The deck works because you don't necessarily need Sundial of the Infinite or Discontinuity to make the deck work, but becomes better when you do end your turn early. As a fair warning, this deck is incredible complex and there are way too many synergies and interactions to sum up here. In concept, I suppose you can think of this as an off-brand amulet titan in azorius that is much less competitive and has even more bad matchups.
Also note that this deck is not afraid of one or two mulligans. Of course, that isn't a great situation overall (Especially against Thoughtseize effects early game), but there is meant to be enough mana fixing and filtering effects to set up plays even under harsh restrictions. Funny enough at the same time, this deck can have a few instances where the cards you draw are almost useless, resulting in a loss. This deck is truly 'jank' in every aspect.
Ideally, this wouldn't be an 80 card deck as it need a consistent plan. However, the mana-base needs many cards to function and I can't seem to strike a good balence between the mana-base and cards of actual substance within 60 cards. Even without Yorion, Sky Nomad, this would probably have to be a over 60 card deck. I hope that with all the filtering in this deck, its barely just above 60 cards in function.
Without ending turn early effects:
-In an event where we cannot counter or exile the triggered ability on the stack for Lotus Field or Azorius Chancery, it can still play to our advantage. Vizier of Tumbling Sands can not only filter through the deck, but can itself be used as a copy of Amulet of Vigor or as a means to ramp using Lotus Field. Lotus Field also works well with Flagstones of Trokair or Brought Back, as it can function also as a means of ramping past the curve. It does also help that such a land is a little less fragile, as it has hexproof.
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Solitude is a power-star in this deck. It can be saved from its evoke cost (while still being removal) using Brought Back, Overcharged Amalgam, Astral Drift, or (of couse) Sundial of the Infinite. When solitude enters the battlefield paid under the evoke cost two triggers enter the stack: one where you sac, and one where you exile stuff. You can have the exile stuff ability activate first, then end your turn while the other is on the stack to be removed. Without sundial or any other saving card, however, just removal is always good too.
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Flickerwisp can flicker various creatures and can even flicker Glasspool Shore
(so you have it enter as Glasspool Mimic
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AEthermage's Touch, although we still return the creature at our end step, that allows us to play it again, AND it's at instant speed. Since we do have a creature with a counterspell, Overcharged Amalgam , it would probably be best to play this when an opponent casts a spell.
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Astral Drift flickers a creature you control, or temporarily stops an opponent's creature
With ending turn early effects:
Additional synergies and notes
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Many important pieces are humans, so cards like Cavern of Souls really helps protect many key players. Of course, this was before my renovation of the deck. You could add other human staples if you really wanted to, like Champion of the Parish, etc. I would thinking of adding 2, to make it more consistent again counter strategies. (edit: although this note is outdated, it's not a bad plan and there are plenty of human strategies with sundial)
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Fblthp, the Lost works well with the deck too, giving you that second card draw with AEthermage's Touch (edit: who cards about Fblthp, the Lost?)
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Amulet of Vigor keeps many things untapped. Like Charming Prince's flicker effect, Azorius Chancery, Lotus Field, Hallowed Fountain, Fieldmist Borderpost, and Watcher for Tomorrow.
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If you wanted to splash green, Uro, Titan of Nature's Wrath is fantastic with Sundial of the Infinite. Same with Kroxa, Titan of Death's Hunger. (Edit: This one hasn't aged well)
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Many token cards work wonders with Sundial of the Infinite, like: Geist of Saint Traft, Mirror Mockery, ''Splinter Twin'' (like that's gonna happen), Flameshadow Conjuring, Mirror March, Twin Flame, Chandra, Acolyte of Flame, Eater of Days, etc... They are so many possible decks to make from this archetype. (Edit: I love token sundial strategies, so I used to keep them in the sideboard with stuff like Mimic Vat and Seance. Unfortunely, I already use the graveyard, and I only see even more graveyard intensive strategies on game 2 or 3 leading to even worst match ups. There aren't many good match ups in the first place!!)
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Btw, if an opponent cracks a fetchland during your turn, you can skip them getting a land using Sundial of the Infinite. They pay 1 life and sac it, and its ability to fetch the land moves to the stack. Before it resolves, however, you can end your turn.
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Regarding cards like Fiend Hunter. Sundial of the Infinite can be used to exile triggers from the stack via ending the turn. So you could flicker them to permanently remove a card. That being said, unless it's an effect that would return the creature immediately, you would lose your Fiend Hunter. If it's being targeted by a spell on your turn anyway, you might as well end your turn as a respond to avoid it entirely as with any creature removal; effectively making the sundial an objectively worst Teferi, Time Raveler. Basically, even if you use them on your own creatures and do some fun stuff there, they are only extra space in a deck already tight on space anyways. Sundial doesn't really make them better and don't fit the theme well.
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For specifics go to https://gatherer.wizards.com/pages/card/details.aspx?name=Sundial%20of%20the%20Infinite
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If you end your turn. All effects and spells on the stack that are trying to resolve after sundial resolves are exiled. Enter the battlefield effects, triggered from certain phase transitions, spells your opponents cast during your turn. It can all be avoided.
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If a one-time effect fails to resolve, it will not try again. So if a triggered ability with 'at the beginning of your next end step' is skipped, the effect fails to resolve and it will not try to resolve again.
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Even if you end our turn early, you ALWAYS have a clean-up phase before passing the turn. On this phase, until end of turn effects end, damage 'wears off', and other stuff.
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Discontinuity gets exiles on use, as stated on the card.
-No you can't skip the exploit cost by using the sundial. The exploit itself is a triggered ability upon ending the battlefield, but its resulting exploit trigger is conditioned upon exploit resolving.
Things to improve
-Better removal option than Long Road Home. Even a strictly better Unsummon with some kind of additional benefits would work wonders.