· 9 years ago · Dec 21, 2016, 10:40 PM
1[float=center][anchor=DeckConstruction][img]http://i894.photobucket.com/albums/ac144/epsilonson/3-A-DisruptionBanner_zpsjz3fs7uf.png[/img][/anchor][/float]
2[quote][float=left][img]http://i894.photobucket.com/albums/ac144/epsilonson/2-ExtraplanarlensLeft_zpsmb5unlaz.png[/img][/float][float=right][img]http://i894.photobucket.com/albums/ac144/epsilonson/2-ExtraplanarlensRight_zpsuy4nxyd4.png[/img][/float][hr]black[/hr][center]When constructing your Time Walks deck there are four main roles you want your cards to fill. [b]Consistency[/b], [b]Combo Pieces[/b], [b]Win-Conditions[/b], and [b]Disruption[/b]. By ensuring your deck has a proper mix of these vital components you can have a powerful and consistent Time Walk combo deck.[/center]
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4[float=center][img]http://i894.photobucket.com/albums/ac144/epsilonson/Divider2_zpsyfse06l2.png[/img][/float]
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6[center]It is worth noting that since this deck has a relatively small community that actively plays it there is no real consensus on what type of build or color splash is the "best". As a result there is plenty of room to experiment and see what works for you. However, for the purposes of this primer I will be putting an emphasis on the cards that are able to fulfill more than one roll in the deck (Such as [c]Part the Waterveil[/c] being both a win-Condition and a combo piece) as those are usually some of our best options for inclusion.
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8Below and in the following sections I will give an explanation on the advantages and disadvantages of different card choices and some example decks that chose to splash one or more colors. [/center]
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10
11[box][float=left][card=Engineered Explosives][img]http://i15.photobucket.com/albums/a353/IamRik/EEsmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Engineered Explosives[/u][/b][/SIZE][/center]
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13The ability to sweep the board of creatures and other permanents, or to remove permanents in general is an ability not inherently available to [mana]u[/mana]. This handy little artifact, with a light splash in the sideboard, grants the deck the ability to remove [mana]0[/mana], [mana]1[/mana], and [mana]2[/mana]-costed permanents. There's even a neat trick here where you can use the red mana [card]Blood Moon[/card] gives you to get the counters needed to remove the problematic [b]Enchantment[/b] from the table. It'll never stop a [card]Siege Rhino[/card], but it's ability to obliterate token armies and weenies is not to be undervalued.
14[/box][box]
15[float=left][card=Spell Snare][img]http://i15.photobucket.com/albums/a353/IamRik/SnareSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Spell Snare[/u][/b][/SIZE][/center]
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17A hard counter for [mana]1[/mana] mana is amazing. The drawback of it only affecting cards with a converted mana cost of [mana]2[/mana] might seem too narrow at first, but when you look at the most commonly played (and most powerful) cards in the format, it becomes immediately apparent that [mana]2[/mana] is a very important number in the format. Playing two copies of [card]Spell Snare[/card] in the seventy-five goes a long way to making sure this deck can get a foothold at the beginning of the game.
18[/box][box]
19[float=left][card=Batterskull][img]http://i15.photobucket.com/albums/a353/IamRik/SkullSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Batterskull[/u][/b][/SIZE][/center]
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21This card is a monster. It's not a creature, it's equipment, so the best creature removal can do is stop it temporarily. It has [b]Lifelink[/b], so it can undo the impact aggro decks like [u]Zoo[/u] and [u]Burn[/u] made in the early game. It can be returned to hand to save it, and attached to other creatures for extra versatility. The card is outright obnoxious...and outright beautiful once the [card=Time Warp]Time Warping[/card] begins.
22[/box]
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24
25What links all versions of this deck together is a four to twelve, usually seven, card package of [card]Time Walk[/card] spells coupled with draw engines that allows the deck to string together a series of extra turns until they win. This is achieved by running a redundant number of copies of [card]Time Warp[/card] and [card]Walk the Aeons[/card], while abusing the card advantage granted by draw engines like [card]Howling Mine[/card] and [card]Dictate of Kruphix[/card] to ensure that additional [card=Time Warp]Time Warps[/card] will be drawn. The key to the puzzle, of course, is the [card]Time Walk[/card] effects.
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27[box]
28[float=left][card=Time Warp][img]http://i15.photobucket.com/albums/a353/IamRik/TWsmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Time Warp[/u][/b][/SIZE][/center]
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30It was quickly realized that [card=Time Walk|Alpha]Time Walk[/card], as originally printed, was simply too powerful to be included in a competitive game like [b]Magic[/b]. Players and designers alike, however, loved the idea of a card that allowed extra turns and, when the [b]Tempest[/b] block was being created, designers brought back the idea of a [b]Sorcery[/b] that allowed its caster to take an additional turn, this time at a more appropriate converted mana cost. [card=Time Warp|Tempest]Time Warp[/card] was born! In the context of this deck it is our primary "take an extra turn" card and the foundation upon which the entire deck is built. Always play four of these.
31[/box][box]
32[float=left][card=Walk the Aeons][img]http://i15.photobucket.com/albums/a353/IamRik/WtAsmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Walk the Aeons[/u][/b][/SIZE][/center]
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34The [b]Time Spiral[/b] block was, essentially, a love letter from Wizards to long-time players and as such brought back a number of old cards, mechanics, and ideas. In some cases, these were blended together to make exciting new cards that have since become favorites among players. [card]Walk the Aeons[/card] is one of these, as it brings together the incredible strength and practicality of [card]Time Warp[/card] and the potent [b]Buyback[/b] mechanic. In the context of this deck, it serves not only as [card=Time Warp]Time Warps[/card] five through seven, but the option of being able to buy it back allows us to continue a string of extra turns even if we don't draw another [card]Time Warp[/card] or [card]Walk the Aeons[/card]. While some lists do play four, usually only three are included. There are lists that can get away with playing none whatsoever, but doing so requires either [card=Narset Transcendent]Narset[/card] or [card=Chandra, the Firebrand]Chandra[/card].
35[/box]
36
37[center][SIZE=4][b]~ The Difference Engine ~[/b][/SIZE][/center]
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39Having a big pile of [card=Time Warp]Time Warps[/card] is great, but they don't do much good if they're in the deck instead of the hand. To be certain to hold one every turn, it's necessary to be able to dig deep into the deck every turn. The best way to do this with the cards currently available in [b]Modern[/b] is to abuse [b]Permanents[/b] that put cards in our hands every turn. You need at least seven to do it properly, but you can add more if you have the room and want to make sure you can get them to the table. Just remember, drawing cards and taking extra turns does not win the game by itself, and most of these cards give cards to your opponent as well, so going overboard on these can be a lethal mistake. That said, too few and the combo stalls, so make sure you have what you need.
40[box]
41[float=left][card=Serum Visions][img]http://i15.photobucket.com/albums/a353/IamRik/visionsSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Serum Visions[/u][/b][/SIZE][/center]
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43[card]Serum Visions[/card] is considered by many to be the best (legal) draw spell in the format. It's a solid card at [mana]1[/mana] mana, and [b]Scry 2[/b] allows for a ridiculous amount of flexibility. It helps find combo pieces as quickly as possible and offers a solid play in the early game to secure the late game. While it doesn't give you cards every turn like most of the other cards here, this card shows up in almost every list for two reasons. First, it let's you see three cards deep and set up your next two draws. Second, the advantage is one-sided...you don't give your opponent anything when you play this. It may not seem like it, but you want as many copies of this in your main deck as you can fit.
44[/box][box]
45[float=left][card=Howling Mine][img]http://i15.photobucket.com/albums/a353/IamRik/MineSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Howling Mine[/u][/b][/SIZE][/center]
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47The original "draw a card" every turn card. Part of the original core of the deck, without this card that version of the deck could not exist. It's a card-drawing powerhouse that becomes completely nuts when this deck starts chaining turns and the advantage becomes one-sided. That said, before that point your opponent will draw cards off this as well, and giving extra cards to decks like [u]Burn[/u] can be a lethal mistake, so it needs to be used cautiously. The converted mana cost of [mana]2[/mana] does make this the easiest permanent draw engine to put in play while [card=Time Warp]warping[/card], so it shouldn't be overlooked. Anywhere from two to four can be employed to great effect.
48[/box][box]
49[float=left][card=Dictate of Kruphix][img]http://i15.photobucket.com/albums/a353/IamRik/DoKsmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Dictate of Kruphix[/u][/b][/SIZE][/center]
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51As said above, [card]Time Walk[/card] and [card]Howling Mine[/card] is a classic combo. Creating extra turns while building significant card advantage can create a game-breaking advantage. With the wealth of cards that have a [card]Time Walk[/card] effect available in Modern, [b]Farf[/b] saw the potential to create a deck that could exploit this advantage to create unending turns. There has always been a problem with [card]Howling Mine[/card], however. Your opponent gets the extra card first. Against decks like [u]Burn[/u], giving them extra cards can be a lethal error. [card=Dictate of Kruphix]Dictate of Kruphix's[/card] [b]Flash[/b] ability removes that liability by allowing you to make sure the card draw plays to your advantage, not your opponent's. Also, since it is an [b]Enchantment[/b], it is much harder to remove. Again, two to four should do the job.
52[/box][box]
53[float=left][card=Monastery Siege][img]http://i15.photobucket.com/albums/a353/IamRik/siegeSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Monastery Siege[/u][/b][/SIZE][/center]
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55Despite its incredible versatility, this is the weakest draw engine you can use. It can help you rip through your deck to get what you want while minimizing one of this deck's previous weaknesses of giving cards to your opponent. In [u]Burn[/u], [u]Rock[/u], and [u]Junk[/u] matchups, it functions like a game one free sideboard card to hate your opponent out of their early game. That said, without strong Delve spells to back it up, the discard effect is far too punishing. Two copies could work in the main, but are probably better out of the board.[spoiler=The mechanics of the Khans Mode can be confusing, so let's break it down.]From the MTG Salvation Wiki (slightly edited for clarity):
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57[center][box][left]The draw step is the third step of the beginning phase. The following events occur during this phase, in order:[numlist]
58[*]The active player draws a card from their library.
59[*]Any abilities that trigger at the beginning of the draw step go on the stack.
60[*]The active player gains priority.[/numlist][/left][/box][/center]
61
62That means that you will draw your regular card before drawing your card from [card=Monastery Siege]Siege[/card]. If you have any other [card=Howling Mine]Mine[/card] effects, you can also choose to stack those to resolve before discarding a card to [card=Monastery Siege]Siege[/card]. You must resolve each instance of [card=Monastery Siege]Siege[/card] individually, however, so you can only draw one card before discarding a card for each trigger that each copy of [card=Monastery Siege]Siege[/card] has put on the stack. The good news is that you're ultimately going to come away a card ahead and digging deeper for it.
63[/spoiler][/box]
64
65First came [card]Exhaustion[/card]. It allowed the deck to stall the opponent a little and served, effectively, as four more [card]Time Warps[/card]. A number of cards were then tested as both sideboard and maindeck cards, including [card]Boomerang[/card] and [card]Gigadrowse[/card]. These always took backseat to [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#draw]cantrips[/url] and redundant [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#walks]time walk spells[/url], however. It wasn't until the introduction of the [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#attack][u]Time Attack[/u][/url] deck that any kind of control/tempo package was played [i]instead[/i] of added card draw.
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67[b]The Tempo Package[/b] consists of cards that interfere with your opponent's plans, giving you enough time to get your own plans rolling. This can be used as a slight permissions bump for combo-focused lists or part of a heavy control strategy. While numbers of each card played vary, almost all [u]Time Walk[/u] decks play these cards.
68[box]
69[float=left][card=Gigadrowse][img]http://i15.photobucket.com/albums/a353/IamRik/GigaSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Gigadrowse[/u][/b][/SIZE][/center]
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71There are few things more rude that you can do than unload a pile of these on a control deck. [card]Gigadrowse[/card] is a formidable card against control and creature-heavy decks for surviving early turns. It pairs up beautifully with [card]Exhaustion[/card] and can wreak a lot of havoc. Unfortunately it also limits your ability to play lands that do not produce [mana]u[/mana], so be careful when planning your list. Three copies is usually enough to do the job, but some opt to play the full four.
72[/box][box]
73[float=left][card=Boomerang][img]http://i15.photobucket.com/albums/a353/IamRik/Boomerang2small.jpeg[/img][/card][/float][center][SIZE=3][b][u]Boomerang[/u][/b][/SIZE][/center]
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75While it has declined in popularity, there are still many players who are unwilling to remove [card]Boomerang[/card] completely from this deck. The card serves a number of both control and tempo roles and significantly increases the number of lines of play available. It can be used for resource denial, [card=Snapcaster Mage]Snapcaster[/card]/[card=Vendilion Clique]Clique[/card] abuse, threat removal, stopping attackers, unexpected situational issues, and simply saving your own permanents. While there are other strong spells like [card]Echoing Truth[/card], [card]Into the Roil[/card], [card]Cyclonic Rift[/card], and [card]Vapor Snag[/card] that can be more powerful in some situations, none of these have [card=Boomerang]Boomerang's[/card] versatility. Those who play it usually use three to four copies.
76[/box][box]
77[float=left][card=Exhaustion|Urza's Saga][img]http://i15.photobucket.com/albums/a353/IamRik/ExhaustSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Exhaustion[/u][/b][/SIZE][/center]
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79One of the first cards added to the deck with an eye towards the early game, [card]Exhaustion[/card] has proven time and again to be a powerful means of buying time in the early game and as an effective extra three to four copies of [card]Time Warp[/card] later on. It also plays beautifully off of [card]Gigadrowse[/card] and [card]Snapcaster Mage[/card]. It's fantastic in the deck, but not always optimal, so make sure to use it only when it's most effective and not use it over key plays. Three or four copies of this will be enough to wear your opponent down.
80[/box]
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82By employing tempo strategies, this deck is often able to buy the time it needs to execute its endgame plan of overrunning the opponent. What if our opponent has similar designs, however? What if the opponent does not seek to win by means of early advantage and, like us, is also waiting for the late game to take over the game? What good is it to make it to point where victory is within reach only to watch the opponent grasp it instead?
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84While [b]The Tempo Package[/b] seeks to disrupt the opponent, [b]The Control Package[/b] exists to stop them. These cards lock out the opponent at crucial moments or secure plays that could otherwise be prevented.
85[box]
86[float=left][card=Remand|Ravnica][img]http://i15.photobucket.com/albums/a353/IamRik/RemandSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Remand[/u][/b][/SIZE][/center]
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88One of the single most popular cards for a long time in the [b]Modern[/b] format, [card]Remand[/card] can cost your opponent a turn and draw you a card. The most common argument against it is that you don't really counter the spell because your opponent gets it back in their hands. What those who make this argument fail to realize is that [card]Remand[/card] isn't intended for countering individual spells. It's designed to steal entire turns from your opponent and lock them out of the game for a turn [i]while also drawing you a card[/i]. Combined with other counterspells, it can be downright mean. As many as four and as few as one have found their way into players' lists.
89[/box][box]
90[float=left][card=Cryptic Command][img]http://i15.photobucket.com/albums/a353/IamRik/CCsmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Cryptic Command[/u][/b][/SIZE][/center]
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92Widely considered one of the strongest cards in Modern and one of the best blue cards to see print since [card]Force of Will[/card], [card]Cryptic Command[/card] is a powerhouse for this deck regardless of which modes are used. It opens the door for attack, counters threats, returns lands and difficult permanents to the opponent's hand, stops incoming attacks, allows repeated use of comes into play effects, and even draws a card if needed. Numbers tend to vary in lists from two to four and, while the prohibitive cost of the card is the main reason it doesn't see play in every list, few have difficulty finding value in the inclusion of [card]Cryptic Command[/card] in their decks.
