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I do not own this deck. I just like to build them. Really, if you took the Time Walks out of this thing (which I never use in my proxy games REALLY unless I just have no other options) it may even be affordable to most people. What I wanted to do here was create a control/agro deck that utilizes the time counters so that after a few turns, you don't have to pay to cast anything. Just kinda sit back and let your upkeeps and Timebugs keep re-casting all of the same crap.I usually play 65-card decks with my friends, but if you had to cut this down to 60, I'd say ditch the Time Walks (or affordable equivalents) and the Archon of Redemptions. Then kick in an extra Mind Unbound. Maybe four of those in this deck is... unnecessary... but everything else is already at their maximum availability here.
I have not had two games with this deck go down the same way. Most of the wins I get with it are via submission because I get enough Chronomantic Escapes and Reality Strobes out that my opponents can't touch me. Other ways I've won with this include swarming with a Chronozoa/Paradox Haze combo that has my battlefield churning out INSANE amounts of 3/3 fliers for literally no mana, stacking up stupid amounts of life with Venser's Journal/Paradox Haze/Mind Unbound, and cutting my way through my opponents' ground forces with the never-ending respawns of Epochrasite.
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nice deck i like the idea but i would remove the timewalks like you said you dont play with them and they are really not affordable plus i think that it is making your deck illegal in most all formats... whereas if you remove them (and change a few lands) it even becomes legal in modern...
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Thank you! I don't really mess with the formats and legality and whatnot, but you are absolutely correct. Especially the land stuff. I have no idea what to replace the ones I have with, though. With this deck, I'd almost say it's easier to just cut the rest of my white cards and make it mono-blue, though I will definitely feel that Chronomantic Escape's absence.
might i suggest ancestral vision?
I had that in an early versions of this, but ultimately went with Mind Unbound because of the Paradox Hazes and Venser's Journals. I had a couple of each of those out in a few games and wound up getting like 20 life per turn. Reality Strobe lets me bounce the Unbounds back to my hand so I don't accidentally mill myself to death, too. Ancestral Recall would let me draw more cards early in the game, but since a lot of the junk in this deck is kind of expensive, anyway, it really just resulted in my packing my hand with cards I couldn't use. I thought about switching the Time Walks out for them, too, but for one more mana, I get a new card, a new upkeep, and all the other stuff that comes with a new turn. Especially if I get them mid-to-late game and have some other cards in suspension.
Two words: Mirror-Sigil Sergeant = p enjoy