Telling Time, why doesnt it see more play?

Modern forum

Posted on April 7, 2014, 3:54 p.m. by smackjack

So im looking for draw cards spells for my Geist Control deck and found Telling Time . It costs 2, but it being an instant makes up for that. It digs 3 cards down and you can set up your next draw.

Why doesn't this see more play?

Bellock86 says... #2

My guess would be better options in Preordain and Sleight of Hand . They don't dig as deep but come out a turn earlier which in modern is very important apparently. I'm merely speculating as I don't actually play modern Ponder

April 7, 2014 4:03 p.m.

Bellock86 says... #3

My guess would be better options in Preordain and Ponder . They don't dig as deep but come out a turn earlier which in modern is very important apparently. I'm merely speculating as I don't actually play modern. Sorry for the double post. Also this should probably be in the modern forum as I assume that is the format you are referencing.

April 7, 2014 4:04 p.m.

Bellock86 says... #4

Forget Sleight of Hand brain fart on my part.

April 7, 2014 4:05 p.m.

Unforgivn_II says... #5

Both Ponder and Preordain are banned. And Serum Visions is the draw spell of choice for modern.

April 7, 2014 4:13 p.m.

Bellock86 says... #6

Well see there you go. Told you I didn't play modern. Lol

Hey Unforgivn_II that bus hurts. Lol. Just kidding. Thank you for the correction.

April 7, 2014 4:26 p.m.

Some people dislike it because of the forced "card to bottom". Serum Visions allows you to choose whether or not things go to the bottom. Though if what you are digging for is combo pieces or general card quality, then you could use Telling Time in conjunction with fetches to some degree of usefulness.

April 7, 2014 4:31 p.m.

Slycne says... #8

It's worth noting that Telling Time isn't a "draw spell" it's a cantrip. You're not actually up a resource, you trade a card and some mana in order to set-up your draw. This is why it generally only sees play in combo decks, all they need to do is dig for their combo pieces. A control deck however needs to start to be able to answer their opponents cards, especially in a fast format like Modern. If you're going to loose some tempo in order to draw cards you're probably better off with something like Think Twice which actually nets you a card and/or play the cheaper options like Serum Visions .

April 7, 2014 4:57 p.m.

The Doctor says... #9

Unless you're playing Affinity, in which your card draw is Thoughtcast .

April 7, 2014 6:53 p.m.

APPLE01DOJ says... #10

Just bought a playset of Think Twice for a casual mono unfair deck. Probably the best legal choice if u don't want to spend on Serum Visions .

Not as good but I like Thirst for Knowledge too.

April 7, 2014 9:55 p.m.

BLEATH says... #11

Hey hey hey, don't be bashin' on thirst. It's amazing in the right deck. :D

Regarding the post though, aside from being an instant, Telling Time reads: Draw one, and scry 2. "Put one of those cards on the bottom of your library" as opposed to "Draw a card, scry 2". It's better for combo decks to get that all-important turn 3 off (I say 3 because that's when most combo decks go off) and setting up your draws from the first turn is better than setting up your draws at the end/beginning of your 3rd turn.

April 8, 2014 3:11 a.m.

greensaleen says... #12

BLEATH that isn't what Telling Time reads at all, being an instant over a sorcery is strong, on top of it pulls a card of your choice into your hand over the top card like Serum Visions the only downside is the forced card to bottom, which I don't view as a huge downfall with all the deck shuffling in modern. I would run it over Serum Visions personally

April 8, 2014 11:19 a.m.

smackjack says... #13

I value the instant speed highly. My deck, Geist Control, is based on flash creatures and instants to always have counter mana open. The only spells i play on my turn are Geist and Supreme verdict. Would you guys recommend using Serum Visions over Telling Time in this deck? Or maybe Think Twice ?

April 8, 2014 12:52 p.m.

greensaleen says... #14

I like Telling Time because it lets you fix your next draw, as well as the potential to get rid of a dead draw. Plus you can still flash it back with Snapcaster Mage and can do that instant speed as well which is big.

April 8, 2014 1:38 p.m.

Slycne says... #15

Personally I still like Serum Visions over Telling Time , if you're not a combo deck running both. While instant speed is nice, the cost can't be overlooked. Having a fair number of 1 mana spells really helps to smooth out your turns and use your mana effectively. Being 1 mana also has major considerations for what a keepable land light hand is. Serum Visions let's you see 4-5 cards by your second draw step, letting you keep an otherwise powerful but risky keep.

April 8, 2014 2:12 p.m.

greensaleen says... #16

Its a hard toss up on Serum Visions and Telling Time for me, depending on the deck. example in my Gifts Reanimator deck the draw spot is a one of. I like Telling Time because late game I want the instant speed and deck setup. There are a good number of cards I don't want to see in my hand, so the too the bottom effect isn't detrimental to me. On the other hand if I'm playing storm or RWx I want the early draw to set up my mid/late game control so Serum Visions is my choice.

April 8, 2014 3:18 p.m.

This discussion has been closed