93[/box]
94
95[indent][float=left][anchor=bandits][img]http://i15.photobucket.com/albums/a353/IamRik/snapcaster3SmallMirror.png[/img][/anchor][/float]
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97A number of creatures have come and gone over the course of the development of this deck, but there are two that have stuck around for the long haul. Why these two when so many others have gotten the axe? A number of reasons, actually. They both have [b]Flash[/b], so they can be held until absolutely needed and played then. They can also be played on the opponent's end step and attacked with right away. They also have strong synergies with other cards in the deck, making the entire thing more effective. Ultimately, both of these creatures enable you to steal plays from your opponents and survive until you are able to start your combo and win.
98[box]
99[float=left][card=Snapcaster Mage][img]http://i15.photobucket.com/albums/a353/IamRik/SMsmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Snapcaster Mage[/u][/b][/SIZE][/center]
100
101[b]Tiago Chan's[/b] Invitational Card, arguably the strongest blue card in [b]Modern[/b], is a beautiful addition to this deck. Despite not being in all lists, [card]Snapcaster Mage[/card] is a key card in [u]Time Attack[/u] and, despite the lower number of [b]Sorceries[/b] and [b]Instants[/b], shows up in others as well. Being able to recast [card]Time Warp[/card] and [card]Walk the Aeons[/card], along with a slew of counters and bounce spells out of the graveyard opens up many lines of play. Additionally, [card=Snapcaster Mage]Tiago[/card] hangs around afterwards to provide much-appreciated extra turn beats.
102[/box][box]
103[float=left][card=Vendilion Clique][img]http://i15.photobucket.com/albums/a353/IamRik/CliqueSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Vendilion Clique[/u][/b][/SIZE][/center]
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105Another of the most powerful blue cards in [b]Modern[/b], [card=Vendilion Clique]Clique[/card] combines a 3/1 [b]Flying[/b] creature with the rarest of things: [b]Instant[/b]-speed, targeted [mana]u[/mana] discard. You don't even have to force the discard; you can simply look at your opponent's hand and, if it lacks any threats, let them keep it. You can even target yourself with [card=Vendilion Clique]Clique's[/card] ability to bury a card you don't need in your hand in the hopes of drawing something better. The ridiculous versatility of this card's effect coupled with the obnoxious creature you get to keep after make it is an amazing lead-in to an extra turn-laden endgame. This has been a long-time staple of [u]Time Attack[/u] decks, but has recently crossed over into [u]Taking Turns[/u] lists, bolstering them as well and making it an unquestioned centerpiece of this deck. Two tends to be best, but even a single copy is potent.
106[/box]
107
108
109[card]Counterspell[/card] is one of the most feared and despised cards every printed in [b]Magic the Gathering[/b]. In the days when it was legal in Standard, people were conditioned to fear two untapped [card=Island]Islands[/card]. Often, just holding a card in your hand and leaving two [card=Island]Islands[/card] untapped could buy you turns you had no business getting. Some players really, [i]really[/i] hate this aspect of the game and, as a result, [card]Counterspell[/card] is no longer in print. Fortunately, a number of cards that carry on the spirit of the former [mana]u[/mana] staple card are [b]Modern[/b] legal and can be used effectively in this deck.
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111[box]
112[float=left][card=Spell Pierce][img]http://i15.photobucket.com/albums/a353/IamRik/pierceSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Spell Pierce[/u][/b][/SIZE][/center]
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114If our opponent knows we have [card]Spell Pierce[/card] in our deck, a single untapped [card]Island[/card] can begin to take on the same antagonistic properties that [card]Counterspell[/card] used to bring if two were untapped...unless they're planning to play a creature spell, or have an extra two untapped mana. Don't get me wrong; early game this card is a powerhouse and even in the endgame it can be a flexible trump card, but it can also sit, unplayable in your hand. Look carefully at your meta before deciding if you should play this. If it works for you, two or three copies should do the trick.
115[/box][box]
116[float=left][card=Swan Song][img]http://i15.photobucket.com/albums/a353/IamRik/songSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Swan Song[/u][/b][/SIZE][/center]
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118This card has a very long history with this deck, going all the way back to the decks played by [b]Farf[/b], himself. In the right situations it can be an absolute monster and you can even play it on your own spells to give yourself a creature to beat your opponent to death with while taking repeated extra turns. Despite being a hard counter, it can target even less spells than [card]Spell Pierce[/card], however, and giving your opponent a 2/2 [b]Flying[/b] creature is the last thing any [u]Taking Turns[/u] deck that relies on creature damage to win wants to do. Still, a number of strong arguments can be made for including two to three of these in your seventy-five.
119[/box][box]
120[float=left][card=Mana Leak|Magic 2012][img]http://i15.photobucket.com/albums/a353/IamRik/LeakSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Mana Leak[/u][/b][/SIZE][/center]
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122When the classic two drop counterspell from [b]Stronghold[/b] saw print again in [b]Magic 2012[/b], people went [i]nuts[/i]. and for good reason. [card]Mana Leak[/card] is an amazing card, on par with the original [card]Counterspell[/card], which [b]Wizards[/b] had deemed to powerful to ever see print again. In the early turns of the game, it [i]is[/i] a hard counter, while later on it can encourage your opponent to tap out and open the door for you to steal a win. It's a powerful card and a strong contender for inclusion in your seventy-five, be it two, three, or four copies.
123[/box]
124
125[indent][float=left][anchor=creatures][img]http://i15.photobucket.com/albums/a353/IamRik/judgesFamiliarMirrorSmaller_1.png[/img][/anchor][/float]
126
127[center][SIZE=4][b]~ Crafty Creatures ~[/b][/SIZE][/center]
128
129Creatures are great. They block attacks. They deal damage. They're the backbone of the game.
130
131Crafty creatures with cunning capabilities are even better. They can do all that blocking and attacking stuff, but they can also help us disrupt our opponents and get them on-tilt, thereby securing a win. There are no shortage of creatures in blue with these kinds of effects, but these are the ones that tend to see a lot of play in most versions of this deck. You may wish to include some or all of these in your deck, depending on your meta, your playstyle, and your budget.
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133[box]
134[float=left][card=Judge's Familiar][img]http://i15.photobucket.com/albums/a353/IamRik/familiarSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Judge's Familiar[/u][/b][/SIZE][/center]
135
136A long-time staple of [u]Death & Taxes[/u] decks, [card]Judge's Familiar[/card] has started showing up recently in Taking Turns decks as well. It's easy to understand why. For a single mana, you get a counterspell, a deterrent, and a 1/1 flyer. What's not to like about that? Not every deck has open slots for the little guy, however, so he isn't quite as widely-used as [card]Snapcaster Mage[/card] and [card]Spellskite[/card]...yet.
137[/box][box]
138[float=left][card=Spire Golem][img]http://i15.photobucket.com/albums/a353/IamRik/spireGolemSmall.jpg[/img][/card][/float][center][SIZE=3][b][u]Spire Golem[/u][/b][/SIZE][/center]
139
140While I'm not sure that [card]Spire Golem[/card] qualifies as a "Crafty Creature", it can be aggravating in a deck that runs almost entirely on [card=Island]Islands[/card]. This has become a popular go-to in both the toolbox aggro and combo versions of the deck and can provide an unexpected and effective source of flying damage over repeated turns. If you decide to play it, two or three can do the job.
141[/box]
142
143[indent][float=left][anchor=ninjafae][img]http://i15.photobucket.com/albums/a353/IamRik/ninjadeephoursSmaller.png[/img][/anchor][/float]
144
145
146[box]
147[float=left][card=Spreading Seas][img]http://i15.photobucket.com/albums/a353/IamRik/seasSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Spreading Seas[/u][/b][/SIZE][/center]
148
149While for most lists this card is a sideboard inclusion at best, here it is crucial to assuring that all of the creatures with [b]Islandwalk[/b] are able to reach their target. It gives you a way to slow down complex multi-color manabases and gives you a card to keep your hand full in the process. There is no question that this is a four of maindeck card in [b]Merfolk[/b] lists.
150[/box]
151
152[card]Dictate of Kruphix[/card], [card]Howling Mine[/card], and [card]Serum Visions[/card] are all powerful draw engines, but sometimes it takes more than that to get to the cards you need on time. The choice of cantrips or additional draw engines and how many to use varies from deck to deck. While [b]Modern[/b] isn't a format known for strong cantrips, there are a few cards that have, at one time or another, found their way into this deck.
153
154[box]
155[float=left][card=Telling Time][img]http://i15.photobucket.com/albums/a353/IamRik/tellingSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Telling Time[/u][/b][/SIZE][/center]
156
157The go-to [b]Instant[/b]-speed cantrip until [card]Dig Through Time[/card] came along and blew it out of the water, [card]Telling Time[/card] is still a solid pseudo-[b]Scry[/b] draw spell that is one of the most effective choices in a deck that likes to leave its mana open when it can. Since you get to immediately draw one of the three cards and you get to choose one to draw next turn, it is often more powerful than [card]Serum Visions[/card]. Unfortunately, because you [i]must[/i] draw one of the three cards, [i]must[/i] draw one the following turn, and [i]must[/i] put one on the bottom of your library; it can sometimes leave you in a distasteful position.
158[/box][box]
159[float=left][card=Font of Mythos][img]http://i15.photobucket.com/albums/a353/IamRik/fontSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Font of Mythos[/u][/b][/SIZE][/center]
160
161The bigger [card]Howling Mine[/card] for those that really want to ensure they get their cards, mill their opponents, or stick it to [u]8Rack[/u]...hard. Very few lists play this card and those that do run a single copy or, rarer still, two. Usually one or both are in the sideboard for specific matches. While not commonly played, it may be worth taking a look at, if you're interested in it. All the warnings regarding [card]Howling Mine[/card] apply here twice over.
162[/box]
163
164[indent][float=left][anchor=walks][img]http://i15.photobucket.com/albums/a353/IamRik/stopSmall.png[/img][/anchor][/float]
165
166[center][SIZE=4][b]~ Additional Time Walks ~[/b][/SIZE][/center]
167
168What's better than one [card]Time Warp[/card]? Four [card=Time Warp]Time Warps[/card]!
169What's better than four [card=Time Warp]Time Warps[/card]? Eight [card=Time Warp]Time Warps[/card]!
170What's better than eight [card=Time Warp]Time Warps[/card]? Twelve [card=Time Warp]Time Warps[/card]!
171
172...get the idea?
173
174While most current versions of the deck lock into a six to eleven card [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#engine]Time Walk engine[/url], older versions of the deck and even some current lists include extra [card=Time Walk]Time Walks[/card] to ensure that they're drawn when they're needed. While most have fallen out of favor, some of these are still played from time to time.
175
176[box]
177[float=left][card=Savor the Moment][img]http://i15.photobucket.com/albums/a353/IamRik/SavorSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Savor the Moment[/u][/b][/SIZE][/center]
178
179As one might imagine, this card has come up frequently in discussions about this deck. What's not to love? It gives you an extra turn, it gives you an extra card, and it does all this for only [mana]3[/mana] mana! Read the card again. The drawback of not getting an untap step makes this card functionally useless for all but only the fewest of decks. It isn't well-costed as a draw spell or a "play an extra land" spell and, with the loss of the untap step, that's all it is for most decks. You should only include this in your list if it plays precisely into your overall strategy.
180[/box][box]
181[float=left][card=Time Stop][img]http://i15.photobucket.com/albums/a353/IamRik/StopSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Time Stop[/u][/b][/SIZE][/center]
182
183[card]Time Stop[/card] really does seem to be the ultimate control-player's Time Warp. You get to stop your opponent's spell/combo/action and end their turn, thereby starting your own. You can use it on their upkeep to skip straight to your turn. It allows you to counter uncounterable spells like [card]Slaughter Games[/card] and even prevent your opponent from getting extra cards from your [card=Howling Mine]Mines[/card] and [card=Dictate of Kruphix]Dictates[/card]. The problem is that, no matter what you do with this card, your opponent still gets to untap. This means you're enabling your opponent to disrupt you. While there are lists where this card [i]can[/i] fit, like so many of the other cards in this section, careful consideration must be applied before including it or this card could end up becoming the instrument of your defeat.
184[/box][box]
185[float=left][card=Temporal Mastery][img]http://i15.photobucket.com/albums/a353/IamRik/MasterySmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Temporal Mastery[/u][/b][/SIZE][/center]
186
187Possibly the most speculated and hyped card with the [b]Miracle[/b] mechanic prior to the release of Dark Ascension, [card]Temporal Mastery[/card] served as [card=Time Warp]Time Warps[/card] 9-12 in [b]Farf's[/b] original [u]Time Walk[/u] deck. While it has since fallen out of favor with most players, this is usually the first card people look at when they consider adding additional [card=Time Warp]Time Warps[/card] to the deck. For those planning to play [card]Snapcaster Mage[/card], however, it should be taken into consideration that this card exiles itself after being cast and cannot be given [b]Flashback[/b] by him, nor can it be shuffled back into your library by [card]Elixir of Immortality[/card].
188[/box][box]
189[float=left][card=Beacon of Tomorrows][img]http://i15.photobucket.com/albums/a353/IamRik/BeaconSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Beacon of Tomorrows[/u][/b][/SIZE][/center]
190
191For the combo versions of the deck that chain indefinitely while milling with [card=Jace Beleren]Jace[/card], this card looks like a dream come true. A [card]Time Warp[/card] that completely avoids graveyard removal [i]and[/i] shuffles itself back into the library. Sounds like a perfect fit! Besides, if [card]Walk the Aeons[/card] having a converted mana cost of [mana]6[/mana] and the casting cost of [mana]7[/mana] that Temporal Master carries isn't a big deal, how difficult could it be to brew up another mana for the [mana]8[/mana]-costed Beacon of Tomorrows? Insanely difficult, as it turns out. This card should only be in consideration if your deck has the ability to generate insane amounts of mana.
192[/box][box]
193[float=left][card=Time Stretch][img]http://i15.photobucket.com/albums/a353/IamRik/StretchSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Time Stretch[/u][/b][/SIZE][/center]
194
195This card only saw play in the original [u]Time Walk[/u] list, back in the days of [card]Extraplanar Lens[/card] and [card=Emrakul, the Aeons Torn]Emrakul[/card]. In that list, where mana was overly abundant, it was relatively easy to reach the high casting cost of this card. Since then, however, its high casting cost has proven to great a barrier to include it in most lists.
196[/box][box]
197[float=left][card=Temporal Trespass][img]http://i15.photobucket.com/albums/a353/IamRik/trespassSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Temporal Trespass[/u][/b][/SIZE][/center]
198
199Prior to the release of [b]Fate Reforged[/b], players of this deck wondered if the time travel themed set would bring a new [card]Time Warp[/card] with the powerful [b]Delve[/b] mechanic. Hopes were both confirmed and dashed at the same time when this card was spoiled. While, hypothetically speaking, this can be played for as little as three mana; you would need to have eight cards in your graveyard that you don't care about exiling from the game in order to do so. You need to exile six cards in order for it to be cast at the same casting cost as [u]Time Warp[/u] and five cards for it to have the same casting cost as [card]Walk the Aeons[/card] the card that players were hoping a card like this would replace. On top of that it exiles itself on casting, so it's not good for any of the card reusing strategies different versions of this deck employ. While some people swear by a single copy, most consider this to be a card with a great name, great art, and zero practicality.
