I thought I'd spat out the recent Jhoira deck that I've (re)built. I found the parts of my last Jhoira time warp theme'd / combo deck in a box and thought that I'd try to take the deck in a different direction. I'm still wanting to avoid the normal big-creature-land-destruction Jhoira style of playing.
The deck used to be a bit more controllish with a massive stack of counter spells (video of original v1 decklist), but due to the lack of board control for multiplayer games it had a tendency to fall flat on its face against a few aggro decks.
There are no legitimate counterspell variants in the deck, with the only control elements now being just venser, shaper savant, time stop, and glen elendra archmage. Hopefully with a few more creatures and value cards here I won't get swampped by aggro as bad.
~ Azami, Lady of Scrolls - the second most important creature past Teferi. The deck is wizard tribal without a focus on "wizard power," but Azami and a few wizards + time warps can draw us very deep into a deck very quickly, and can easily enable laboratory maniac victories without going infinite turns or with enter the infinite.
~ Mirari + Meletis Charlatan - the way suspend works, if there are multiple spells coming off of suspend on the same turn, they don't both go on the stack at once. Each one comes out of suspend and resolves before the next, so Mirari or the Charlatan could come out of suspend the same turn a time warp does, and we can have them in-play and available to copy said time warp.
~ Mind's Desire is a throw-in and was not intended on being in the deck, but a buddy got the new FTV Lore and didn't want it. I'm not really that fond of the artwork, but a gift is a gift is a gift, and it can do good work here.
I know many people don't like time warp decks. In this deck, these are mostly treated as explore, so I can just draw + landfall + remove suspend counters. That route is just better (IMO) than suspend-specific cards like fury charm, which may be a completely dead card w/o Jhoira. The normal annoyance of time warp decks "taking forever" isn't actually present here since I (personally) can pilot through a turn pretty quick.
Ideas and feedback is always welcome!
change log;
October 2nd; Removed Ancestral Vision for a modern deck, replaced with Geistblast for another semi-copy effect and something to help remove early issue creatures.
Welp after playing this deck for a few weeks now, it seems to still struggle early game.
While my earlier high-control list tended to wait until I had 5 mana up to cast Jhoira (to hold up a counter or suspend), this time I just lackadaisically push her out on turn-3 and hope she survives so I can suspend two spells on the following turn.
The issue is that I'm seeing less card filtering/consistency using so many big impact spells, and while I don't really care to use the time warps like explore, if I don't actually make a landfall then I'm not really getting myself in a position to take over the game.
I also need to pick up a spirebluff canal. I'm seeing the deck stutter a few games early with random land issues, so I may toss in a 3rd mountain and go up to 38x lands total since I have almost zero ramp.
I thought I'd spat out the recent Jhoira deck that I've (re)built. I found the parts of my last Jhoira time warp theme'd / combo deck in a box and thought that I'd try to take the deck in a different direction. I'm still wanting to avoid the normal big-creature-land-destruction Jhoira style of playing.
The deck used to be a bit more controllish with a massive stack of counter spells (video of original v1 decklist), but due to the lack of board control for multiplayer games it had a tendency to fall flat on its face against a few aggro decks.
There are no legitimate counterspell variants in the deck, with the only control elements now being just venser, shaper savant, time stop, and glen elendra archmage. Hopefully with a few more creatures and value cards here I won't get swampped by aggro as bad.
1x Jhoira of the Ghitu
Creature (21)
1x Arcanis the Omnipotent
1x Archaeomancer
1x Azami, Lady of Scrolls
1x Dualcaster Mage
1x Echo Mage
1x Glen Elendra Archmage
1x Izzet Chronarch
1x Jori En, Ruin Diver
1x Laboratory Maniac
1x Lighthouse Chronologist
1x Magus of the Future
1x Magus of the Jar
1x Magus of the Wheel
1x Melek, Izzet Paragon
1x Meletis Charlatan
1x Nin, the Pain Artist
1x Snapcaster Mage
1x Sower of Temptation
1x Teferi, Mage of Zhalfir
1x Venser, Shaper Savant
1x Voidmage Husher
Instant (11)
1x Capsize
1x Cyclonic Rift
1x Evacuation
1x Fact or Fiction
1x Increasing Vengeance
1x Intuition
1x Mystical Tutor
1x Reiterate
1x Steam Augury
1x Time Stop
1x Twincast
1x Beacon of Tomorrows
1x Enter the Infinite
1x Expropriate
1x Knowledge Exploitation
1x Mind's Desire
1x Mizzix's Mastery
1x Mystic Retrieval
1x Part the Waterveil
1x Past in Flames
1x Personal Tutor
1x Plea for Power
1x Recurring Insight
1x Savor the Moment
1x Spelltwine
1x Temporal Cascade
1x Temporal Mastery
1x Temporal Trespass
1x Time Reversal
1x Time Spiral
1x Time Stretch
1x Time Warp
1x Walk the Aeons
1x Wash Out
Enchantment (2)
1x Dream Halls
1x Omniscience
Artifact (4)
1x Mirari
1x Sol Ring
1x Thought Vessel
1x Wayfarer's Bauble
1x Caldera Lake
1x Cascade Bluffs
1x Command Tower
1x Desolate Lighthouse
1x Evolving Wilds
14x Island
1x Izzet Boilerworks
1x Izzet Guildgate
1x Mirrorpool
2x Mountain
1x Myriad Landscape
1x Reflecting Pool
1x Reliquary Tower
1x Riptide Laboratory
1x Rogue's Passage
1x Shivan Reef
1x Spirebluff Canal
1x Steam Vents
1x Sulfur Falls
1x Swiftwater Cliffs
1x Temple of Epiphany
1x Temple of the False God
1x Terramorphic Expanse
1x Wandering Fumarole
The deck wins, in short, by using enter the infinite + beacon of tomorrows for infinite turns (winning with combat via rogue's passage or capsize), or laboratory maniac. Riptide Laboratory enables archaeomancer/izzet chronarch as an alternative infinite turn enabler.
