Panoptic Mirror
: This is what allows me to have a combo in this deck. If I imprint an extra turn spell on this I'm given "infinite" turns. I put infinite in quotes because I still need to find a way to win. If I can't I'll either mill myself, or time-out.
Time Warp: This is the #1 extra turn spell available in Modern as of right now, as in it's the cheapest in mana cost with no draw backs (like Savor the Moment) or conditions that need to be met (like
Sage of Hours
).
Savor the Moment: This is the second extra turn spell that I chose to use in the deck because it is the cheapest in Modern without any conditions needing to be met. It's draw back isn't even as big a problem as in most decks due to the fact that the planeswalkers in the deck allow for me to untap my lands on each of subsequent turns.
Noxious Revival: This is a very important utility spell in this deck. It allows me to chain my extra turns together easier if I don't have a
Panoptic Mirror
to imprint them on, it can re-buy my spells that have been cast/countered/discarded or otherwise dealt with, and it allows me a way to not die through milling if Laboratory Maniac is at the bottom of my library.
Monastery Siege: This is my main way to dig for my combo/win-cons/sideboard cards. This card selection allows me mitigate my chances of flooding out in the late game, getting stuck with cards that do nothing in the midgame, or getting mana screwed in the early game. Having card selection at this level every turn really helps against control decks. Also, it allows for mainboard hate against certain decks/strategies like burn or discard.
Howling Mine:
Garruk Wildspeaker:
Ral Zarek:
Utopia Sprawl:
Fertile Ground:
Delay:
Laboratory Maniac:
Dragonlord Dromoka:
Banefire:
Kessig Wolf Run:
Fetch+Shock mana base: The way that I have the mana base right now, and off my fetch lands can grab any color. This rally helps with my splashing two colors.