Time Spiral

by Palandir on 15 November 2010

Main Deck (65 cards)


Sorceries (2)


Instants (20)


Enchantments (4)


Land (20)

Sideboard (2 cards)

Sorceries (2)

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.


Deck Description

Time obeys your bidding in this deck, where your creatures and spells untap the land they use and your opponent can't untap theirs

If you have any ideas on improving upon it, criticism is always welcome

Deck Tags

  • Fun

Deck at a Glance

Social Stats

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This deck has been viewed 1,302 times.

Mana Curve

Mana Symbol Occurrence

056000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Time Spiral

Have you thought of maybe Gauntlet of Power to add to your late game? Also, I think Frantic Search might work well with this deck.

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Posted 16 November 2010 at 00:50

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I agree wholeheartedly with both.
Thank you!

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Posted 16 November 2010 at 00:59

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Lucian_Devine has deleted this comment.

Posted 16 November 2010 at 01:16

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Upheaval is another one you might consider. If you can get 1 or 2 high tides along with those creatures, you can end up with a fair bit of mana floating. You can then cast upheaval with some of it, use some of the rest to cast more of the things you returned, end your turn with several things in play, looking at an empty board on your opponents side. The odds of them being able to rebuild from that position is unlikely at best.

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Posted 16 November 2010 at 04:47

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I'll consider it. It seems just a little too risky with this build

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Posted 16 November 2010 at 09:06

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In fact, removing all permanents would kind of remove the edge I would have cultivated throughout the game, and the spells are expensive without the physical land.

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Posted 16 November 2010 at 09:11

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Well, what the plan would be in that scenario, is to get at least one high tide in the loop, and maybe the gauntlet, depending on how late game it is. Then you tap your mana to cast something, lets say it's the great whale. If you tap 7 lands to cast it, you produce 14 mana with just the high tide in effect. Then you untap the lands. Then, lets say you cast Peregrine Drake. Tap 5 lands, produce 10 more mana, use 5 of it to cast the drake, and again untap your lands. You've now got 12 mana floating. Depending on how full your hand is, you can rinse and repeat, generating more mana with each spell. Then, you cast upheaval, returning all permanents. Follow that up by using all of your floating mana to spill the creatures you just returned back onto the field.

I understand it could be risky, depending on how late in the game it is, but it's basically a sure win if the combo starts to go off.

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Posted 17 November 2010 at 01:10

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I was thinking about it a bit more as well, and I agree it would be devastating for the opponent. I'll Include it in my sideboard

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Posted 17 November 2010 at 11:21

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Yeah, if you get into any matchups where you know for fact it'll be a long-late game scenario, I think it'll be worth it in the long run.

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Posted 17 November 2010 at 14:16

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Indeed so.

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Posted 17 November 2010 at 14:17

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