A few cards of relative importance;
~ Teferi, Mage of Zhalfir - Ideal game-play is to cast enter the infinite and play Omniscience or Dream Halls. There may be a vulnaerability here to something like krosan grip, but with Teferi, Mage of Zhalfir in hand after resolving one of the blue-enabling enchantments, we can retain, cast the second one, retain again, and cast Teferi, which will resolve before the second enabler.
~ Azami, Lady of Scrolls - the second most important creature past Teferi. The deck is wizard tribal without a focus on "wizard power," but Azami and a few wizards + time warps can draw us very deep into a deck very quickly, and can easily enable laboratory maniac victories without going infinite turns or with enter the infinite.
~ Mirari + Meletis Charlatan - the way suspend works, if there are multiple spells coming off of suspend on the same turn, they don't both go on the stack at once. Each one comes out of suspend and resolves before the next, so Mirari or the Charlatan could come out of suspend the same turn a time warp does, and we can have them in-play and available to copy said time warp.
~ Mind's Desire is a throw-in and was not intended on being in the deck, but a buddy got the new FTV Lore and didn't want it. I'm not really that fond of the artwork, but a gift is a gift is a gift, and it can do good work here.
I know many people don't like time warp decks. In this deck, these are mostly treated as explore, so I can just draw + landfall + remove suspend counters. That route is just better (IMO) than suspend-specific cards like fury charm, which may be a completely dead card w/o Jhoira. The normal annoyance of time warp decks "taking forever" isn't actually present here since I (personally) can pilot through a turn pretty quick.
Ideas and feedback is always welcome!
change log;
Oct 4th; Removed Devastation Tide for Expropriate
Oct 8'th; removed recoup and geistblast for spirebluff canal and jori en, ruin diver.
Oct 24'th; removed AEtherspouts for Voidmage Husher. Shhhhh....
Links to my most current deck lists;
Primary EDH; Rakka Mar Token Perfection, Crosis Mnemonic Betrayal, Cromat Villainous, Judith Gravestorm, Rakdos Empty Storm, Exava Artifacts, Bant Trash, & Fumiko Voltron!
EDH kept at home; Ruzzian Isset & Rakdos LoR!
EDH (nostalgic/pimp/retired) in storage;
Latulla Burns, Akroma Smash, Jeska Voltron, Rakdos Storm, Bladewing Darghans, Lyzolda Worldgorger, Xantcha Steals your Heart, Jori Storm, Wydwen Permission, Gwendlyn Paradox, Jeleva Warps, & Sigarda Brick!
Legacy Showanimator and High Tide!
While my earlier high-control list tended to wait until I had 5 mana up to cast Jhoira (to hold up a counter or suspend), this time I just lackadaisically push her out on turn-3 and hope she survives so I can suspend two spells on the following turn.
The issue is that I'm seeing less card filtering/consistency using so many big impact spells, and while I don't really care to use the time warps like explore, if I don't actually make a landfall then I'm not really getting myself in a position to take over the game.
I'm going to stuff in a jori en, ruin diver as another wizard I can play early (more Azami fodder), and also a brainstorm/ponder/preordain/telling time to help with pre-jhoira turns.
I also need to pick up a spirebluff canal. I'm seeing the deck stutter a few games early with random land issues, so I may toss in a 3rd mountain and go up to 38x lands total since I have almost zero ramp.
Links to my most current deck lists;
Primary EDH; Rakka Mar Token Perfection, Crosis Mnemonic Betrayal, Cromat Villainous, Judith Gravestorm, Rakdos Empty Storm, Exava Artifacts, Bant Trash, & Fumiko Voltron!
EDH kept at home; Ruzzian Isset & Rakdos LoR!
EDH (nostalgic/pimp/retired) in storage;
Latulla Burns, Akroma Smash, Jeska Voltron, Rakdos Storm, Bladewing Darghans, Lyzolda Worldgorger, Xantcha Steals your Heart, Jori Storm, Wydwen Permission, Gwendlyn Paradox, Jeleva Warps, & Sigarda Brick!
Legacy Showanimator and High Tide!