200[/box]
201
202[indent][float=left][anchor=bounce][img]http://i15.photobucket.com/albums/a353/IamRik/roilSmall.png[/img][/anchor][/float]
203
204[center][SIZE=4][b]~ Bounce Spells ~[/b][/SIZE][/center]
205
206Oh [card]Boomerang[/card]...
207
208It does so many amazing things, and is really the only means [mana]u[/mana] has of dealing with all permanents that are already in play. It can be a bit limited, however. It only does one thing, and only effects one target. You should start with [card]Boomerang[/card], but if you need a little more from your bounce spell, or maybe just a few extra ones, there are a number of other cards worth considering.
209
210[box]
211[float=left][card=Vapor Snag|New Phyrexia][img]http://i15.photobucket.com/albums/a353/IamRik/SnagSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Vapor Snag[/u][/b][/SIZE][/center]
212
213In a meta saturated with creature-driven aggro decks, [card]Vapor Snag[/card] allows almost all of the same tricks that [card]Boomerang[/card] allows us with our own creatures, while disrupting and damaging our opponent at the same time. While a single point of damage may not seem like much, chipping away at your opponent's life total can have a big impact in the long run. Unfortunately, this is also true of chipping away at your own life total, and you should be careful about overly relying on this card to bounce your own creatures. It's also has a narrow field of potential targets compared to some alternatives.
214[/box][box]
215[float=left][card=Cyclonic Rift][img]http://i15.photobucket.com/albums/a353/IamRik/RiftSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Cyclonic Rift[/u][/b][/SIZE][/center]
216
217A single target [card]Echoing Truth[/card] isn't particularly great, but when you can play it late game as a one-sided [card]Evacuation[/card], the value of this card becomes apparent. [u][mana]u[/mana] Tron[/u] lists have been riding this card to victory for a long time now. If it's great for them, it'll be great for us too, right? Not necessarily. [u][mana]u[/mana] Tron[/u] has a ridiculous amount of mana to play with, whereas we do not. At best, this card's [b]Overload[/b] ability is win-more for us. At worst, it's unusable. That doesn't keep it from being worth considering however, just keep that fact in mind.
218[/box][box]
219[float=left][card=Echoing Truth][img]http://i15.photobucket.com/albums/a353/IamRik/TruthSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Echoing Truth[/u][/b][/SIZE][/center]
220
221Possibly the single strongest alternative to [card]Boomerang[/card]. It completely shuts down token-generating combos. It can put redundant copies of creatures and other permanents back in their owner's hands. It even splashes better than [card]Boomerang[/card]. So what's the catch? It can't target lands. That can be the difference between a win and a loss against decks like [u][mana]g r[/mana] Tron[/u] that run entirely on their mana base. Regardless, [card]Echoing Truth[/card] is still a very worthy contender for slots in your seventy-five and the first card I'd consider if looking for additional bounce spells beyond the first four [card=Boomerang]Boomerangs[/card].
222[/box][box]
223[float=left][card=Eye of Nowhere][img]http://i15.photobucket.com/albums/a353/IamRik/eyeSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Eye of Nowhere[/u][/b][/SIZE][/center]
224
225So right now you're thinking, "We get it already! You're telling us to use [card]Boomerang[/card], yeesh!" So if [card]Boomerang[/card] is so good, [card]Eye of Nowhere[/card] would be the recommended card for copies five through eight, right? Same casting, same effects...same card, right? Wrong. [card]Boomerang[/card] is an [b]Instant[/b]. [card]Eye of Nowhere[/card] is a [b]Sorcery[/b]. That difference alone makes them completely different cards. [card]Eye of Nowhere[/card] locks down your mana on your turn. Avoid this card unless you absolutely [i]need[/i] resource denial cards and then only after you already have the full four [card=Boomerang]Boomerangs[/card]. Even then, you're probably better off running [card]Spreading Seas[/card], just for the card draw.
226[/box][box]
227[float=left][card=Into the Roil][img]http://i15.photobucket.com/albums/a353/IamRik/RoilSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Into the Roil[/u][/b][/SIZE][/center]
228
229One of the single most popular bounce spells to hit the game for a long time, it's inevitable that this card will be brought up in any discussion of bounce spells. While the extra card is nice, it only happens if you spend [mana]4[/mana] mana to cast this spell. If you have that much mana, you want to cast [card]Cryptic Command[/card], not this. Without its [b]Kicker[/b] cost paid, it's essentially a watered-down [card]Echoing Truth[/card]. I would consider that card long before considering this one, but if you're desperate for more card draw, and need to change up your bounces or add more, this is one possibility.
230[/box][box]
231[float=left][card=Snapback][img]http://i15.photobucket.com/albums/a353/IamRik/snapbackSmall.jpg[/img][/card][/float][center][SIZE=3][b][u]Snapback[/u][/b][/SIZE][/center]
232
233[card]Force of Will[/card] tipped the game on its head when it introduced the idea of traditional blue cards that could be played when all lands were tapped. The card was instant success and remains a defining card of legacy formats. This concept has been revisited many times, with varying degrees of success. This card seeks to combine the manaless casting and permanent bounce mechanics while still remaining competitively costed. In theory, it's an interesting idea, but in practice it lacks the punch of cards like [card]Echoing Truth[/card] and [card]Boomerang[/card]. Still, in a deck that's seldom short on cards, the synergy of [card=Howling Mine]Mine[/card] effects and discarding/exiling cards in hand could be worth exploring.
234[/box]
235
236[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#cards][box][FONT=Arial Black][b][SIZE=3]~ Return to the Beginning of This Section ~[/SIZE][/b][/FONT][/box][/url][/center][/indent][indent][float=left][anchor=wincons][img]http://i15.photobucket.com/albums/a353/IamRik/jace-memory-adept-small-1.png[/img][/anchor][/float]
237
238[/quote]
239
240[float=center][anchor=DeckConstruction][img]http://i894.photobucket.com/albums/ac144/epsilonson/3-A-DisruptionBanner_zpsjz3fs7uf.png[/img][/anchor][/float]
241[quote][float=left][img]http://i894.photobucket.com/albums/ac144/epsilonson/2-ExtraplanarlensLeft_zpsmb5unlaz.png[/img][/float][float=right][img]http://i894.photobucket.com/albums/ac144/epsilonson/2-ExtraplanarlensRight_zpsuy4nxyd4.png[/img][/float][hr]black[/hr][center]When constructing your Time Walks deck there are four main roles you want your cards to fill. [b]Consistency[/b], [b]Combo Pieces[/b], [b]Win-Conditions[/b], and [b]Disruption[/b]. By ensuring your deck has a proper mix of these vital components you can have a powerful and consistent Time Walk combo deck.[/center]
242
243[float=center][img]http://i894.photobucket.com/albums/ac144/epsilonson/Divider2_zpsyfse06l2.png[/img][/float]
244
245[center]It is worth noting that since this deck has a relatively small community that actively plays it there is no real consensus on what type of build or color splash is the "best". As a result there is plenty of room to experiment and see what works for you. However, for the purposes of this primer I will be putting an emphasis on the cards that are able to fulfill more than one roll in the deck (Such as [c]Part the Waterveil[/c] being both a win-Condition and a combo piece) as those are usually some of our best options for inclusion.
246
247Below and in the following sections I will give an explanation on the advantages and disadvantages of different card choices and some example decks that chose to splash one or more colors. [/center]
248
249
250[box][float=left][card=Temple Bell][img]http://i15.photobucket.com/albums/a353/IamRik/templeBellSmall.jpeg[/img][/card][/float]
251[center][SIZE=3][b][u]Temple Bell[/u][/b][/SIZE][/center]
252
253At first glance, this card may look unimpressive, but it is not to be underestimated. It increase the number of cards drawn each turn and, coupled with [card=Laboratory Maniac]the Maniac[/card], it can virtually guarantee wins. While it doesn't work as well in damage-driven decks, it's hard to argue with a single copy, and occasionally more, as a means of securing the success of the combo deck.
254[/box][box]
255[float=left][card=Kami of the Crescent Moon][img]http://i15.photobucket.com/albums/a353/IamRik/kamiSmall.jpg[/img][/card][/float][center][SIZE=3][b][u]Kami of the Crescent Moon[/u][/b][/SIZE][/center]
256
257[card=Kami of the Crescent Moon]Kami[/card] has a long history with this deck and has been played off an on by a number of players both as an extra [card=Howling Mine]Mine[/card] effect and a way to bring damage across the table or block incoming attackers. The decks that have seen competitive success have never played this card, though. Why is that? As a creature, it is ineffective, and as a [card=Howling Mine]Mine[/card] it's easily removed. Still, some people love the little guy. If you play him, you only need one.
258[/box]
259[/quote]
260
261[float=center][anchor=DeckConstruction][img]http://i894.photobucket.com/albums/ac144/epsilonson/3-A-DisruptionBanner_zpsjz3fs7uf.png[/img][/anchor][/float]
262[quote][float=left][img]http://i894.photobucket.com/albums/ac144/epsilonson/2-ExtraplanarlensLeft_zpsmb5unlaz.png[/img][/float][float=right][img]http://i894.photobucket.com/albums/ac144/epsilonson/2-ExtraplanarlensRight_zpsuy4nxyd4.png[/img][/float][hr]black[/hr][center]When constructing your Time Walks deck there are four main roles you want your cards to fill. [b]Consistency[/b], [b]Combo Pieces[/b], [b]Win-Conditions[/b], and [b]Disruption[/b]. By ensuring your deck has a proper mix of these vital components you can have a powerful and consistent Time Walk combo deck.[/center]
263
264[float=center][img]http://i894.photobucket.com/albums/ac144/epsilonson/Divider2_zpsyfse06l2.png[/img][/float]
265
266[center]Sometimes, it's possible to love everything about a deck [i]except[/i] for the way it finishes the game. For those who love [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#engine]the Time Walk engine[/url], [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#packages]the time-buying strategy[/url], and everything about how this deck plays out; but just can't get behind the way the deck finishes matches, here are some other ways to claim victory over your opponent. These win conditions or wincons, as they are commonly known, are other ways to wrap the game up that have been used in the past but are not currently in favor. Perhaps they will provide you with a preferable path to victory?
267
268
269Below and in the following sections I will give an explanation on the advantages and disadvantages of different card choices and some example decks that chose to splash one or more colors. [/center]
270
271[box]
272[float=left][card=Laboratory Maniac][img]http://i15.photobucket.com/albums/a353/IamRik/ManiacSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Laboratory Maniac[/u][/b][/SIZE][/center]
273
274Another holdover from the early days of this deck, [card=Laboratory Maniac]the Maniac[/card] remains in the deck as a means for mill players to secure wins against decks that run cards like [card=Emrakul, the Aeons Torn]Emrakul[/card] that disrupt the whole mill strategy. Depending on meta, decklist, and playstyle, he can appear in either maindeck or sideboard. Either way, only one is necessary.
275[/box][box]
276[float=left][card=Elixir of Immortality][img]http://i15.photobucket.com/albums/a353/IamRik/ElixirSmall.jpeg[/img][/card][/float]
277[center][SIZE=3][b][u]Elixir of Immortality[/u][/b][/SIZE][/center]
278
279Having a plethora of [card=Time Warp]Time Warps[/card] provides a great deal of inevitability when one is seeking to chain extra turns together, but as more and more of them end up in the graveyard, how can you assure that you'll be able to draw enough? Well, one answer is to load them back into your library. [card=Elixir of Immortality]Elixir[/card] not only does that, it also bumps up your life total by five. In an environment overrun with [u]Burn[/u], being able to raise your life total repeatedly can be the difference between surviving your opponent and being overrun.
280[/box]
281[quote][float=left][box][spoiler=Left]
282[box]
283[float=left][card=Thassa, God of the Sea][img]http://i15.photobucket.com/albums/a353/IamRik/ThassaSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Thassa, God of the Sea[/u][/b][/SIZE][/center]
284
285For those times when [card=Jace Beleren]Jace[/card] just can't get there on his own, an alternate means of securing a win is necessary. Currently, [card=Thassa, God of the Sea]Thassa[/card] is the backup wincon of choice, as she can filter draws while waiting for enough [card]Devotion[/card] to become a four-turn clock. If you're also running cards like [card]Vendilion Clique[/card], and have mana to burn, she can also support your other attackers. Only one is needed.
286[/box][box]
287[float=left][card=Master of Waves][img]http://i15.photobucket.com/albums/a353/IamRik/masterSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Master of Waves[/u][/b][/SIZE][/center]
288
289While not the most popular win condition this deck has ever seen, [card=Master of Waves]the Master[/card] is a strong consideration in a deck full of permanents with [mana]u[/mana] in the cost, such as [card]Dictate of Kruphix[/card], [card]Snapcaster Mage[/card], [card]Vendilion Clique[/card], [card]Spellstutter Sprite[/card], [card]Ninja of the Deep Hours[/card], and [card]Master of Waves[/card], himself. When you're making repeated attacks, those 2/1 tokens really add up!
290[/box]
291[/spoiler][/box]
292
293[/float]
294[float=center][box][spoiler=Additional Win Conditions]
295[box]
296[float=left][card=Jace, Memory Adept][img]http://i15.photobucket.com/albums/a353/IamRik/jmaSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Jace, Memory Adept[/u][/b][/SIZE][/center]
297
298In many ways a more efficient milling machine than [card=Jace Beleren]the original Jace[/card], [card]Jace, Memory Adept[/card] has enjoyed play in some combo lists as a back up in case the original deck is removed by cards like [card]Slaughter Games[/card] and [card]Extirpate[/card]. It's a very powerful choice and guarantees a win after only six consecutive turns, which is easily achievable with the combo list. If Thassa doesn't appeal to you, [card=Jace, Memory Adept]JMA[/card] is a solid alternative.
299[/box][box]
300[float=left][card=Emrakul, the Aeons Torn][img]http://i15.photobucket.com/albums/a353/IamRik/emrakulCardSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Emrakul, the Aeons Torn[/u][/b][/SIZE][/center]
301
302Both a [card]Time Walk[/card] and a fearsome monstrosity once he hits the board, [card=Emrakul, the Aeons Torn]Emrakul[/card] was the original wincon of this deck. After chaining a series of [card=Time Warp]Time Warps[/card] and putting down a few [card=Extraplanar Lens]Lenses[/card], the biggest and baddest of the Eldrazi made for an inevitable path to victory. Since [card=Extraplanar Lens]Lens[/card] stopped being played in the deck, the big monster has gone with it, but it still remains as a very satisfying final blow for those looking for alternate routes to go with the deck and a second way to reload the graveyard into the library with cards like [card]Dakra Mystic[/card].
303[/box][box]
304[float=left][card=Jace Beleren][img]http://i15.photobucket.com/albums/a353/IamRik/JaceSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Jace Beleren[/u][/b][/SIZE][/center]
305
306It's been a long time since [card=Jace Beleren]baby Jace[/card] was revealed in the build up to Lorwyn. Despite being later overshadowed by the absurdity that was [card]Jace, the Mind Sculptor[/card], it remains a staple in a number of competitive decks in [b]Modern[/b] today. [card=Jace Beleren]Jace[/card] has been a part of this deck since the beginning, and is still a preferred finisher for some combo versions of this deck. This is the most widely-used [b]Planeswalker[/b] in [u]Taking Turns[/u] decks.
