This is one of my all-time favorites archetypes given how unique that the deck plays out. It's always looking to curve three 1 drops on turns 1 and 2 into an Edric, Spymaster of Trest on turn 3 in order to immediately draw 3 cards. From there you'll want to jam Notorious Throng/Coastal Piracy/Bident of Thassa on turn 4 to double your power/card draw straight into a Time Warp on turn 5. From that point on you're drawing more than enough cards to hit a "Time Walk" every turn (read Notorious Throng's Prowl) in order to close the game out in short order.
The disruptive threats and free permission are there to hinder mass removal since you typically only need to buy a few turns before it becomes obsolete. By the time that people can afford to pay the extra 1 it's already too late.
The deck gets substantially weaker if you sub out Time Warp for Part the Waterveil and your meta fields a lot of mass removal. It's rather inconsequential otherwise.
Assuming that you're like me and don't own Force of Wills then Foil is a very powerful alternative. Neither Misdirection nor Commandeer protect you against sweepers (which are your primary concern) but if you're only worried about spot removal then they definitely get the job done as well. Free spells are key since your mana for the first 6 turns is already spoken for.
I've played the deck cutting Edric, Spymaster of Trest for Military Intelligence and it still works but you clearly lose a lot of power. The current variation "goes off" about 75% of the time (and the math supports those figures) and switching over to MI was a noticeable downgrade. That being said fielding MI reduces the cost of the deck by a substantial amount since you get to run 23x island and 0x Edric.
I would enjoy this deck but I don't want to shell out $16 a copy for Time Warps. Perhaps something like Part the Waterveil could be used as a replacement?
I would enjoy this deck but I don't want to shell out $16 a copy for Time Warps. Perhaps something like Part the Waterveil could be used as a replacement?
I went over that in my explanation. It's not a big deal if your meta is light on mass removal but if everyone is packing 4x *** and whatnot then you should probably steer clear of the deck entirely. Foils and Judge's Familiars go a long way to thwarting the advances of 1-2 players but if you're routinely facing down a slew of mass removal then speed is everything.
Woop, must have completely glanced over that part while reading it. I wouldn't worry about my group playing ***, it took me ages for me to convince them that Earthquake was better than Lightning Bolt in MP.
I really like Sun Quan, Lord of Wu for getting all the damage through once people start landing some good defence.
Too slow. By the time that you reach 6 CMC you can already cast any Time Warp/Prowl'd Notorious Throng at which point you're already taking infinite turns. Even if one player has flying defense it's never going to be each opponent and assuming a turn 4 Notorious Throng (no Prowl) you're already looking at up to 10 power (three 1 power 1 drops into a 2 power Edric) and by the time that you get to the last opponent you can easily swarm them for 30+ damage if needed.
This deck's curve is very, very, very tight. There's almost no wiggle-room for additional cards/effects outside of cheap permission and a slightly modified creature base. The only 5+ CMC spells that this deck fields figuratively win the game on resolution and if the alternatives can't compete with that (most can't) then there's no point in even considering them. Again, you want to curve three 1 drops into Edric into Throng/Bident into Time Warp into Prowl'd Throng every game so unless a proposed alternative legitimately improves that curve it's hard to justify fielding it.
Does this deck give you self mill problems? I feel like if an opponents are gaining massive amounts of life or damage prevention. it would be hard to finish everyone off before milling yourself. I feel like a singleton lab maniac would be nice as alternate win con.
Does this deck give you self mill problems? I feel like if an opponents are gaining massive amounts of life or damage prevention. it would be hard to finish everyone off before milling yourself. I feel like a singleton lab maniac would be nice as alternate win con.
That or Beacons of Tomorrows would work fine. I generally omit alternate win conditions if it means playing cards that I'm never happy to see otherwise, especially if I have no reason to believe that they'll be relevant in a typical match. The reality is that the cards have absolutely no value in a huge % of games and only hate out a niche set of strategies. They're certainly reasonable, it's not a massive investment by any means, but the cards are awful the majority of the time.
