Hello there and welcome to my all time favourite modern deck! This build is based off of my older build. If you would like to check out the original list please click here I AM A TIME LORD!. I have updated the list and I have taken out extra planar lens.
Generally speaking if we survive till turn 5 then we will win the game. Just slam down a Cryptic Command to tap down their creatures on turn 4 or Gigadrowse their lands / creatures and we will be good to go on turn 5. Please play test before commenting. The deck looks odd on paper but just play it a few times and hopefully you like it as much as I do!
Temporal Mastery: At 7 mana this card has a hefty price. However, the miracle effect here is what makes it an all star. Best part about the wording on this card is that is says "if this is the first card you would draw this turn you may cast it for its miracle cost". This means I can cryptic (counter / draw) into one of these bad boys and take an extra turn at the end of their turn.
Time Warp: The cheapest take an extra turn card in modern. Running any less than 4 of these is a mistake so I am running 4.
Walk the Aeons: Take an extra turn for 6 mana, seems just ok. Why is this card so good? Buyback. Buyback when I have 1 million mana available is great. This card can help string my extra turns together until I hit what I need.
Utility
Cryptic Command: Arguably the most versatile card in modern. This deck runs blue so its running a play set of these toolboxes.
Gigadrowse: In this deck this card might as well read "target opponent draws and then passes turn". Great card, saves me a bunch and is killer vs control match ups. For example, the guy playing control undoubtedly has counters in hand so I just tap their lands down during their endstep and proceed to combo off on my turn without worrying about counters.
Serum Visions: Drawing a card and digging two cards into your library for 1 mana?! I will take 4 of these to go...
Artifacts / Enchantment
Howling Mine: Drawing one card a turn is so boring! Why not draw more?
Dictate of Kruphix: Same as the above except it has flash! I opted for a 4 / 2 split with this and howling mine because it flows a lot better and I generally get the draw first. Eg. turn 1 serum visions, turn 2 remand turn 3 flash in dictate.
Island: Extra turns require islands apparently so I am running a bunch of these.
Radiant Fountain: Because sometimes you just need a couple extra points of life. It is mainly included in the list to help survive game 1 vs heavy agro.
Win Con's
Part the Waterveil: One of the other new additions to this deck. It is an extra turn and a win con wrapped up into one card.
Ulamog, the Infinite Gyre / Kozilek, Butcher of Truth: Either one of these bad boys will kill in two hits. They serve two purposes. Number 1: Pitch to my graveyard at end of turn to reset my deck and keep going for ages. Number 2: To beat face and make opponents question why they ever thought they could beat a blue deck. Generally if I am playing against any deck playing white I will gigadrowse their lands down before casting one of these guys. If Kozilek happens to get pact of slaughtered no big deal he will be back eventually...
Sideboard
Just by looking at the list I am sure you can imagine my worst match-ups are affinity, infect and to a lesser extent burn, but it is still up there. Most other decks such as Jund, Junk, coco combo or tron are very winnable. This SB is tuned to hating primarily on the first three decks: affinity, infect and burn... and the silver bullet vs blue Choke.
Boomerang: This is here to bounce early game goyfs, lilianas, infect-y creatures or affinity hats. Can also be used to put Choke back in the opponents hand.
Dragon's Claw: Well burn is a deck and this helps me to live a few turns longer which is generally all I need.
Echoing Truth: Same general idea as boomerang but it can deal with multiples. Very brutal against token strategies.
Hibernation: Hey elves and zoo! This one is for you! This also does not target so if the opponent is playing safe vs counter spells in boggles or infect this just sends the creatures away.
Hurkyl's Recall: I would generally only use this against affinity but with the rise of thopter sword Hurkyl's recall is a suitable response.
Spell Pierce: To be used vs burn, infect, boggles and anything that can bring in the dreaded Choke.
Thanks for having a look at my deck! If you have any constructive suggestions I would like to hear them and if you liked the build +1's are a great way to show it!
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