307[/box][/spoiler][/box][/float]
308[float=right][box][spoiler=Right]
309[box]
310[float=left][card=Jace, Architect of Thought|Return to Ravnica][img]http://i15.photobucket.com/albums/a353/IamRik/JaceAOTsmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Jace, Architect of Thought[/u][/b][/SIZE][/center]
311
312This may not be an obvious inclusion over the original [card=Jace Beleren]Jace[/card], but it serves an interesting double role. His -2 ability allows you to dig three cards deep for the card you need. His real strength comes from his +1 ability that keeps aggro at bay. He can often eat or prevent a lot of damage, giving you the time you need to get your plans in place. If you're able to get him to 8 [b]Loyalty[/b], he can even fetch [i]and[/i] cast your first [card]Time Warp[/card] while stealing one of the best cards out of your opponent's deck. One or two should do the job.
313[/box][box]
314[float=left][card=Narset Transcendent][img]http://i15.photobucket.com/albums/a353/IamRik/NarsetSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Narset Transcendent[/u][/b][/SIZE][/center]
315
316When [b]Dragons of Tarkir[/b] came out, there was a lot of hype around this card. Pre-order prices were very high, and there was a lot of doubt that it would live up to the hype. Sadly for those who shelled out for it it really hasn't but, in this deck at least, [i][card=Narset Transcendent]Narset[/card] is quite potent![/i] Where monoblue versions of this deck run seven or more [card=Howling Mine]Mine[/card] effects, this card allows the deck to only run two copies of [card=Narset Transcendent]Narset[/card]. It also means all copies of [card]Walk the Aeons[/card] can be cut as well. This takes a fourteen card combo engine and cuts it down to six cards. The beauty of [card=Narset Transcendent]Narset[/card] doesn't stop there. It powers up any [b]Instant[/b] or [b]Sorcery[/b], producing piles of tokens, locking down permanents two turns in a row, or drawing fistfuls of cards. [card=Narset Transcendent]Narset[/card] makes great things happen.
317[/box][box]
318[float=left][card=Geist of Saint Traft|Innistrad][img]http://i15.photobucket.com/albums/a353/IamRik/GoSTsmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Geist of Saint Traft[/u][/b][/SIZE][/center]
319
320As long as [b]Modern[/b] has been a format, the powerhouse that is [card]Geist of Saint Traft[/card] has made regular appearances in any deck splashing both [mana]w[/mana] and [mana]u[/mana], but he shines even more here than usual. This is a deck built around tapping down the opponents creatures and clearing the board to open lines of attack, and the Saint absolutely shines when repeatedly given an open board. Also, as two of six creatures in the deck are this [b]Hexproof[/b] powerhouse, creature removal is mostly ineffective against this deck.
321[/box][/spoiler][/box][/float][/quote]
322[/quote]
323
324[SIZE=3][i]"Minamo is there as a safety. Sure, I don't use it every game, but there are situations where I have to draw another card no matter what."[/i][/SIZE]
325[SIZE=1]~ [url=http://www.mtgsalvation.com/members/140302-rogueos]RogueOS[/url], former long-time contributor who is sorely missed ~[/SIZE][/center]
326[indent]With such a unique endgame, and so many midgame options, is it any wonder that even slight tweaks to the manabase can have a huge impact on the way this deck plays?
327
328Synergy is very important for every version of this deck, so even land drops are an important part of its overall strategy. Whether you choose to play aggressively, defensively, or somewhere in-between, your land choices can be crucial to your success.
329
330[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#basics][box][FONT=Arial Black][b][SIZE=3]~ Is Land ~[/SIZE][/b][/FONT][/box][/url] [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#nonbasics][box][FONT=Arial Black][b][SIZE=3]~ Non-Island Islands ~[/SIZE][/b][/FONT][/box][/url] [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#utililands][box][FONT=Arial Black][b][SIZE=3]~ Utility Lands ~[/SIZE][/b][/FONT][/box][/url] [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#manlands][box][FONT=Arial Black][b][SIZE=3]~ Man Lands ~[/SIZE][/b][/FONT][/box][/url][/center]
331
332[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#toc][box][FONT=Arial Black][b][SIZE=3]~ Return to Table of Contents ~[/SIZE][/b][/FONT][/box][/url][/center][/indent][indent][float=right][anchor=basics][img]http://i15.photobucket.com/albums/a353/IamRik/snowCoveredIslandSmaller.png[/img][/anchor][/float]
333
334[center][SIZE=4][b]~ Is Land ~[/b][/SIZE][/center]
335
336Even basic land choices matter in this deck. If you're even considering employing [card]Extraplanar Lens[/card] or possibly toying with cards like [card]Mouth of Ronom[/card] or [card]Scrying Sheets[/card], then making the investment in a playset of Snow-Covered Islands may be a wise decision. Even if you're not, there something to be said for the style points of throwing down those [b]Cold Snap[/b] and [b]Ice Age[/b] lands.
337
338[box]
339[float=left][card=Island|Khans of Tarkir][img]http://i15.photobucket.com/albums/a353/IamRik/islandSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Island[/u][/b][/SIZE][/center]
340
341It comes into play untapped. It gives you [mana]u[/mana]. It dodges most of the land removal played in the format. This is foundation of any blue deck, and this deck's ability to run almost entirely on these is one of its greatest strengths. This is the less expensive and less potentially exploitable choice for your basic land, but it lacks the potential exploitability and cool factor of the alternative.[/box][box]
342[float=left][card=Snow-Covered Island][img]http://i15.photobucket.com/albums/a353/IamRik/snislandSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Snow-Covered Island[/u][/b][/SIZE][/center]
343
344There really isn't anything more I can say about playing these that I didn't already address above. It does make a nice homage to the deck's history and, seriously, who plays snow-covered landwalk creatures in [b]Modern[/b]? You're going to get all of the same benefit playing these that you will playing basic islands. The only real negative against them is the price tag. Twenty-four of these will cost a lot more than twenty-four [card=Island]Islands[/card].[/box]
345
346[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#lands][box][FONT=Arial Black][b][SIZE=3]~ Return to the Beginning of This Section ~[/SIZE][/b][/FONT][/box][/url][/center][/indent][indent][float=right][anchor=nonbasics][img]http://i15.photobucket.com/albums/a353/IamRik/minamoSmall.png[/img][/anchor][/float]
347
348
349[box]
350[float=left][card=Minamo, School at Water's Edge][img]http://i15.photobucket.com/albums/a353/IamRik/MinamoSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Minamo, School at Water's Edge[/u][/b][/SIZE][/center]
351
352The primary reason to play [card=Minamo, School at Water's Edge]Minamo[/card] is to dodge [card]Island[/card] hate. There is a secondary bonus, however. In combination with [card=Mikokoro, Center of the Sea]Mikokoro[/card], you can get a double card draw and alongside [card]Vendilion Clique[/card] you can get a sort of feeble [b]Vigilance[/b]. Don't kid yourself though; you're playing this because you're afraid of [card]Choke[/card].[/box][box]
353[float=left][card=Oboro, Palace in the Clouds][img]http://i15.photobucket.com/albums/a353/IamRik/OboroSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Oboro, Palace in the Clouds[/u][/b][/SIZE][/center]
354
355This is the more obviously useful of the two cards. Including [card=Oboro, Palace in the Clouds]Oboro[/card] allows cards that produce colorless mana, such as [card]Mutavault[/card] and [card]Tectonic Edge[/card] to be used to produce [mana]u[/mana]...in a roundabout sort of way. Like [card=Minamo, School at Water's Edge]Minamo[/card], however, you're primarily playing this to dodge [card]Island[/card] hate.[/box]
356
357
358What if we don't want our lands to just be about producing [mana]u[/mana]? What else can we get our mana base to do for us? If we include a few of these lands in our seventy-five, we can squeeze a little more muscle out of our deck and, hopefully, improve the consistency and potency of the deck!
359
360[box]
361[float=left][card=Boseiju, Who Shelters All|Champions of Kamigawa][img]http://i15.photobucket.com/albums/a353/IamRik/boseijuSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Boseiju, Who Shelters All[/u][/b][/SIZE][/center]
362
363This really doesn't see play in this deck, but could be used as a means of ensuring that any [card=Time Warp]Time Warps[/card] played stick. Two life is no small price to pay for a deck that often squeaks out its victories on just a few life when facing fast, aggressive decks. No more than one should be necessary.[/box][box]
364[float=left][card=Ghost Quarter][img]http://i15.photobucket.com/albums/a353/IamRik/quarterSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Ghost Quarter[/u][/b][/SIZE][/center]
365
366The land that wipes out other lands at the cost of giving your opponent basic lands. It can also be used as a sort of mediocre filter card. While it's not very strong against monocolored decks, against decks that run three or more colors this thing can practically become a [card]Strip Mine[/card]. If you play it, you're going to want to see multiples, so three or four is a good call.[/box][box]
367[float=left][card=Halimar Depths][img]http://i15.photobucket.com/albums/a353/IamRik/HalimarSmall-1.jpeg[/img][/card][/float][center][SIZE=3][b][u]Halimar Depths[/u][/b][/SIZE][/center]
368
369Ah the [card]Sage Owl[/card] land...on the plus side it taps for [mana]u[/mana] and gives you a very desirable effect at no mana cost. On the other hand, it comes into play tapped, which can be lethal under the wrong circumstances. Still, if you need the effect, you're going to want to play three or four to get it.[/box][box]
370[float=left][card=Mikokoro, Center of the Sea][img]http://i15.photobucket.com/albums/a353/IamRik/MikoSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Mikokoro, Center of the Sea[/u][/b][/SIZE][/center]
371
372This land gives the same effect as [card=Jace Beleren]Jace's[/card] +1. Having a [card]Temple Bell[/card] that you don't have to cast and dodges most removal is nice, but don't forget that it costs [mana]2[/mana] mana to activate, meaning you will need three untapped lands, including this one. It does have an abusable synergy with [card=Minamo, School at Water's Edge]Minamo[/card], but that requires [mana]6[/mana] mana, meaning seven lands once you include this one. Still, it's a heck of a lot of card draw if you just don't have what you need. This is the only [b]Kamigawa[/b] land you should even consider running more than one of, and that's two at most. Even then, one is still probably the best number to use.[/box][box]
373[float=left][card=Mouth of Ronom][img]http://i15.photobucket.com/albums/a353/IamRik/mouthSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Mouth of Ronom[/u][/b][/SIZE][/center]
374
375For those who choose to opt for [card=Snow-Covered Island]Snow-Covered Islands[/card] over basic [card=Islands]Islands[/card], there is the option of utilizing that snow mana with cards that use it for more than just paying [mana]u[/mana] costs. [card]Mouth of Ronom[/card] is one such card, giving monoblue decks a means of dealing four colorless damage to an opponent's creature. Two of these could provide that extra bit of time and disruption combo lists need to lock their opponent's out of the game.[/box][box]
376[float=left][card=Scrying Sheets][img]http://i15.photobucket.com/albums/a353/IamRik/sheetsSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Scrying Sheets[/u][/b][/SIZE][/center]
377
378One of the things this deck desperately needs is to get as much card draw as possible. [card]Scrying Sheets[/card] can potentially draw piles of basic land off the top of the deck. That side, it costs [mana]2[/mana] mana to do so, which is the same cost as [card=Mikokoro, Center of the Sea]Mikokoro[/card]; a card guaranteed to draw a card no matter what is on top of the deck. Still, for those desperate for as much card draw as they can get, or who are using cards like [card]Serum Visions[/card] and [card]Telling Time[/card] to set the top of their deck, this is one way to burn through your deck even more quickly. One or Two should be sufficient if you opt to go this route.[/box][box]
379[float=left][card=Tectonic Edge][img]http://i15.photobucket.com/albums/a353/IamRik/edgeSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Tectonic Edge[/u][/b][/SIZE][/center]
380
381At first glance, this looks like [card]Ghost Quarter[/card] without the drawback, but it requires another land to use and your opponent needs to have at least four lands to trigger it, so it won't stop your opponent's [u]Tron[/u] deck's perfect draw from unleashing a pile of misery on you. What this should be seen is, is a man land killer, a role at which it is phenomenal.[/box]
382
383[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#lands][box][FONT=Arial Black][b][SIZE=3]~ Return to the Beginning of This Section ~[/SIZE][/b][/FONT][/box][/url][/center][/indent][indent][float=right][anchor=manlands][img]http://i15.photobucket.com/albums/a353/IamRik/faerieConclaveMirrorSmall.png[/img][/anchor][/float]
384
385[center][SIZE=4][b]~ Man Lands ~[/b][/SIZE][/center]
386
387In more aggressive versions of the deck, and sometimes even in the combo deck, man lands often show up as an alternate win con. It's hard to argue with a creature that's immune to most [b]Sorcery[/b]-speed effects, uncounterable, and carries all the protection from removal that lands are allowed in [b]Modern[/b]. While they don't always see play in [u]Time Walk[/u] decks, man lands are a proven value addition for most lists.
388
389[box]
390[float=left][card=Blinkmoth Nexus][img]http://i15.photobucket.com/albums/a353/IamRik/blinkmothSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Blinkmoth Nexus[/u][/b][/SIZE][/center]
391
392It's a land. It's a 1/1 Flyer. It pumps other [card=Blinkmoth Nexus]Blinkmoths[/card]. It pumps [card=Inkmoth Nexus]Inkmoths[/card]. It pumps...[card=Mutavault]Mutavaults[/card]?
393
394This card is versatile and efficient, but for all the things it does do, one thing it doesn't do is tap for [mana]u[/mana]. Depending on what other man lands you choose to play, this could be very strong in your deck. If you're playing it, you should be playing at least three, and ideally four.[/box][box]
395[float=left][card=Faerie Conclave][img]http://i15.photobucket.com/albums/a353/IamRik/ConclaveSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Faerie Conclave[/u][/b][/SIZE][/center]
396
397Out of all of the man lands listed here, [card=Faerie Conclave]Conclave[/card] is the only one that taps for [mana]u[/mana]. This is balanced by the massive drawback of coming into play tapped. Don't underestimate this card, however, as it can frequently be the key to victory due to its ability to become a 2/1 flyer. One to two of these in a deck can often secure wins that wouldn't be possible otherwise.[/box][box]
398[float=left][card=Inkmoth Nexus][img]http://i15.photobucket.com/albums/a353/IamRik/inkmothSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Inkmoth Nexus[/u][/b][/SIZE][/center]
399
400[card]Inkmoth Nexus[/card] is a difficult card to recommend or discourage in this deck. On the one hand, the fact that these have [b]Infect[/b] means you need less turns to win with them than you would other man lands. [b]Infect[/b] is a double-edged sword, however. Since this card has [b]Infect[/b], it can only be used effectively with either [card]Blinkmoth Nexus[/card] or other [b]Infect[/b] creatures. Running as many as eight lands that cannot produce [mana]u[/mana] is bad for this deck. That said, if you're going to use this, three to four can be solid.[/box][box]
401[float=left][card=Mutavault][img]http://i15.photobucket.com/albums/a353/IamRik/MutaSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Mutavault[/u][/b][/SIZE][/center]
402
403The king of [b]Modern[/b]-playable man lands, and alongside [card]Blinkmoth Nexus[/card], is arguably the closest thing the format has to the original man land, [card]Mishra's Factory[/card]. It's ability to abuse tribal strategies is brutal, and it can secure wins almost by itself against [u]Merfolk[/u] decks. You can't really go wrong with three to four of these in your deck.[/box]
404
405
406
407These cards are such an important component of the sideboard of this deck that they were originally included in this primer as part of the core of the deck. If you choose not to use these, do so at your own risk as these cards are vital for covering weaknesses this deck has otherwise. I cannot stress enough how important each of these has proven to be. They are included here for good reason.