Once you start removing Rogues you lose out on your ability to Prowl Notorious Throngs which is your primary kill card. If you're suggesting that you should remove the Familiars/Wanderers then your deck becomes significantly easier to interact with and/or race. It's not an unreasonable suggestion by any means and CoF does have "high upside" in the sense that can jam an unlimited quantity on turn 2. That being said drawing three or more 1 drops is way harder than snagging 4 or more and CoF doesn't offer much value outside of the body.
Sprite is just weaker than Spiketail Hatchling IMO since this deck never wants to hold 2 mana up. Swan Song, sure. 1 mana "counter target relevant spell" is a fair deal. 2 mana to counter 1, maybe 2 drops? Eh, no thanks.
Since you have so many low costed blue permanents in the deck wouldn't abjure be better then foil? Foil only seems good to me if the game is going very well. Abjure seems like its more rounded.
I don't see what wingcrafter is gaining you. Seems to me you would want more rogues. Or if you didn't like the 1 drop rogues then a mothdust changeling
I was the guy playing the relentless rats deck back during mirrodin and kamigawa blocks. Yes, cranial extraction was used on me. No, I didn't win much. Yes, I do have a relentless rats edh deck. No, it doesn't win much either...
Since you have so many low costed blue permanents in the deck wouldn't abjure be better then foil? Foil only seems good to me if the game is going very well. Abjure seems like its more rounded.
Foil enables you to circumvent your primary bottleneck; mana. If I simply wanted a cheap permission spell I would field Swan Song, Spell Pierce or Flusterstorm. The jump between "free" and "not free" is gargantuan, especially when you're playing a deck that draws a ton of cards but wants to use all of its mana every turn. I'm also not really sure what you mean when you say "the game is going well." The deck is 18 one drops and 7 mass card draw engines and more-or-less plays the same way every game as a result. Yeah, sure, if people counter/kill every card that you play then you'll lose. Welcome to every deck ever printed. The deck has a ton of card draw, 12 permission spells that cost 1 or less mana and a consistent, powerful gameplan. It's not the greatest deck of all time but it's not some janky "Magical Christmas Land" combo shell either.
I don't see what wingcrafter is gaining you. Seems to me you would want more rogues. Or if you didn't like the 1 drop rogues then a mothdust changeling
It grants Edric flying and he's a 4-of Rogue in the deck. The fact that you have to tap a creature to activate Mothdust Changeling neuters its applications since it negates all of its early-game value in non-Edric games. Think about it. Turns 1-3 you cast your dudes and then on turn 4 you cast your Bident/Piracy. What now? You have nothing to tap to get in for your card. In perfect world where you always have T3 Edric, sure, but that's not the world that we live in.
Does this deck give you self mill problems? I feel like if an opponents are gaining massive amounts of life or damage prevention, it would be hard to finish everyone off before milling yourself. I feel like a singleton lab maniac would be nice as alternate win con.
I see no reason not to if you're concerned about it.
Chances are slim that someone would be able to kill Maniac before you get to draw for the win.
Once you start removing Rogues you lose out on your ability to Prowl Notorious Throngs which is your primary kill card. If you're suggesting that you should remove the Familiars/Wanderers then your deck becomes significantly easier to interact with and/or race.
I don't own all the parts of this deck, but I do have a fair chunk of it, so I decided to load it into tappedout and give it a whirl.
Of a cards I don't own, I tried subbing in small numbers of 2cmc stuff like Invisible Stalker, Inkfathom Infiltrator & Jhessian Infiltrator.
Straight away I noticed the deck is less consistent at hitting 5mana by turn5, so I think you're dead right aiming at 1-drops exclusively.
One thing I will say, Cloud Pirates is my fave 1-drop in blue. I'm a sucker for the old frames.
Foil enables you to circumvent your primary bottleneck; mana. - The jump between "free" and "not free" is gargantuan, especially when you're playing a deck that draws a ton of cards but wants to use all of its mana every turn.
Abjure is a good spot, but I prefer Foil here too. The difference though, is that unless you run a few more islands, Foil is going to be a bit conditional. How often do you find you have a island in hand ready to pitch, on turns 3, 4 and 5 Prid3?
