The owner of this deck hasn't added a sideboard, they probably should...
Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
Chronozoa intended as the star of the show; with other Illusion-friendly cards (Krovikan Mist, Lord of the Unreal) and time counter manipulators (Jhoira's Timebug, Clockspinning) to help things along and counter spells to dodge threats.
This deck has been viewed 2,087 times.
Shared Discovery could be replaced with Fathom Seer, gives you another illusion and allows you to draw some cards later on when needed. Phantasmal Image could also be worth considering as it allows you to copy the threats your opponent puts on the table and use it against him. Last Phantom Warrior is a real solid creature that can, more or less, slowly kill your opponent. I also would use a full set of Lord of the Unreal because they can be removed quite easy as they don't have hexproof themselves. The big question in this deck for me is if you really want to use eight cards (Clockspinning and Jhoira's Timebug) to make Chronozoa more effective? I would either use more cards with time-counters or concentrate on the illusion part. GreetingsMuktol
Permalink
Muktol pretty much covered the stuff for the Illusion play. If going the time counter route, Paradox Haze is a must. Reality Strobe and Epochrasite are worth considering for the time counter idea.
I didn't mention Paradox Haze because Chronozoa has a little anti-synergy with it. The problem occurs when you have 2 or more Paradox Haze on the field. Any "original" Chronozoa will loose 3+ time counters at the beginning of the upkeep and thus be sacrificed. Any Chronozoa-token will loose +3 time counters and simply die. So you basically loose any Chronozoa's you have within one turn when you have 2 or more Paradox Haze on the field, without being able to attack with them. An option to remove/ transfer those time counters with instant-speed could be Fate Transfer.
This is true. Don't know why I didn't see the anti-synergy :|
The anti-synergy is actually different. The tokens don't "simply die", they are exact copies including the vanishing part and they keep on duplicating with more upkeeps. The actual anti-synergy is that new tokens have summoning sickness, so you won't be able to attack with many of them. Maybe that's what you said, your wording is a bit icky :)The solution is simple, though: Don't play more than one Haze! I wouldn't add a full playset anyway since Haze does nothing in it's own. IF you have Chronozoa and Paradox Haze in play, you are in a pretty good situation anyway, so drawing a second one isn't that big of a loss. But a single Haze speeds up the petri dish so much more than any other option you have. I'd say you can run 2 of them and the possible gains will be way higher than the very occasional game where you draw both and don't win anyway.
No, I meant what I wrote but I forgot that you don't need Chronozoa, or one of it's tokens, in the graveyard for the effect to concur. It's enough when one was put there without any time-counters on it. So yes, it will duplicate endlessly but without haste the only thing you will get is a big army that can be used for blocking.
Chisei, Heart of Oceans could be fun in here. So would Hex Parasite
Paradox Haze.And Epochrasite looks like it would fit the petri dish theme as well as the mechanic wise.
You could splash white for Solemnity,and then your Chronozoa would enter play with no vanishing counters, so you would get free ones every time one died.
But that would cause an infinite loop, resulting in a game draw. Sadly, with the way Vanishing works, Solemnity is a bad idea.
I thought the same and looked it up. It works. The vanishing rules includes an 'if' clause" that stops the counter-removing ability from triggering if there are no time counters on the permanent.
If it was fading instead of vanishing, then yea it would be a loop.
But with Solemnity, they also never die in your upkeep. So, if your opponent isn't so kindly and kills it, you'll sit on a single one forever.
... good point, I was thinking it died during upkeep if it had no counters ......I suppose he could swap out time bug for a sacrifice outlet.it doesn't interact with anything as far as I can tell.
Isn't that a bit farfecthed? Adding another component to make a splash work?