408
409[box]
410[float=left][card=Chalice of the Void][img]http://i15.photobucket.com/albums/a353/IamRik/CotVsmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Chalice of the Void[/u][/b][/SIZE][/center]
411
412Whenever you look at sideboards for this deck, chances are, you will find three copies of [card]Chalice of the Void[/card]. Why is that?
413
414Decks that are fueled primarily by efficient, inexpensive cards can be difficult for this deck. Fortunately, [card=Chalice of the Void]Chalice[/card] can stall and occasionally completely shut those decks down. With one counter, it can be a nightmare for [u]Burn[/u], [u]8Rack[/u], and [u]Infect[/u]. Playing it for free with no counters cripples [u]Affinity[/u] and [u]Living End[/u]. A second [card=Chalice of the Void]Chalice[/card] with two counters can be game over. Use carefully, as some builds of this deck are actually [i]vulnerable[/i] to this card. If your deck can support it, always run three copies; four is unnecessary and less is too risky.[/box][box]
415[float=left][card=Hurkyl's Recall][img]http://i15.photobucket.com/albums/a353/IamRik/HRsmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Hurkyl's Recall[/u][/b][/SIZE][/center]
416
417As long as [b]Modern[/b] continues to be a format, [u]Affinity[/u] will continue to be a key part of that format. It's fast, it's brutal, and it's consistent. It doesn't rely on gimmicks to win and it has an absurd number of possible win conditions. Fortunately for [mana]u[/mana] players, there is a single card that can completely hamstring the deck, [card]Hurkyl's Recall[/card]. During combat it can negate an attack. At the end step it can eradicate a turn and destroy a few [card=Glimmervoid]Glimmervoids[/card]. There should be two or three copies of this in the sideboard of every [b]Time Walk[/b] deck.[/box][box]
418[float=left][card=Spellskite][img]http://i15.photobucket.com/albums/a353/IamRik/SSsmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Spellskite[/u][/b][/SIZE][/center]
419
420Wait a minute, wasn't this card already listed [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#attack]elsewhere[/url]? Why is it appearing here as well?
421
422[card]Spellskite[/card] is one of the most widely-used sideboard cards in [b]Modern[/b]. In decks with lands that produce [mana]u[/mana], he's even more valuable. Here, [card=Spellskite]Skite[/card] protects players, creatures, artifacts, and often enchantments; all of which are keys to this deck's success. It can also steal [card]Splinter Twin[/card] from a distracted [u]Twin[/u] player or keep an attentive one off their combo. It can use the same trick against [u]Infect[/u] and [u]Bogle[/u], too. It's not an auto-include in the main deck of all versions of [u]Time Walk[/u], but should find its way at least into the [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-community/571235-time-walk#sideboard]sideboard[/url]. [card=Spellskite]Skite[/card] is simply too good for [mana]u[/mana] to pass up and it shores up a lot of the inherent weaknesses in every version of this deck. Run at least two copies and ideally three.[/box][box]
423[float=left][card=Vedalken Shackles][img]http://i15.photobucket.com/albums/a353/IamRik/ShacklesSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Vedalken Shackles[/u][/b][/SIZE][/center]
424
425An artifact that allows repeatable [card]Control Magic[/card], circumvents protection, and can hit the table as early as Turn Three is no laughing matter. This card is the great equalizer against decks like [u]Faerie[/u] and [u]Delver[/u] and can do a lot of damage over the course of the game. An untapped [card=Vedalken Shackles]Shackles[/card] and two untapped lands is also enough to stop [u]Twin[/u] in its tracks. At the very least, it allows you to avoid eating damage by using your opponent's creatures to block and kill off eachother. It also allows you to use your opponent's creatures to score your end-of-game [card]Time Warp[/card] damage. It's best in the non-splash versions of the deck, but even there it can be surprisingly powerful. Two copies is enough to do the job.[/box]
426
427
428The best sideboard cards are the ones that bolster the deck in as many matchups as possible while filling holes that the incredibly broad reach of the deck's primary inclusions may have against a few deck types. While the main deck should always be as versatile as possible, these sideboard additions help the deck to focus against a given opponent, making it even stronger in games two and three. A pretty good example of this is [card]Chalice of the Void[/card] from the [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#stars]Sideboard All-Stars section[/url]. It almost shuts down [u]8Rack[/u], but it's also very strong against [u]Burn[/u], [u]Affinity[/u], [u]Infect[/u], [u]Living End[/u], and a number of other decks.
429
430
431[box]
432[float=left][card=Grafdigger's Cage][img]http://i15.photobucket.com/albums/a353/IamRik/cageSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Grafdigger's Cage[/u][/b][/SIZE][/center]
433
434[b][i]DO NOT PLAY THIS CARD IF YOU ARE PLAYING [card]SNAPCASTER MAGE[/card][/i][/b].
435
436If you are having trouble with decks built around recursion or searching mechanics, such as [u]Pod[/u], [u]Living End[/u], [u][mana]u w[/mana] Tron[/u], and [u]Griselbrand Reanimator[/u]; [card=]Grafdigger's Cage[/card] can completely shut them down for only [mana]1[/mana] mana. Just be careful as it cuts you off from using [b]Flashback[/b]. If your deck can accomodate it, this card can hamstring a number of decks.[/box][box]
437[float=left][card=Pithing Needle][img]http://i15.photobucket.com/albums/a353/IamRik/needleSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Pithing Needle[/u][/b][/SIZE][/center]
438
439If there is any card that absolutely [i]defines[/i] the concept of a general utility card, it's [card]Pithing Needle[/card]. It hits everything with activated abilities from [card]Birds of Paradise[/card] to [card]Oblivion Stone[/card] to [card]Liliana of the Veil[/card]. There are very few decks you'll face where there isn't at least one, if not several, targets for this card. That said, it isn't necessarily always the best card for your open sideboard slots. Depending on your meta and the strategies and cards you've chosen to employ in your deck, you may need those slots for other purposes. Still, if you can afford the space, this is a great card. Two usually does the trick.[/box][box]
440[float=left][card=Relic of Progenitus][img]http://i15.photobucket.com/albums/a353/IamRik/relicSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Relic of Progenitus[/u][/b][/SIZE][/center]
441
442The go-to hoser of graveyard-based strategies, you should always consider including this in your sideboard. While [card]Tormod's Crypt[/card] is an arguably better card for decks that abuse [card]Snapcaster Mage[/card], [card=Relic of Progenitus]Relic's[/card] ability to tap and remove cards every turn, and more in multiples, can make it a nightmare for decks like Delver and Living End that rely on their graveyards. You're going to want to draw this early, and multiples are a good thing, so two to three is usually the right number to play.[/box][box]
443[float=left][card=Surgical Extraction][img]http://i15.photobucket.com/albums/a353/IamRik/surgicalSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Surgical Extraction[/u][/b][/SIZE][/center]
444
445Wait a minute here...isn't this deck [mana]u[/mana]? Why include a [mana]b[/mana] card in our sideboards? Fortunately for us, the addition of [b]Phyrexian Mana[/b] in [b]Scars Block[/b] opened the door to playing cards that traditionally have only been available to other colors for 2 life instead of the regularly-required mana. While the most popular (legal) card that uses this mechanic is unquestionably [card]Dismember[/card], this card is, for us, a fantastic inclusion. Coupled with counterspells, the ability to wipe out combo pieces immediately after countering them is a powerful way to cripple our opponent's strategy. While we can't afford to spend too much life, in the right matchup, shutting down a combo can be a game winning move. Two to three copies should suffice.[/box][box]
446[float=left][card=Flashfreeze][img]http://i15.photobucket.com/albums/a353/IamRik/flashfreezeSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Flashfreeze[/u][/b][/SIZE][/center]
447
448If you're playing in an environment saturated with [u]Burn[/u], [u]Jund[/u], [u]Rock[/u], [u]Junk[/u], [u]Twin[/u], [u]Pod[/u], or [u]Stompy[/u]; then [card]Flashfreeze[/card] could be a powerful addition to your sideboard. It does have a narrow focus color-wise, but it's two surprisingly frequent colors in the format, and two-mana hard counters are a very good thing when you have the opportunity to use them. Depending on your meta and the number of flex slots in your deck, anywhere from two to four could work well for you.[/box][box]
449[float=left][card=Negate|Magic 2015 (M15)][img]http://i15.photobucket.com/albums/a353/IamRik/negateSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Negate[/u][/b][/SIZE][/center]
450
451Against decks that run few or no creatures, [card]Negate[/card] is a powerhouse. As stated previously, two-mana hard counters are both amazing and rare in this format, and if you are playing in a meta where this card is viable, it's really hard to argue against including a pair of them in your sideboard. Just remember, this [i]can not counter creature spells[/i], so do not expect it to power you through matches against creature-heavy decks.[/box][box]
452[float=left][card=Redirect][img]http://i15.photobucket.com/albums/a353/IamRik/redirectSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Redirect[/u][/b][/SIZE][/center]
453
454How can you counter a spell without countering a spell? By sending it to new targets! [card]Redirect[/card] might not look great right away, but its ability to counter counterspells, send burn spells back at your opponent, or force an opponent into 2-for-1 situations like making them use their [card]Abrupt Decay[/card] to kill their own [card]Liliana of the Veil[/card] can make this card indispensable in the right situation. With the demise of [u]Pod[/u] bringing [u]Junk[/u], [u]Rock[/u], and [u]Burn[/u] to prominence, finding room for two or three of these in your sideboard could be what you need.[/box][box]
455[float=left][card=Shadow of Doubt][img]http://i15.photobucket.com/albums/a353/IamRik/shadowSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Shadow of Doubt[/u][/b][/SIZE][/center]
456
457A silver bullet against [u]Scapeshift[/u] decks, [card]Shadow of Doubt[/card] is also a solid sideboard choice for dealing with any cards that involve searching both your and your opponent's decks. From fetchlands to combo breaker cards like [card]Slaughter Games[/card] and [card]Extirpate[/card], this card is a one shot answer that replaces itself. It can also be used against [u]Pod[/u] to keep them from tutoring up combo pieces or to make your own [card=Ghost Quarter]Ghost Quarters[/card] more effective. If it suits your needs, two to three should be just right.[/box][box]
458[float=left][card=Spreading Seas][img]http://i15.photobucket.com/albums/a353/IamRik/seasSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Spreading Seas[/u][/b][/SIZE][/center]
459
460[b]Modern[/b] is a format defined by a plethora of mana-fixing, primarily through the use of fetch and shock lands. Spreading Seas is a means of disrupting your opponent's mana base that replaces itself. In the right environment, this card can be used to great effect to shut down your opponent's own lands. Be careful before you rely on this too heavily, however. As long as [card]Treasure Cruise[/card] is a ubiquitous inclusion in competitive decks, turning your adversary's lands into [card=Island]Islands[/card] can backfire on you. Still, there is no better way to disrupt your opponent while staying in [mana]u[/mana]. Anywhere from two to four copies could work for you, dependant on what is being played in your meta.[/box][box]
461[float=left][card=Torpor Orb][img]http://i15.photobucket.com/albums/a353/IamRik/orbSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Torpor Orb[/u][/b][/SIZE][/center]
462
463[b][i]DO NOT PLAY THIS CARD IF YOU ARE PLAYING [card]SNAPCASTER MAGE[/card][/i][/b].