And Prid3, have you considered Temporal Trespass?
In trying this deck out, I noticed the deck was turfing cards to the yard like crazy at end of turn once you get going. This option in a small number is not only $cheaper$ than all of the Time Warp, Walk the Aeons & Part the Waterveil cards (Throng excepted), but it might be possible to cast for only UUU.
The only weakness here I can see is that it needs to be cast after you've already cast 1 or 2 other *extra turn* cards so you can fill up the yard, so I guess you'd not want many of them....
Abjure is a good spot, but I prefer Foil here too. The difference though, is that unless you run a few more islands, Foil is going to be a bit conditional. How often do you find you have a island in hand ready to pitch, on turns 3, 4 and 5 Prid3?
Clearly the deck would love to have access to Force of Will if it weren't so expensive. Foil isn't a perfect swap, you're not always going to have spare lands floating around or anything, but spells that cost mana are more conditional in my experience. At its core this deck that wants to tap out every turn for the first 6 turns of the game with literally 0 mana to spare. The second that you start fielding large quantities of 1+ CMC permission spells you either slow your clock by an entire turn or you combo off with no possibility of having backup. Again, Foil isn't guaranteed backup but at least it's there some % of the time whereas you'll never be able to jam Swan Song (or whatever) on turn 3 to protect your Edric. In that sense it's not that Foil is amazing, it's merely better than the alternatives given the deck's natural play pattern.
If your meta is light on interaction then moving over to slower, more reliable permission makes some sense. You add a turn to your clock (on average) but you gain the ability to stifle what little interaction is played.
And Prid3, have you considered Temporal Trespass?
In trying this deck out, I noticed the deck was turfing cards to the yard like crazy at end of turn once you get going. This option in a small number is not only $cheaper$ than all of the Time Warp, Walk the Aeons & Part the Waterveil cards (Throng excepted), but it might be possible to cast for only UUU.
The only weakness here I can see is that it needs to be cast after you've already cast 1 or 2 other *extra turn* cards so you can fill up the yard, so I guess you'd not want many of them....
I love the card and think it's massively underrated but unfortunately it's not an ideal fit for this deck. You're not curving out with cantrips, you're not self-milling and you're not employing oppressive draw engines such as Trade Secrets. You're jamming Flying Men, Gray Ogres and Treasure Troves. Come turn 5-6 you'll routinely have fewer than 4 cards in your GY and since you need 6 to make it a Time Warp it's not consistent enough to jam in the "take extra turns" slots. Notorious Throng is overpowered and has to be run at a 4-of (since it doubles as a powerful 4 drop) but that means that you need a "real" extra turn spell for turn 5 no questions asked. Time Warp et al. are the only reliable options and even giving your opponents a single extra turn (where you draw a ton of cards and discard them to hand size) is dangerous since it opens you up to mass removal and such.
If your meta is light on interaction I think that it would be fine. The deck would have a slower kill on average but insofar as people aren't all jamming Anger of the Gods and ***s then it shouldn't matter much one way or another. 1-2 turns of draw + discard will drop it to a reasonable rate and once you resolve the first one the game is over. The less likely that is to occur then the more reasonable TT becomes.
Time Warp et al. are the only reliable options and even giving your opponents a single extra turn (where you draw a ton of cards and discard them to hand size) is dangerous since it opens you up to mass removal and such.
So how often are you looking to use Throng for making tokens?
I ask, cos I'm finding this deck can be quite oppressive if you deny your opponents another turn, and they have no answer. However this could become a very boring experience for everyone involved if you're doing it with 3 or 4 birds out, and slowly building.
Time Warp et al. are the only reliable options and even giving your opponents a single extra turn (where you draw a ton of cards and discard them to hand size) is dangerous since it opens you up to mass removal and such.
So how often are you looking to use Throng for making tokens?
I ask, cos I'm finding this deck can be quite oppressive if you deny your opponents another turn, and they have no answer. However this could become a very boring experience for everyone involved if you're doing it with 3 or 4 birds out, and slowly building.
