometimes frustratingly draws Temporal Mastery. (If you see Temporal Mastery on the scry turn 1 make sure it's the bottom card so you have enough land to Miracle on turn 3)
1x Telling Time - Reasonable card selection, can set up a Miracle at opponent's end-of-turn.
1x Day's Undoing - Card #61. Practically guarantees we draw a finisher. Sometimes we even draw Day's Undoing! Safety valve against decking via Mines or Mill. It's great with Miracle or Exhaustion.
1x Geier Reach Sanitarium / 1x Mikokoro, Center of the Sea - "2, tap, Each player draws 1 (and then discards one)" is enough to run these as our 2nd and 3rd colorless lands. Both can be untapped by Minamo.


4: Closing the Game

2x Thing in the Ice - Titi, Tiny Tim, Marit Lage Junior, Lil' Cthulhu, our adorable Kraken friend! Quickly turns into a 7/8 that clears its own path. Only takes two extra turns to win after flipping it and attacking right away.
3x Part the Waterveil - Awaken 6 plus an extra turn for 9 mana. Gives the land Haste but sometimes using the haste isn't feasable. Takes 3-4 extra turns to win after casting.
1x Inkmoth Nexus - A silver bullet against life gain decks or other corner cases. Becomes a 7/7 Flying Infect creature when both Awakened and en-creature-ified for 1.
2x Snapcaster Mage - When all else fails sometimes 2 damage a turn can be enough when you're taking all the turns and the opponent is Gigadrowsed.


5: Misc

2x Snapcaster Mage - Extra copies of our spells! :) $50-60 price tag! :(
1x Oboro, Palace in the Clouds - An untapped nonbasic land that produces U. Can bounce self in response to land destruction and stuff, gets around Choke / Boil.
1x Minamo, School at Water's Edge - Another untapped U-producing nonbasic. Can untap the Sanitarium or Mikokoro for another card but you need 8 lands in play to make it work.


Edits:

-1 Telling Time, +1 Walk the Aeons - With 6 Mines I wanted 1 more reusable Walk without cutting Temporal Mastery or Part the Waterveil.
Comments
    No comments yet.