464
465There are no cards as effective against the entire field of [b]Modern[/b] as [card]Torpor Orb[/card]. It shuts off [card]Soul Warden[/card], [card]Blade Splicer[/card], [card]Snapcaster Mage[/card], [card]Vendilion Clique[/card], [card]Kitchen Finks[/card], [card]Deceiver Exarch[/card], [card]Spellstutter Sprite[/card], and [card]Restoration Angel[/card] to name only a few. This card is a nightmare for most decks in [b]Modern[/b]. Why isn't it in every sideboard? It shuts down [i]your[/i] cards, too, so use carefully!. Two copies should be all you need.[/box][box]
466[float=left][card=Trickbind][img]http://i15.photobucket.com/albums/a353/IamRik/trickbindSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Trickbind[/u][/b][/SIZE][/center]
467
468Originally brought into sideboards as a [mana]u[/mana] means of dealing with [b]Storm[/b], [card]Trickbind[/card] has stuck around as an uncounterable means of locking an opponent out of abilities on their permanents that lead to combo victories or [b]Instants[/b] and [b]Sorceries[/b] with "unfair" abilities such as [b]Replicate[/b], [b]Overload[/b], [b]Delve[/b], and, of course, [b]Storm[/b]. While it can have the functionality of a [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#silver]silver bullet[/url] against a wide range of decks, it's still very limited and should only be considered if it will have a huge impact on your meta or if you have extra slots in your sideboard. In all but the most extreme conditions, you should only need two in your sideboard.[/box][box]
469[float=left][card=Oblivion Stone][img]http://i15.photobucket.com/albums/a353/IamRik/OstoneSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Oblivion Stone[/u][/b][/SIZE][/center]
470
471If you absolutely must have a board-wiping card in your deck, and neither Evacuation nor Cyclonic Rift work for you, you can always fall back on the old [card=Oblivion Stone]O-Stone[/card]. There are some pretty big problems with this card in this deck, however. Whether your plan is to win by milling your opponent or through creature damage, this card is going to eliminate the permanents you need to have in play in order to win. It is also very, very expensive to use and, unlike [u][mana]u[/mana] Tron[/u] and [u][mana]g r[/mana] Tron[/u] we don't have a massive well of mana to draw from. While I would advise against using this card here, if you absolutely need it, no more than one or two should be used.[/box][box]
472[float=left][card=Ætherize][img]http://i15.photobucket.com/albums/a353/IamRik/aetherizeSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Ætherize[/u][/b][/SIZE][/center]
473
474Having trouble with waves of incoming attackers? [u]Merfolk[/u] and [u]Affinity[/u] beating you down? [card]Ætherize[/card] could be the answer to your problem. At four mana, however, it has a bit of a hefty casting cost, and it really doesn't do anything that [card]Cryptic Command[/card] didn't do already, so you should only use this if you absolutely need it. Two copies should suffice.[/box][box]
475[float=left][card=Mindbreak Trap][img]http://i15.photobucket.com/albums/a353/IamRik/mindbreakSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Mindbreak Trap[/u][/b][/SIZE][/center]
476
477This card is just general enough to be included under general utility instead of [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#silver]silver bullets[/url]. It's primary purpose in [b]Modern[/b] is hosing [u]Storm[/u], but it goes here because of its ability to "counter" uncounterable cards and the utility it can serve as a free counterspell against decks like [u]Delver[/u] and [u]Ascendancy[/u]. While two should do the job, an argument could be made for going as high as three in certain metas.[/box][box]
478[float=left][card=Bribery|Mercadian Masques][img]http://i15.photobucket.com/albums/a353/IamRik/briberySmall.jpg[/img][/card][/float][center][SIZE=3][b][u]Bribery[/u][/b][/SIZE][/center]
479
480This card is just plain [i]mean[/i]. Against decks like [u][mana]r g[/mana] Breach[/u] and [u][mana]g r[/mana] Tron[/u] that are built around cheating large creatures into play, this can be used to steal the creatures out of their deck and use those creatures against them. Worse still, it's a [b]Sorcery[/b], so in decks playing [card]Snapcaster Mage[/card] it can be used again a turn or two later to grab another large threat out of their deck. Beating someone down with their own wincon is pretty vicious, but outside of those large beastie matchups, it really doesn't have a lot of use, and with [u]Pod[/u] effectively dead, there's no guarantee you're going to be encountering decks you can use this against. It's a great choice if you're playing in a small setting where you know that decks you can use this against will be prevalent, but going into larger, more diverse events it's not as valuable as other sideboard choices. If you choose to play it, two should be all you need.[/box][box]
481[float=left][card=Evacuation][img]http://i15.photobucket.com/albums/a353/IamRik/evacuationSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Evacuation[/u][/b][/SIZE][/center]
482
483So what if [card]Ætherize[/card] looks pretty good, but you need something to hit utility creatures your opponent [i]isn't[/i] attacking with or remove other permanents from the board? What if you want to be able to save your own creatures and other permanents from board wipes? [card]Evacuation[/card] is one possible solution but, if not used carefully, it can set you back worse than your opponent. It also falls into the [mana]5[/mana] mana and up end of the curve, which we need to reserve for [card=Time Warp]Warps[/card] and finishers. If you do decide to include this card in your seventy-five, no more than one or two copies should be necessary.[/box][box]
484[float=left][card=Commandeer][img]http://i15.photobucket.com/albums/a353/IamRik/commandeerSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Commandeer[/u][/b][/SIZE][/center]
485
486Players have started turning their attention towards cards with alternate casting costs that can be played when the player is tapped out, such as [card]Disrupting Shoal[/card] and [card]Snapback[/card], as a means of taking advantage of this deck's card advantage. Seen in this light, [card]Commandeer[/card] looks like a good means of dealing with large [b]Creatures[/b], [b]Planeswalkers[/b], and uncounterable cards like [card]Slaughter Games[/card]. It needs to be remembered, however, that this card costs seven mana to cost regularly and costs you two cards otherwise. These are heavy tradeoffs. Still, if you'd like to see if the effect is worth the cost, you could always slide a pair of these into your sideboard.[/box]
487
488[box]
489[float=left][card=Annul][img]http://i15.photobucket.com/albums/a353/IamRik/annulSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Annul[/u][/b][/SIZE][/center]
490
491If you have both [u]Boggles[/u] [i]and[/i] [u]Affinity[/u] in your meta and are looking for a more flexible means of dealing with both [i]or[/i] need some extra [u]Affinity[/u] hate that has more widespread applications, then look no farther than [card]Annul[/card]. You can't really go wrong with a [mana]1[/mana]-costed hard counter that hits the decks you need it to. Play two to three depending on your meta.[/box][box]
492[float=left][card=Dispel][img]http://i15.photobucket.com/albums/a353/IamRik/dispelSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Dispel[/u][/b][/SIZE][/center]
493
494Are there an aggravating number of control players where you play? Want to hit them with a taste of their own medicine? [card]Dispel[/card] is a fantastic way to stuff counterspells for only a single mana. There are few feelings as good as shutting down your opponent's would-be game-changing [card]Cryptic Command[/card] with your little [mana]1[/mana]-drop [card]Dispel[/card]. Two is probably the ideal number, but in the right environment, you could be quite pleased with a third.[/box][box]
495[float=left][card=Steel Sabotage][img]http://i15.photobucket.com/albums/a353/IamRik/sabotageSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Steel Sabotage[/u][/b][/SIZE][/center]
496
497Looking for even more ways to hate on [u]Affinity[/u]? In terms of efficient, brutal hate, you really can't beat [card]Steel Sabotage[/card]. In a single card, you get both a bounce spell [i]and[/i] a counterspell and all for the low, low cost of [mana]1[/mana] mana. Unlike [card]Annul[/card], this [i]only[/i] targets artifacts, so make sure you need it before you dedicate sideboard slots to it. Two copies should be plenty.[/box][box]
498[float=left][card=Dragon's Claw][img]http://i15.photobucket.com/albums/a353/IamRik/clawSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Dragon's Claw[/u][/b][/SIZE][/center]
499
500Is [u]Burn[/u] giving you headaches? [card]Dragon's Claw[/card] can be an aggravating countermeasure to use against [u]Burn[/u] decks by loading you up with life every time your opponent casts a spell to damage you. That said, we have other, more proactive and psychologically impactful tools at our disposal, so this may not be the wisest choice. Still, it can do the trick. Since the effects are cumulative, anywhere from one to four can be used, meta depending.[/box][box]
501[float=left][card=Sun Droplet][img]http://i15.photobucket.com/albums/a353/IamRik/dropletSmall.jpg[/img][/card][/float][center][SIZE=3][b][u]Sun Droplet[/u][/b][/SIZE][/center]
502
503Another hate card for use against [u]Burn[/u] decks, and fast aggro decks in general, this card syncs up nicely with this deck's tendency to take multiple consecutive turns. It steadily restores the damage you take at one point on your upkeep or on your opponent's. Multiple copies stack, so you can actually end up ahead on life if you can get more than one in play and the game goes on long enough. Unfortunately, since you're getting two life back per turn at most, this has a hard time keeping up with the decks it's supposed to be combating and it doesn't have the widespread usefulness of cards like [card]Chalice of the Void[/card] and [card]Spellskite[/card], so it doesn't bring as much to the deck as those cards do. Still, if you'd like to try it out, two or three copies should do the job.[/box][box]
504[float=left][card=Damping Matrix][img]http://i15.photobucket.com/albums/a353/IamRik/matrixSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Damping Matrix[/u][/b][/SIZE][/center]
505
506Looking for a mid-game hard playable answer to [u]Pod[/u] and [u]Twin[/u]? [card]Damping Matrix[/card] can do the job. Its ability shuts down [card]Birthing Pod[/card] and [card]Viscera Seer[/card] in [u]Pod[/u], while also disabling [card]Splinter Twin[/card] and [card=Kiki-Jiki, Mirror Breaker]Kiki-Jiki[/card] in [u]Twin[/u]. At a cost of [mana]3[/mana] mana it doesn't come down until Turn Three at the earliest, however, and as an artifact it can be easily removed, but two copies could still serve as that extra bit of needed hate in places where [u]Pod[/u] and [u]Twin[/u] run wild.[/box][box]
507[float=left][card=Hibernation|Urza's Saga][img]http://i15.photobucket.com/albums/a353/IamRik/hibernationSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Hibernation[/u][/b][/SIZE][/center]
508
509In [b]Modern[/b], [mana]u[/mana] players fear few cards as much as [card]Choke[/card]. [card]Hibernation[/card] is the mirror image equivalent. Slam one of those down on the table and you will put a serious hurt on any [card]Stompy[/card] player. While it doesn't do much in a generalized meta that [card]Boomerang[/card] isn't doing for you already, if you see a lot of [mana]g[/mana] where you're playing, you might want to consider throwing a couple copies of [card]Hibernation[/card] in your sideboard. Against [u]Stompy[/u] decks and some [u]Pod[/u] decks, it can have the same impact [card]Hurkyl's Recall[/card] does against [u]Affinity[/u].[/box][box]
510[float=left][card=Leyline of Singularity][img]http://i15.photobucket.com/albums/a353/IamRik/singularitySmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Leyline of Singularity[/u][/b][/SIZE][/center]
511
512Want to shut down [u]Twin[/u] or [u]Tokens[/u] before the game even begins? A Leyline of Singularity in your opening hand can do [i]exactly[/i] that. Outside of those matches it really doesn't do much, however, so make sure your meta demands its inclusion [i]and[/i] you can spare the slots before you consider this card. Leylines are especially demanding of your sideboard; you need to play three to four to get the desired effect. When deciding whether or not this is a worthwhile inclusion, don't forget that [u]Tokens[/u] has access to enchantment removal and most current [u]Twin[/u] decks can beat you without using the combo.[/box][box]
513[float=left][card=Teferi, Mage of Zhalfir|Time Spiral][img]http://i15.photobucket.com/albums/a353/IamRik/teferiSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Teferi, Mage of Zhalfir[/u][/b][/SIZE][/center]
514
515Initial versions of the [url= http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#attack][u]Time Attack[/u][/url] deck were decimated by decks like [u]Faeries[/u] and [u]Delver[/u]. For several months, a single [card=Teferi, Mage of Zhalfir]Teferi[/card] resided in the sideboard as a countermeasure to those decks. Since then, the deck has adapted, and no longer relies on the infamous prankster of the Tolarian Academy to secure matches against those decks, but if you find yourself struggling against control decks, or temp/control-aggro decks, a lone [card=Teferi, Mage of Zhalfir]Teferi[/card] in your sideboard could be just what you need.[/box]
516
517[/indent][indent][float=left][anchor=emrakul][img]http://i15.photobucket.com/albums/a353/IamRik/extraplanarLensSmaller.png[/img][/anchor][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/extraplanarLensSmaller.png[/img][/right]
518
519[center][FONT=Arial Black][B][SIZE=4]~ Time Walk ~[/SIZE][/B][/FONT]
520
521[SIZE=1]A Titanic Beginning[/SIZE][/center]
522
523Looking at most of the lists played now, it's hard to imagine that this deck used to land its wins on the back of [card]Emrakul, the Aeons Torn[/card], but here it is, the original MTGO Daily-dominating machine. Going all the way back to this list, we can see the seeds of strategies employed now and, better yet, we can see threads of where this deck may yet go in the future. This is an all-in list, like most combo decks, with its sights locked on achieving its combo finish. The videos below give even farther insight into the strategy and engineering of this deck.
524
525[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/stretchSmall.png[/img][/float][float=right][img]http://i15.photobucket.com/albums/a353/IamRik/emrakulSmall2_1.png[/img][/float]
526
527[center][box][deck=[center]Time Walk[/center]]
528Lands (24):
52924 Snow-Covered Island
530
531Creatures (1):
5321 Emrakul, the Aeons Torn
533
534Artifacts (9):
5353 Extraplanar Lens
5364 Howling Mine
5372 Temple Bell
538
539Instants (8):
5404 Remand
5414 Cryptic Command
542
543Sorceries (18):
5444 Serum Visions
5454 Time Warp
5464 Walk the Aeons
5474 Temporal Mastery
5482 Time Stretch
549
550Sideboard (15):
5511 Dispel
5522 Spell Pierce
5532 Grafdigger's Cage
5541 Negate
5554 Spellskite
5561 Laboratory Maniac
5574 Leyline of Sanctity[/deck][/box][/center]
558
559There are some powerhouse combos here. The copious card draw geared to benefit the deck's pilot while taking extra turns. The combination of [card]Extraplanar Lens[/card] with [card]Snow-Covered Island[/card] to assure one-sided advantage. The ridiculous pile of [card=Time Warp]Time Warps[/card]. The endgame inevitability brought by [card=Emrakul, the Aeons Torn]Emrakul[/card], who also happens to have an attached [card]Time Warp[/card] effect. Everything here is chosen for its single-minded purpose. To lock the opponent out of the game and make their plays up to that point irrelevant.
560
561[float=right][img]http://i15.photobucket.com/albums/a353/IamRik/mine2SmallMirror.gif[/img][/float]
562[hr]grey[/hr]
563
564[center][SIZE=4][b]~ Videos of [b]Farf[/b] Playing Time Walk ~[/b][/SIZE][/center]
565
566
567[center][box]An Early Daily Event: [url=http://tinyurl.com/FarfDailyA1]1[/url] [url=http://tinyurl.com/FarfDailyA2]2[/url] [url=http://tinyurl.com/FarfDailyA3]3[/url] [url=http://tinyurl.com/FarfDailyA4]4[/url][/box] [box]Another Daily Event: [u]X[/u] [url=http://tinyurl.com/FarfDaily2]2[/url] [url=http://tinyurl.com/FarfDaily3]3[/url] [url=http://tinyurl.com/FarfDaily4]4[/url][/box] [box]An MTGO PRE Event: [url=http://tinyurl.com/FarfPRE1]1[/url] [url=http://tinyurl.com/FarfPRE2]2[/url] [url=http://tinyurl.com/FarfPRE3]3[/url] [url=http://tinyurl.com/FarfPRE4]4[/url][/box] [url=http://tinyurl.com/FarfvsAffinity][box]vs. [u]Affinity[/u][/box][/url] [url=http://tinyurl.com/FarfvsSoulSisters][box]vs. [u]Soul Sisters[/u][/box][/url][/center]
568
569
570[hr]grey[/hr]
571
572
573
574[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/extraplanarLensSmaller.png[/img][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/extraplanarLensSmaller.png[/img][/right][/indent][indent][float=left][anchor=original][img]http://i15.photobucket.com/albums/a353/IamRik/swanSmaller.png[/img][/anchor][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/swanSmallerMirror.png[/img][/right]
575
576[center][FONT=Arial Black][B][SIZE=4]~ Takin' Turns ~[/SIZE][/B][/FONT]
577
578[SIZE=1]From Emrakul to Combo-Mill[/SIZE][/center]
579
580When it became clear that the [card=Jace Beleren]Jace[/card], previously employed as an engine piece, could win without driving towards the [card=Extraplanar Lens]Lens-required[/card] [card=Emrakul, the Aeons Torn]Emrakul[/card] finish, this version began to take shape. We begin to see an increased control presence in this version of the deck that would eventually be developed further still in combo versions, and later more aggressive versions, of the deck.
581
582[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/jace-beleren-small.png[/img][/float][float=right][img]http://i15.photobucket.com/albums/a353/IamRik/sleightSmall.png[/img][/float]
583
584[center][box][deck=[center]Takin' Turns[/center]]
585Lands (24):
58622 Snow-Covered Island
5872 Tectonic Edge
588
589Artifacts (5):
5901 Elixir of Immortality
5914 Howling Mine
592
593Instants (10):
5942 Spell Snare
5954 Remand
5964 Cryptic Command
597
598Sorceries (19):
5994 Serum Visions
6003 Sleight of Hand
6014 Time Warp
6024 Walk the Aeons
6034 Temporal Mastery
604
605Planeswalkers (2):
6062 Jace Beleren
607
608Sideboard (15):
6092 Gigadrowse
6102 Rapid Hybridization
6112 Spell Pierce
6122 Swan Song
6132 Hurkyl's Recall
6142 Trickbind
6151 Laboratory Maniac
6162 Ætherize[/deck][/box][/center]
617
618While it holds on to the [card]Snow-Covered Islands[/card], this deck drops the mana generation subtheme to focus on a more efficient, more-controlling game so it can assure it hits its combo. We also see a main deck that not only secures the combo, but also provides extra resilience to aggro. We also see a much tighter sideboard that is capable of squaring off against a more diverse field.
619
620[float=right][img]http://i15.photobucket.com/albums/a353/IamRik/mine2SmallMirror.gif[/img][/float]
621[hr]grey[/hr]
622
623[center][SIZE=4][b]~ Videos of [b]Farf[/b] Playing Takin' Turns ~[/b][/SIZE][/center]
624
625
626[center][url=http://tinyurl.com/takingTurnsVSamulet][box]vs [u]Amulet Bloom[/u][/box][/url] [url=http://tinyurl.com/takingTurnsVSaffinity][box]vs [u]Affinity[/u][/box][/url][/center]
627
628
629[hr]grey[/hr]
630[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#history][box][FONT=Arial Black][b][SIZE=3]~ Return to the Beginning of This Section ~[/SIZE][/b][/FONT][/box][/url][/center]
631[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/swanSmaller.png[/img][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/swanSmallerMirror.png[/img][/right][/indent][indent][float=left][anchor=red][img]http://i15.photobucket.com/albums/a353/IamRik/izzetCharmSmaller.png[/img][/anchor][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/izzetCharmSmallerMirror.png[/img][/right]
632
633[center][FONT=Arial Black][B][SIZE=4]~ Izzet Time? ~[/SIZE][/B][/FONT]
634
635[SIZE=1]The First Splash Version[/SIZE][/center]
636
637The name [b]Farf[/b] is immediately recognized by most people who play the [mana]u[/mana] version of this deck, but not everyone knows that he also created a [mana]u r[/mana] version of this deck. While it's had nowhere near the impact of its mono-colored predecessor, this version could serve as a brainstorming catalyst for those contemplating splashing [mana]r[/mana] in this deck. If nothing else, it's the first nod towards the doors that splashing other colors in this deck can open.