The deck basically plays itself. Turns 1-2 you can only jam your fliers and your only real turn 3 play is Edric. It's possible to still have 1 drops at this stage of the game but with only 18 in the deck the probability of drawing 4 or more by turn 3 is only about 35%. Come turn 4 assuming that you have an Edric and can hit for 2-5 then you typically want to jam a Throng to double your power. Assuming two 1 drops and Edric that already brings you to 8 power across 7 bodies while drawing 3 more cards (in addition to the 2-3 that you drew on turn 3 when you cast Edric). Given that you can cast Time Warp post-combat on turn 5 assuming a turn 3 Edric turn 4 Throng you've drawn 7 (starting hand) + 5 (1 draw step per turn) + 2-3 (2-3 cards drawn on turn 3) + 3-4 (3-4 cards drawn on turn 4) + 7-8 (7-8 cards drawn on turn 5) = a minimum of 24 cards. That's right around an 87% probability of having turn 5 Time Warp and from then on you're ~97% to hit either Time Warp or Notorious Throng.
Those numbers improve if you open with three 1 drops as opposed to 2 but they obviously drop if Edric is killed. Hitting lands and such isn't difficult assuming that Edric lives for more than a turn and that's where Foil comes in handy. You can jam Edric on turn 3 and have a shot at protecting him whereas a card like Swan Song will never be active yet.
Anyways, what I'm basically saying is that assuming a turn 3 unchecked Edric a turn 4 Throng is a common sequence that sets you up to win about 90% of the time. Otherwise you typically need to jam a Bident of Thassa (or whatever) and make due with drawing ~3 cards a turn (you should have about 2 fliers in play) and working towards a big Time Warp/Prowl'd Notorious Throng swing turn. It doesn't give you a deterministic win but you'd have to win the "lottery of bad luck" to fail to draw 2 Time Walks in your top 30 cards (97.38% probability) so it typically gets the job done.
As to the deck being boring to play against, that hasn't been my experience. I play with my hand face-up and show everyone my Time Walks and Foils come turn 5 when I resolve my Time Warp. I explain how I'm going to chain these Time Walks while drawing my deck, doubling my offensive power and protecting myself with Force of Wills. If people make you play it out it kills insanely fast because Notorious Throng doubles your power each time and since your turns are literally "untap, draw, attack and kill someone, draw 20 cards, discard down to Time Walks and Foils" it only takes about 2 minutes to clear out a 6 player table. Just keep 2x Foils, 2x Time Walks, 2x Islands and a Blue card while playing your non-Island lands and using them to jam 1 drops with your excess mana. Once you've done it 3-4 times you'll be able to do it in a couple of seconds.
11x Island
4x Breeding Pool
4x Hinterland Harbor
4x Yavimaya Coast
Creatures (22)
4x Judge's Familiar
4x Mausoleum Wanderer
4x Faerie Miscreant
4x Triton Shorestalker
2x Wingcrafter
4x Edric, Spymaster of Trest
4x Notorious Throng
4x Foil
2x Coastal Piracy
1x Bident of Thassa
4x Time Warp
This is one of my all-time favorites archetypes given how unique that the deck plays out. It's always looking to curve three 1 drops on turns 1 and 2 into an Edric, Spymaster of Trest on turn 3 in order to immediately draw 3 cards. From there you'll want to jam Notorious Throng/Coastal Piracy/Bident of Thassa on turn 4 to double your power/card draw straight into a Time Warp on turn 5. From that point on you're drawing more than enough cards to hit a "Time Walk" every turn (read Notorious Throng's Prowl) in order to close the game out in short order.
The disruptive threats and free permission are there to hinder mass removal since you typically only need to buy a few turns before it becomes obsolete. By the time that people can afford to pay the extra 1 it's already too late.
The deck gets substantially weaker if you sub out Time Warp for Part the Waterveil and your meta fields a lot of mass removal. It's rather inconsequential otherwise.
If you want to run additional cheap permission I recommend Spell Pierce, Swan Song and/or Spiketail Hatchling. Cursecatcher is also reasonable but quite expensive at this point.
