Sideboard

Enchantment (4)


Maybeboard


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.

  • 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.

  • Flickerwisp can flicker various creatures and can even flicker Glasspool Shore   (so you have it enter as Glasspool Mimic  

  • 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.

  • Astral Drift flickers a creature you control, or temporarily stops an opponent's creature

With ending turn early effects:

Additional synergies and notes

** Rules regarding Sundial of the Infinite: **

  • For specifics go to https://gatherer.wizards.com/pages/card/details.aspx?name=Sundial%20of%20the%20Infinite

  • 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.

  • 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.

  • 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.

  • 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 sideboard against Blood Moon like effects, and tron particularly.

  • Better turn 1

  • Consistent Finisher

-Better removal option than Long Road Home. Even a strictly better Unsummon with some kind of additional benefits would work wonders.

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Comments

Casual

95% Competitive

Revision 39 See all

(5 months ago)

+3 Twining Twins main
Date added 4 years
Last updated 5 months
Exclude colors BRG
Splash colors WU
Legality

This deck is Modern legal.

Rarity (main - side)

10 - 0 Mythic Rares

38 - 16 Rares

11 - 0 Uncommons

10 - 0 Commons

Cards 75
Avg. CMC 2.61
Tokens Emblem Teferi, Who Slows the Sunset, On an Adventure
Folders Sundial Decks, Ideas
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