638
639[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/desolateLighthouseMirrorSmall.png[/img][/float][float=right][img]http://i15.photobucket.com/albums/a353/IamRik/lightningBoltSmall2_1.png[/img][/float]
640
641[center][box][deck=[center]Izzet Time Walk[/center]]
642Lands (24):
6431 Desolate Lighthouse
6447 Island
6451 Mountain
6464 Scalding Tarn
6474 Steam Vents
6481 Stomping Ground
6494 Sulfur Falls
6502 Tectonic Edge
651
652Artifacts (5):
6531 Elixir of Immortality
6544 Howling Mine
655
656Instants (14):
6574 Izzet Charm
6584 Remand
6592 Telling Time
6604 Cryptic Command
661
662Sorceries (16):
6634 Serum Visions
6644 Time Warp
6654 Walk the Aeons
6664 Temporal Mastery
667
668Planeswalkers (1):
6691 Jace Beleren
670
671Sideboard (15):
6722 Tormod's Crypt
6731 Gigadrowse
6742 Spell Pierce
6754 Ancient Grudge
6762 Trickbind
6774 Lightning Bolt[/deck][/box][/center]
678
679While the general preference for the Jace milling strategy is the monoblue version, there is something to be said for tapping into the control opportunities that splashing other colors allows. It is a bit surprising not to see maindeck inclusion of at least [card]Lightning Bolt[/card], but this has been mirrored in other [mana]r[/mana] builds that have come later. Still, it's fun to see the seeds here for a direction this deck has only taken again recently.
680
681[float=right][img]http://i15.photobucket.com/albums/a353/IamRik/mine2SmallMirror.gif[/img][/float]
682[hr]grey[/hr]
683
684[center][SIZE=4][b]~ Videos of [b]The Modern Noob[/b] Playing Izzet Time Walk ~[/b][/SIZE][/center]
685
686
687[center][url=http://tinyurl.com/izzetTWvsBWtokens][box]vs [u][mana]b w[/mana] Tokens[/u][/box][/url] [url=http://tinyurl.com/izzetTWvsAffinity][box]vs [u]Affinity[/u][/box][/url][/center]
688
689
690[hr]grey[/hr]
691
692
693[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#splash][box][FONT=Arial Black][b][SIZE=3]~ Return to the Beginning of This Section ~[/SIZE][/b][/FONT][/box][/url][/center]
694
695
696[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/izzetCharmSmaller.png[/img][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/izzetCharmSmallerMirror.png[/img][/right][/indent][indent][float=left][anchor=attack][img]http://i15.photobucket.com/albums/a353/IamRik/batterskull2Smaller.png[/img][/anchor][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/batterskull2SmallerMirror.png[/img][/right]
697
698[center][FONT=Arial Black][B][SIZE=4]~ Time Attack ~[/SIZE][/B][/FONT]
699
700[SIZE=1]Making it "Clique"[/SIZE][/center]
701
702Every version of this deck played to a combo finish until Summer of 2014.
703
704Early that summer, two guys sat down at a table and started to reconsider how this deck worked and how they might be able to both streamline it [i]and[/i] improve on its ability to interact with the opponent. The [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/528014-lets-do-the-time-warp-again?comment=475]resulting deck[/url] proved to be fun, popular, and [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-archives/modern-archives-deck-creation/528014-lets-do-the-time-warp-again-11-2013-12-2014?comment=584]moderately successful[/url]. While this version didn't replace the original combo deck the way the Tempo variant has essentially replaced the original combo-based [u]Twin[/u] decks, it did change the strategies people employ in building and playing this deck by reminding everyone that interacting with the opponent is crucial for reaching the combo and chaining damage is still a good use for those extra turns.
705
706[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/cliqueSmall.png[/img][/float][float=right][img]http://i15.photobucket.com/albums/a353/IamRik/shacklesSmall4.png[/img][/float]
707
708[center][box][deck=[center]Time Attack[/center]]Lands (23):
7092 Faerie Conclave
71016 Island
7111 Minamo, School at Water's Edge
7123 Mutavault
7131 Oboro, Palace in the Clouds
714
715Creatures (7):
7164 Snapcaster Mage
7173 Vendilion Clique
718
719Artifacts (3):
7203 Howling Mine
721
722Enchantments (4):
7234 Dictate of Kruphix
724
725Instants (12):
7264 Gigadrowse
7274 Boomerang
7284 Cryptic Command
729
730Sorceries (11):
7314 Exhaustion
7324 Time Warp
7333 Walk the Aeons
734
735Sideboard (15):
7363 Chalice of the Void
7374 Spell Pierce
7383 Hurkyl's Recall
7393 Spellskite
7402 Vedalken Shackles[/deck][/box][/center]
741
742It's been called both aggro and tempo but, at it's heart, this is a control deck through and through that seeks to lock the opponent out of the game as much as possible until it can repeatedly hit the opponent during multiple extra turns or just lock them down and repeatedly deal damage. The beauty of this version of the deck is it doesn't [i]need[/i] to combo off to win. It can just as easily win "fairly," though opponents never seemed to feel there was anything fair about it. While it's still a viable approach to building the deck in today's meta, most advocates of this version of the deck have since splashed other colors into their decks and are piloting an all-new generation of [u]Time Walk[/u].
743
744[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#versions][box][FONT=Arial Black][b][SIZE=3]~ Return to the Beginning of This Section ~[/SIZE][/b][/FONT][/box][/url][/center]
745[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/batterskull2Smaller.png[/img][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/batterskull2SmallerMirror.png[/img][/right][/indent]
746
747[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/cornerleftsmall.gif[/img][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/cornerrightsmall.gif[/img][/right]
748[hr]black[/hr]
749[float=left][anchor=versions][img]http://i15.photobucket.com/albums/a353/IamRik/cornerrightsmall.gif[/img][/anchor][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/cornerleftsmall.gif[/img][/right]
750
751[center][FONT=Arial Black][B][SIZE=5]There's More Than One of Everything[/SIZE][/B][/FONT]
752
753[SIZE=1]Currently-Played Variations on the Original Deck[/SIZE]
754
755[SIZE=3][i]"That's just one way to do it. There are others."[/i][/SIZE]
756[SIZE=1]~ [url=http://www.mtgsalvation.com/members/60645-chalupacabra]Chalupacabra[/url], co-creator of the [u]Time Attack[/u] deck & thread OP ~[/SIZE][/center]
757[indent]The beauty of [b]Farf's[/b] [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#core]Time Walk Engine[/url] is that it can be applied to a number of different playstyles and give different lists a powerful endgame. While almost all lists currently played fall into one of two styles, there's no limit to the ways this deck can grow and evolve. These are examples of the versions of the deck currently being played in [b]Modern[/b]. Who knows? Maybe [i]you'll[/i] bring a new variation of the deck to this thread!
758
759Below is a short description of each of the currently popular versions of this deck currently played in [b]Modern[/b]. If any of them appeal to you, click on the description, and it will take you to the section that focuses on each of these decks. This section keeps changing, so be sure to check back and see what versions are out there!
760
761[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#toc][box][FONT=Arial Black][b][SIZE=3]~ Return to Table of Contents ~[/SIZE][/b][/FONT][/box][/url][/center][/indent][indent][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#turns][box]
762[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/jace-beleren-Update2.png[/img][/float][center][SIZE=3][b][u]Taking Turns[/u][/b][/SIZE][/center]
763
764The classic deck updated for the current meta, [u]Taking Turns[/u] lives on in a more flexible, interactive shell. The influence of [b]Farf's[/b] deck is obvious, but we can see the influence of [u]Time Attack[/u] here as well with a damage-based attack plan to back up the combo and increased interaction in the main deck. This is a well-tested, smooth-operating list with a long, respectable history behind it. For players who are new to the archetype who may not be interested in investing in the pricier multicolor versions just yet, this is great place to start!.[/box][/url]
765
766[url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#white][box]
767[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/Narset3update.png[/img][/float][center][SIZE=3][b][u]Transcending Time[/u][/b][/SIZE][/center]
768
769One of the newest versions of the deck, this is both the spiritual successor to, and functional replacement of, [u]Time Attack[/u]. It's still in a state of perpetual evolution, but keeps coming back stronger and stronger. It'll be exciting to see where this lands in large events in the future! What's so good about it? It takes advantage of the addition of [mana]w[/mana] to the manabase to enhance the [u]Time Attack[/u] strategy with a more powerful and diverse cardset. This is all made possible by abusing [b]Rebound[/b], which allows a smaller combo package and additional lines of attack. If you like classic control, this might be for you.[/box][/url]
770
771[url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#red2][box][float=left][img]http://i15.photobucket.com/albums/a353/IamRik/simianSpiritGuideUpdate.png[/img][/float][center][SIZE=3][b][u]Moon Walk[/u][/b][/SIZE][/center]
772
773This deck is very similar to [u]Taking Turns[/u], but with the addition of an explosive touch of speed. The addition of [mana]r[/mana] also allows this deck to board in a solid mana denial plan, which gives it an edge over many decks in the format. Other than that, it holds to the tried and true card choices that have kept [u]Taking Turns[/u] competitive, which has done well for it. If you're looking to experiment with splashing another color, and already have a [u]Taking Turns[/u] deck, switching over to this list should be easy and (relatively) inexpensive. This deck can catch opponents off guard due to it's ability to fire off earlier than expected. It could be just what you're looking for![/box][/url]
774
775[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#versions][box][FONT=Arial Black][b][SIZE=3]~ Return to the Beginning of This Section ~[/SIZE][/b][/FONT][/box][/url][/center][/indent]
776
777[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/cornerleftsmall.gif[/img][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/cornerrightsmall.gif[/img][/right]
778[hr]black[/hr]
779[float=left][anchor=mono][img]http://i15.photobucket.com/albums/a353/IamRik/cornerrightsmall.gif[/img][/anchor][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/cornerleftsmall.gif[/img][/right]
780
781[center][FONT=Arial Black][B][SIZE=5]Navigating the Jace-Time Continuum[/SIZE][/B][/FONT]
782
783[SIZE=1]The Current Monoblue Deck[/SIZE]
784
785[SIZE=3][i]"Quote Still needed."[/i][/SIZE]
786[SIZE=1]~ [url=]Person Quoted[/url], something about this person ~[/SIZE][/center]
787[indent]In a format defined by [b]Fetchlands[/b] and [b]Shocklands[/b] that is saturated with two, three, and even four color decks, viable, competitive single-color decks are very rare. One of the things that set apart [b]Farf's[/b] initial decks was that they were monoblue, making them immune to one of the format's biggest threats, [card]Blood Moon[/card]. Many players want to keep this strength of the deck intact, and prefer not to splash other colors into the deck. For those players, [card]Taking Turns[/card] continues to be a potent choice. It's also a great starting point for players interested in playing one of pricier splash builds who want to familiarize themselves with the mechanics and strategy of the deck before moving on to one of the multicolor decks with their more expensive lands.
788
789[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#toc][box][FONT=Arial Black][b][SIZE=3]~ Return to Table of Contents ~[/SIZE][/b][/FONT][/box][/url][/center][/indent][indent][float=left][anchor=turns][img]http://i15.photobucket.com/albums/a353/IamRik/elixirSmaller.png[/img][/anchor][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/elixirSmallerMirror.png[/img][/right]
790
791[center][FONT=Arial Black][B][SIZE=4]~ Taking Turns ~[/SIZE][/B][/FONT]
792
793[SIZE=1]A Time Walk Deck to Last the Ages[/SIZE][/center]
794
795There's no question that [b]Farf's[/b] [u]Time Walk[/u] deck is an effective powerhouse in its own right, but it's been a long time since that deck first appeared in [b]Modern[/b], and [b]Magic[/b] is a rapidly evolving game. As new sets have come and gone and blocks have rotated, there have been revisions made by players who still feel that the combo approach is the best means of winning with the [b]Time Walk Engine[/b]. These players have drawn inspiration from every new set and every new version of the deck that has come along since and have evolved the deck into its current form.
796
797Why would someone choose to play this version of the deck instead of one of the new, shiny takes on it? The answer is actually pretty simple. It works. That's not to say that the others do not, just that this is still a legitimate way to win and some people just prefer this strategy. After looking it over and playing it a few times, it's easy to see why.
798
799This is a fun, versatile deck.
800
801[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/serumVisionsMirrorSmall.png[/img][/float][float=right][img]http://i15.photobucket.com/albums/a353/IamRik/maniacSmall2.png[/img][/float]
802
803[center][box][deck=[center]Amstad's PPTQ-Winning Taking Turns Deck[/center]]
804Lands (23)
80523 Island
806
807Creatures (4)
8082 Snapcaster Mage
8091 Laboratory Maniac
8101 Vendilion Clique
811
812Artifacts (6)
8131 Elixir of Immortality
8144 Howling Mine
8151 Temple Bell
816
817Enchantments (4)
8184 Dictate of Kruphix
819
820Instants (7)
8214 Gigadrowse
8221 Remand
8232 Cryptic Command
824
825Sorceries (15)
8264 Serum Visions
8274 Exhaustion
8284 Time Warp
8293 Walk the Aeons
830
831Planeswalkers (1)
8321 Jace Beleren
833
834Sideboard (15)
8353 Kraken Hatchling
8363 Hurkyl's Recall
8372 Redirect
8384 Sun Droplet
8392 Temple Bell
8401 Commandeer[/deck][/box][/center]
841
842[center][SIZE=3][b]~ Cards Unique to Taking Turns ~[/b][/SIZE][/center]
843
844As we can see, the decklist may have changed, but the core concept of the deck has not. The goal remains to chain turns while milling the opponent. To this end, the deck focuses on cards that both help it draw into the cards it needs [i]and[/i] give it the most effective endgame possible. As a result, there are certain cards that, while potent in the combo version of the deck, seldom see play in other variants.