Assuming that you're like me and don't own Force of Wills then Foil is a very powerful alternative. Neither Misdirection nor Commandeer protect you against sweepers (which are your primary concern) but if you're only worried about spot removal then they definitely get the job done as well. Free spells are key since your mana for the first 6 turns is already spoken for.
I've played the deck cutting Edric, Spymaster of Trest for Military Intelligence and it still works but you clearly lose a lot of power. The current variation "goes off" about 75% of the time (and the math supports those figures) and switching over to MI was a noticeable downgrade. That being said fielding MI reduces the cost of the deck by a substantial amount since you get to run 23x island and 0x Edric.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
I went over that in my explanation. It's not a big deal if your meta is light on mass removal but if everyone is packing 4x *** and whatnot then you should probably steer clear of the deck entirely. Foils and Judge's Familiars go a long way to thwarting the advances of 1-2 players but if you're routinely facing down a slew of mass removal then speed is everything.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Too slow. By the time that you reach 6 CMC you can already cast any Time Warp/Prowl'd Notorious Throng at which point you're already taking infinite turns. Even if one player has flying defense it's never going to be each opponent and assuming a turn 4 Notorious Throng (no Prowl) you're already looking at up to 10 power (three 1 power 1 drops into a 2 power Edric) and by the time that you get to the last opponent you can easily swarm them for 30+ damage if needed.
This deck's curve is very, very, very tight. There's almost no wiggle-room for additional cards/effects outside of cheap permission and a slightly modified creature base. The only 5+ CMC spells that this deck fields figuratively win the game on resolution and if the alternatives can't compete with that (most can't) then there's no point in even considering them. Again, you want to curve three 1 drops into Edric into Throng/Bident into Time Warp into Prowl'd Throng every game so unless a proposed alternative legitimately improves that curve it's hard to justify fielding it.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
That or Beacons of Tomorrows would work fine. I generally omit alternate win conditions if it means playing cards that I'm never happy to see otherwise, especially if I have no reason to believe that they'll be relevant in a typical match. The reality is that the cards have absolutely no value in a huge % of games and only hate out a niche set of strategies. They're certainly reasonable, it's not a massive investment by any means, but the cards are awful the majority of the time.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Once you start removing Rogues you lose out on your ability to Prowl Notorious Throngs which is your primary kill card. If you're suggesting that you should remove the Familiars/Wanderers then your deck becomes significantly easier to interact with and/or race. It's not an unreasonable suggestion by any means and CoF does have "high upside" in the sense that can jam an unlimited quantity on turn 2. That being said drawing three or more 1 drops is way harder than snagging 4 or more and CoF doesn't offer much value outside of the body.
Sprite is just weaker than Spiketail Hatchling IMO since this deck never wants to hold 2 mana up. Swan Song, sure. 1 mana "counter target relevant spell" is a fair deal. 2 mana to counter 1, maybe 2 drops? Eh, no thanks.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
I don't see what wingcrafter is gaining you. Seems to me you would want more rogues. Or if you didn't like the 1 drop rogues then a mothdust changeling
Foil enables you to circumvent your primary bottleneck; mana. If I simply wanted a cheap permission spell I would field Swan Song, Spell Pierce or Flusterstorm. The jump between "free" and "not free" is gargantuan, especially when you're playing a deck that draws a ton of cards but wants to use all of its mana every turn. I'm also not really sure what you mean when you say "the game is going well." The deck is 18 one drops and 7 mass card draw engines and more-or-less plays the same way every game as a result. Yeah, sure, if people counter/kill every card that you play then you'll lose. Welcome to every deck ever printed. The deck has a ton of card draw, 12 permission spells that cost 1 or less mana and a consistent, powerful gameplan. It's not the greatest deck of all time but it's not some janky "Magical Christmas Land" combo shell either.
It grants Edric flying and he's a 4-of Rogue in the deck. The fact that you have to tap a creature to activate Mothdust Changeling neuters its applications since it negates all of its early-game value in non-Edric games. Think about it. Turns 1-3 you cast your dudes and then on turn 4 you cast your Bident/Piracy. What now? You have nothing to tap to get in for your card. In perfect world where you always have T3 Edric, sure, but that's not the world that we live in.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
I see no reason not to if you're concerned about it.
