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Lots and Lots of extra turn spells. This is CASUAL! As well, not meant to be played without proxies. Otherwise Time Walk, Tinker, Time Vault, and Mox Sapphire would be pointless. CONSTRUCTIVE CRITICISM WELCOME! Spam is not, (I'm looking at you INFERNAL) How it works: Use the spells to take extra turns, Sleep to stall your opponent(s), and the Fatestitcher and Fatestitcher+Aphetto Alchemist to tap out enemy drops. Fatestitcher functions as a land with summoning sickness, so acceleration is functionally present in this deck. The Seats are here for Tinker and Aphetto Alchemist. Once you have out Fatestitcher(s), Aphetto Alchemist(s) and the Time Vault, add extra turns until you have two or more ready, then fire out the Eater of Days, which rids you of some extra turns. Then continue your turns, eventually getting enough power to swing in for 20+ and win. COMBOS!: Aphetto Alchemist/Fatestitcher+Time Vault= Multiple turns on hold+Your opponent doesn't get a turn. Memnarch+Mox+Aphetto Alchemist/Fatestitcher=Gain control of lots of permanents in short times. Aphetto Alchemist/Fatestitcher+Mox/Seat/Island=Extra mana.
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whats up my man, if cash isnt a question then u deff need to check out time vault, it is by far the easiest way to get infinite turns, i built a deck around it check it out,its called stroll through infamy
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I would, but Time Vault isn't effective enough, as I have no way to untap it without dealing with the "Skip your turn" effects.
i c ur point, unless u bild a deck around it it isnt that good, but 1 little Aphetto Alchemist and its all over
I may run it anyway in proxy just to see if it would work.
Also, the oracle text on Time Vault prevents the Aphetto Alchemist+Time Vault neverending turn combo from working. You'd need R&D's Secret Lair in play to do it.
Nope. Just rechecked the text. I am wrong, ignore the above post timestamped 23 Sep 2009 23:17 UTC.
its good until you look at the mana costs of everything. this deck would work in team matchups as you can have someone protect you early game. once you are late game this would be devastating but early game you've got nothing. there is no fast mana producers, no quick defenses, no stall cards.
its okay plz check out my deck welcome to hell
Gee, Wolftamer, what a useful comment. I think I'll check your deck right away...NOT! Visno, the reason it's so high cost is that it is designed for FFA, where I won't be directly targeted because of my threat level until later in the game. As well, the Aphetto Alchemists and the Time Vault, a powerful combo, are both quite cheap at 1U and 2 respectively and allow me to take all the time I need. As well, Time Walk is a mere 1U, and Mox Sapphire is present, allowing me to drop UU first turn. I also have Sleep, Fabricate, and Tinker just to tutor for the many win conditions in this deck. Once it survives early game, it generally wins, although I haven't tested enough yet, (It's presently 3 for 4, the loss being against a fast burn deck in 1v1). I appreciate your comment, but please post constructive criticism with advice for improvements, not just vague criticisms that I can't use. Thank you both for posting.
Myr Enforcer could help your early game. Thats all i got for advice, I'm not as seasoned as most.
I guess...but he's not particularly synergistic with the rest of the deck.