Overview
This deck is trying to do one thing: take all the turns.
What makes the deck tick is the addition of
Time Warp
to historic. We are trying to cast it, then cast it again, then maybe copy it, then cast it... until we either win or our opponent rage quits.
Wincons
Time Warp
: The most important card in the deck. It doesn't exile when cast, so we want to keep casting this as often as possible.
Alrund's Epiphany
: Not as recursive as
Time Warp
, but creates 2 attackers that can sometimes win the game themselves.
Ugin, the Spirit Dragon
: If you're already ramping, why not play the best ramp payoff in the format?
Ramp
Growth Spiral
: Pretty standard in any Simic ramp deck.
Explore
: A slower
Growth Spiral
, but with upside of it's own (I'm looking at you
Rowan, Scholar of Sparks
).
Cultivate
: Again, pretty straight-forward.
Rowan, Scholar of Sparks
: A 3 mana walker that reduces the cost of most of our ramp, and both our turns spells. It's also not unheard of to ultimate and take extra turns that way.
Will, Scholar of Frost
can be pretty handy in the later game as well.
Nissa, Who Shakes the World
: This could also be in the wincon section, but it's by far our best ramp too. This card is ridiculous. We have a total of 15 forests, so this should be doubling up a good chunk of our mana.
Card advantage
Search for Azcanta
: It helps find what we need early, and digs for more turns spells in the late game.
Narset, Parter of Veils
: Mainly for digging for our turn spells, but also combos with
Commit / Memory
for late game fun.
Tamiyo, Collector of Tales
: This digs for our turns spells as well as gets them back from the yard.
Mystic Sanctuary
: Why is this not in every turns deck?