845
846[box]
847[float=left][card=Elixir of Immortality][img]http://i15.photobucket.com/albums/a353/IamRik/ElixirSmall.jpeg[/img][/card][/float]
848[center][SIZE=3][b][u]Elixir of Immortality[/u][/b][/SIZE][/center]
849
850Having a plethora of [card=Time Warp]Time Warps[/card] provides a great deal of inevitability when one is seeking to chain extra turns together, but as more and more of them end up in the graveyard, how can you assure that you'll be able to draw enough? Well, one answer is to load them back into your library. [card=Elixir of Immortality]Elixir[/card] not only does that, it also bumps up your life total by five. In an environment overrun with [u]Burn[/u], being able to raise your life total repeatedly can be the difference between surviving your opponent and being overrun.[/box][box]
851[float=left][card=Laboratory Maniac][img]http://i15.photobucket.com/albums/a353/IamRik/ManiacSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Laboratory Maniac[/u][/b][/SIZE][/center]
852
853Another holdover from the early days of this deck, [card=Laboratory Maniac]the Maniac[/card] remains in the deck as a means for mill players to secure wins against decks that run cards like [card=Emrakul, the Aeons Torn]Emrakul[/card] that disrupt the whole mill strategy. Depending on meta, decklist, and playstyle, he can appear in either maindeck or sideboard. Either way, only one is necessary.[/box][box]
854[float=left][card=Temple Bell][img]http://i15.photobucket.com/albums/a353/IamRik/templeBellSmall.jpeg[/img][/card][/float]
855[center][SIZE=3][b][u]Temple Bell[/u][/b][/SIZE][/center]
856
857At first glance, this card may look unimpressive, but it is not to be underestimated. It increase the number of cards drawn each turn and, coupled with [card=Laboratory Maniac]the Maniac[/card], it can virtually guarantee wins. While it doesn't work as well in damage-driven decks, it's hard to argue with a single copy, and occasionally more, as a means of securing the success of the combo deck.[/box]
858
859[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#versions][box][FONT=Arial Black][b][SIZE=3]~ Return to the Beginning of This Section ~[/SIZE][/b][/FONT][/box][/url][/center]
860[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/elixirSmaller.png[/img][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/elixirSmallerMirror.png[/img][/right][/indent]
861
862[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/cornerleftsmall.gif[/img][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/cornerrightsmall.gif[/img][/right]
863[hr]black[/hr]
864[float=left][anchor=splash][img]http://i15.photobucket.com/albums/a353/IamRik/cornerrightsmall.gif[/img][/anchor][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/cornerleftsmall.gif[/img][/right]
865
866[center][FONT=Arial Black][B][SIZE=5]Going Back to the Wells[/SIZE][/B][/FONT]
867
868[SIZE=1]Splashing Other Colors[/SIZE]
869
870[SIZE=3][i]"Splashing could catapult this deck up or just not work so pretty much every card people can examine to make a deck they support better they will."[/i][/SIZE]
871[SIZE=1]~ [url=http://www.mtgsalvation.com/members/150626-dunhilina]Dunhilina[/url], long time contributor on this thread ~[/SIZE][/center]
872
873[indent]The deck obviously works without splashing colors, but could it benefit from some [mana]w[/mana] or [mana]g[/mana]? What about [mana]r[/mana] or [mana]b[/mana]? Maybe this could be a three or four color deck? Here are some routes that players have gone in the past by splashing other colors in this deck. Perhaps these deck ideas can lead you to some interesting creations of your own!
874
875[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#white][box][FONT=Arial Black][b][SIZE=3]~ The [mana]w[/mana] Splash ~[/SIZE][/b][/FONT][/box][/url] [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#red2][box][FONT=Arial Black][b][SIZE=3]~ The [mana]r[/mana] Splash ~[/SIZE][/b][/FONT][/box][/url] [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#green][box][FONT=Arial Black][b][SIZE=3]~ The [mana]g[/mana] Splash ~[/SIZE][/b][/FONT][/box][/url][/center]
876
877[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#toc][box][FONT=Arial Black][b][SIZE=3]~ Return to Table of Contents ~[/SIZE][/b][/FONT][/box][/url][/center][/indent][indent][float=left][anchor=white][img]http://i15.photobucket.com/albums/a353/IamRik/pathMirrorSmaller.png[/img][/anchor][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/pathSmaller.png[/img][/right]
878
879[center][FONT=Arial Black][B][SIZE=4]~ Transcending Time ~[/SIZE][/B][/FONT]
880
881[SIZE=1]Splashing [mana]w[/mana][/SIZE][/center]
882
883When [card=Narset Transcendent]Narset[/card] was announced, [b]Thenarus[/b] and [b]p00q[/b] both contacted me to tell me about "a new card that would be good for [u]Time Walk[/u]" before I even had a chance to check the spoiler. When I had the opportunity to look it up, I knew that this [b]Planeswalker[/b] represented a big step forward for the deck as both a one-sided draw engine [i]and[/i] a combo enhancer. It meant abandoning the monocolored nature of the deck of which I was so fond, but even that opened up new possibilities. At a time when I was stumped and didn't really know how to get this deck where I wanted it, here was a new puzzle piece that gave me an opportunity to completely revise the deck from the bottom up. This has evolved incredibly since then, and has greatly developed its ability to adapt to each matchup and to apply pressure to an opponent.
884
885[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/Narset3Small_1.png[/img][/float][float=right][img]http://i15.photobucket.com/albums/a353/IamRik/GoSTsmall.png[/img][/float]
886
887[center][box][deck=[center]Transcending Time[/center]]Lands (24):
8882 Celestial Colonnade
8892 Creeping Tar Pit
8902 Glacial Fortress
8914 Flooded Strand
8922 Hallowed Fountain
8936 Island
8942 Mystic Gate
8951 Plains
8961 Sunken Ruins
8972 Watery Grave
898
899Creatures (6):
9004 Snapcaster Mage
9012 Geist of Saint Traft
902
903Instants (14):
9042 Gigadrowse
9054 Path to Exile
9062 Spell Snare
9073 Remand
9084 Cryptic Command
909
910Sorceries (14):
9114 Serum Visions
9122 Exhaustion
9133 Lingering Souls
9144 Time Warp
915
916Planeswalkers (2):
9172 Narset Transcendent
918
919Sideboard (15):
9202 Engineered Explosives
9212 Hurkyl's Recall
9222 Negate
9232 Spellskite
9242 Timely Reinforcements
9251 Ætherize
9262 Ojutai's Command
9272 Supreme Verdict[/deck][/box][/center]
928
929[center][SIZE=3][b]~ Cards Unique to Transcending Time ~[/b][/SIZE][/center]
930
931It hasn't swept any competitions yet, but this thing is doing very well in small events and gets a little stronger with every revision. It seems like this thing just keeps getting better and better every week and keeps growing in strength. That may be open for debate, but one thing isn't: it's incredibly fun to play! As not only an evolution of, but also a spiritual successor of [u]Time Attack[/u], this deck is focused heavily on control and can win without [card=Time Warp]Time Warping[/card] at all. With a wider manabase than its monoblue counterparts, it's able to utilize elements of [b]Azorius[/b] and [b]Esper[/b] decks as well. It still does the combo beautifully, however. It takes a unique collection of cards to make this happen.
932
933[box]
934[float=left][card=Geist of Saint Traft|Innistrad][img]http://i15.photobucket.com/albums/a353/IamRik/GoSTsmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Geist of Saint Traft[/u][/b][/SIZE][/center]
935
936As long as [b]Modern[/b] has been a format, the powerhouse that is [card]Geist of Saint Traft[/card] has made regular appearances in any deck splashing both [mana]w[/mana] and [mana]u[/mana], but he shines even more here than usual. This is a deck built around tapping down the opponents creatures and clearing the board to open lines of attack, and the Saint absolutely shines when repeatedly given an open board. Also, as two of six creatures in the deck are this [b]Hexproof[/b] powerhouse, creature removal is mostly ineffective against this deck.[/box][box]
937[float=left][card=Engineered Explosives][img]http://i15.photobucket.com/albums/a353/IamRik/EEsmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Engineered Explosives[/u][/b][/SIZE][/center]
938
939The ability to sweep the board of creatures and other permanents, or to remove permanents in general is an ability not inherently available to [mana]u[/mana]. This handy little artifact, with a light splash in the sideboard, grants the deck the ability to remove [mana]0[/mana], [mana]1[/mana], and [mana]2[/mana]-costed permanents. There's even a neat trick here where you can use the red mana [card]Blood Moon[/card] gives you to get the counters needed to remove the problematic [b]Enchantment[/b] from the table. It'll never stop a [card]Siege Rhino[/card], but it's ability to obliterate token armies and weenies is not to be undervalued.[/box][box]
940[float=left][card=Spell Snare][img]http://i15.photobucket.com/albums/a353/IamRik/SnareSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Spell Snare[/u][/b][/SIZE][/center]
941
942A hard counter for [mana]1[/mana] mana is amazing. The drawback of it only affecting cards with a converted mana cost of [mana]2[/mana] might seem too narrow at first, but when you look at the most commonly played (and most powerful) cards in the format, it becomes immediately apparent that [mana]2[/mana] is a very important number in the format. Playing two copies of [card]Spell Snare[/card] in the seventy-five goes a long way to making sure this deck can get a foothold at the beginning of the game.[/box][box]
943[float=left][card=Batterskull][img]http://i15.photobucket.com/albums/a353/IamRik/SkullSmall.jpeg[/img][/card][/float][center][SIZE=3][b][u]Batterskull[/u][/b][/SIZE][/center]
944
945This card is a monster. It's not a creature, it's equipment, so the best creature removal can do is stop it temporarily. It has [b]Lifelink[/b], so it can undo the impact aggro decks like [u]Zoo[/u] and [u]Burn[/u] made in the early game. It can be returned to hand to save it, and attached to other creatures for extra versatility. The card is outright obnoxious...and outright beautiful once the [card=Time Warp]Time Warping[/card] begins.[/box]
946
947[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#splash][box][FONT=Arial Black][b][SIZE=3]~ Return to the Beginning of This Section ~[/SIZE][/b][/FONT][/box][/url][/center]
948
949[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/pathMirrorSmaller.png[/img][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/pathSmaller.png[/img][/right][/indent][indent][float=left][anchor=red2][img]http://i15.photobucket.com/albums/a353/IamRik/bloodMoonSmaller.png[/img][/anchor][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/bloodMoonSmaller.png[/img][/right]
950
951[center][FONT=Arial Black][B][SIZE=4]~ Walking on the Moon ~[/SIZE][/B][/FONT]
952
953[SIZE=1]A Light Splash of [mana]r[/mana][/SIZE][/center]
954
955A frequent poster on this thread, [url=http://www.mtgsalvation.com/members/34113-shadowgripper]shadowgripper[/url], has had some success with this list, including a Top 8 finish. For the most part, it's a traditional Mono[mana]u[/mana] Taking Turns deck, but it adds acceleration via [card]Simian Spirit Guide[/card] and a sideboard [card]Blood Moon[/card] to hit decks like [u]Junk[/u] that have nonbasic-heavy manabases.
956
957[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/simianSpiritGuideSmaller.png[/img][/float][float=right][img]http://i15.photobucket.com/albums/a353/IamRik/thassaSmall-2.png[/img][/float]
958
959[center][box][deck=[center]Moon Walk[/center]]Lands (23):
96016 Island
9613 Steam Vents
9624 Sulfur Falls
963
964Creatures (4):
9653 Simian Spirit Guide
9661 Thassa, God of the Sea
967
968Artifacts (4):
9694 Dictate of Kruphix
970
971Enchantments (7):
9721 Elixir of Immortality
9734 Howling Mine
9742 Temple Bell
975
976Instants (10):
9774 Gigadrowse
9783 Serum Visions
9793 Remand
980
981Sorceries (12):
9824 Exhaustion
9834 Time Warp
9844 Walk the Aeons
985
986Sideboard (15):
9873 Chalice of the Void
9881 Swan Song
9892 Spellskite
9903 Blood Moon
9912 Monastery Siege
9922 Font of Mythos
9931 Tamiyo, the Moon Sage
9941 Commandeer[/deck][/box][/center]
995
996Is the extra speed worth taking risks with the lands? The results seem to clearly say, [i]"Yes!"[/i]
997
998[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#splash][box][FONT=Arial Black][b][SIZE=3]~ Return to the Beginning of This Section ~[/SIZE][/b][/FONT][/box][/url][/center]
999
1000
1001[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/bloodMoonSmaller.png[/img][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/bloodMoonSmaller.png[/img][/right][/indent][indent][float=left][anchor=green][img]http://i15.photobucket.com/albums/a353/IamRik/noxiousSmallerMirror.png[/img][/anchor][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/noxiousSmaller.png[/img][/right]
1002
1003[center][FONT=Arial Black][B][SIZE=4]~ Turbo [s] Fog [/s] Time Walk ~[/SIZE][/B][/FONT]
1004
1005[SIZE=1]Splashing [mana]g[/mana][/SIZE][/center]
1006
1007Due to the off and on popularity of adding [card]Rites of Flourishing[/card] to this deck, the [mana]g[/mana] splash has been seen time and again both in paper events and on MTGO. It has enjoyed success in both. One of the more interesting lists in this style was offered up by [b]Gavin Verhey[/b] in his article, [url=http://archive.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/rc/303]"Of Eldrazi and Eternity"[/url]. This particular list combines the usual green additions, [card]Rites of Flourishing[/card] and [card]Explore[/card], with some more off-beat inclusions like [card]Garruk Wildspeaker[/card] and [card]Noxious Revival[/card]. Throw in some extra mana production, and you open the door to some truly unconventional inclusions, like [card]Savor the Moment[/card] and [card]Panoptic Mirror[/card]!
1008
1009[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/garruk2Small.png[/img][/float][float=right][img]http://i15.photobucket.com/albums/a353/IamRik/ritesOfFlourishingSmall2.png[/img][/float]
1010
1011[center][box][deck=[center]Turbomirror[/center]]
1012Lands (23):
10134 Breeding Pool
10146 Forest
10154 Hinterland Harbor
10162 Island
10171 Kessig Wolf Run
10181 Mikokoro, Center of the Sea
10194 Misty Rainforest
10201 Stomping Ground
1021
1022Artifacts (7):
10234 Howling Mine
10243 Panoptic Mirror
1025
1026Enchantments (12):
10274 Fertile Ground
10284 Utopia Sprawl
10294 Rites of Flourishing
1030
1031Instants (4):
10324 Noxious Revival
1033
1034Sorceries (10):
10352 Explore
10364 Savor the Moment
10374 Time Warp
1038
1039Planeswalkers (4):
10404 Garruk Wildspeaker[/deck][/box][/center]
1041
1042As far as alternate takes on this deck go, this is really one of the more interesting ways to go with this deck. It includes the oft considered, but seldom playable [card]Panoptic Mirror[/card]. It has more than a few ways to loop [card]Time Warp[/card], in fact. Due to [card=Garruk Wildspeaker]Garruk[/card] and all of the piles of ramp, it can employ [card]Savor the Moment[/card]. I'd love to see a revised version of this deck with [card]Nissa, Worldwaker[/card] put up some results.
1043
1044[center][url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/571235-time-walk#splash][box][FONT=Arial Black][b][SIZE=3]~ Return to the Beginning of This Section ~[/SIZE][/b][/FONT][/box][/url][/center]
1045[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/noxiousSmallerMirror.png[/img][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/noxiousSmaller.png[/img][/right][/indent]
1046
1047[float=left][img]http://i15.photobucket.com/albums/a353/IamRik/cornerleftsmall.gif[/img][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/cornerrightsmall.gif[/img][/right]
1048[hr]black[/hr]
1049[float=left][anchor=core][img]http://i15.photobucket.com/albums/a353/IamRik/cornerrightsmall.gif[/img][/anchor][/float][right][img]http://i15.photobucket.com/albums/a353/IamRik/cornerleftsmall.gif[/img][/right]
1050
1051[url=http://www.metagame.it/liste-mazzi-modern/1590-modern-top-8-ptq-khans-of-tarkir-riccione.html?utm_source=twitterfeed&utm_medium=twitter]a Top 8 finish at PTQ Riccione[/url].
1052
1053Since then, it has seen further development as a combo deck, and been spun off into both a hard control deck [url=http://www.mtgsalvation.com/forums/the-game/modern/modern-deck-creation/528014-lets-do-the-time-warp-again?comment=584]which has had some tournament showings of its own[/url], and an exciting aggro variant. It's only a matter of time until [u]Time Walk[/u] is an [b]Established[/b] or perhaps even [b]Proven[/b] deck in the [b]Modern[/b] format!