Chances are slim that someone would be able to kill Maniac before you get to draw for the win.
I don't own all the parts of this deck, but I do have a fair chunk of it, so I decided to load it into tappedout and give it a whirl.
Of a cards I don't own, I tried subbing in small numbers of 2cmc stuff like Invisible Stalker, Inkfathom Infiltrator & Jhessian Infiltrator.
Straight away I noticed the deck is less consistent at hitting 5mana by turn5, so I think you're dead right aiming at 1-drops exclusively.
One thing I will say, Cloud Pirates is my fave 1-drop in blue. I'm a sucker for the old frames.
Abjure is a good spot, but I prefer Foil here too. The difference though, is that unless you run a few more islands, Foil is going to be a bit conditional. How often do you find you have a island in hand ready to pitch, on turns 3, 4 and 5 Prid3?
And Prid3, have you considered Temporal Trespass?
In trying this deck out, I noticed the deck was turfing cards to the yard like crazy at end of turn once you get going. This option in a small number is not only $cheaper$ than all of the Time Warp, Walk the Aeons & Part the Waterveil cards (Throng excepted), but it might be possible to cast for only UUU.
The only weakness here I can see is that it needs to be cast after you've already cast 1 or 2 other *extra turn* cards so you can fill up the yard, so I guess you'd not want many of them....
Clearly the deck would love to have access to Force of Will if it weren't so expensive. Foil isn't a perfect swap, you're not always going to have spare lands floating around or anything, but spells that cost mana are more conditional in my experience. At its core this deck that wants to tap out every turn for the first 6 turns of the game with literally 0 mana to spare. The second that you start fielding large quantities of 1+ CMC permission spells you either slow your clock by an entire turn or you combo off with no possibility of having backup. Again, Foil isn't guaranteed backup but at least it's there some % of the time whereas you'll never be able to jam Swan Song (or whatever) on turn 3 to protect your Edric. In that sense it's not that Foil is amazing, it's merely better than the alternatives given the deck's natural play pattern.
If your meta is light on interaction then moving over to slower, more reliable permission makes some sense. You add a turn to your clock (on average) but you gain the ability to stifle what little interaction is played.
I love the card and think it's massively underrated but unfortunately it's not an ideal fit for this deck. You're not curving out with cantrips, you're not self-milling and you're not employing oppressive draw engines such as Trade Secrets. You're jamming Flying Men, Gray Ogres and Treasure Troves. Come turn 5-6 you'll routinely have fewer than 4 cards in your GY and since you need 6 to make it a Time Warp it's not consistent enough to jam in the "take extra turns" slots. Notorious Throng is overpowered and has to be run at a 4-of (since it doubles as a powerful 4 drop) but that means that you need a "real" extra turn spell for turn 5 no questions asked. Time Warp et al. are the only reliable options and even giving your opponents a single extra turn (where you draw a ton of cards and discard them to hand size) is dangerous since it opens you up to mass removal and such.
If your meta is light on interaction I think that it would be fine. The deck would have a slower kill on average but insofar as people aren't all jamming Anger of the Gods and ***s then it shouldn't matter much one way or another. 1-2 turns of draw + discard will drop it to a reasonable rate and once you resolve the first one the game is over. The less likely that is to occur then the more reasonable TT becomes.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
So how often are you looking to use Throng for making tokens?
I ask, cos I'm finding this deck can be quite oppressive if you deny your opponents another turn, and they have no answer. However this could become a very boring experience for everyone involved if you're doing it with 3 or 4 birds out, and slowly building.
The deck basically plays itself. Turns 1-2 you can only jam your fliers and your only real turn 3 play is Edric. It's possible to still have 1 drops at this stage of the game but with only 18 in the deck the probability of drawing 4 or more by turn 3 is only about 35%. Come turn 4 assuming that you have an Edric and can hit for 2-5 then you typically want to jam a Throng to double your power. Assuming two 1 drops and Edric that already brings you to 8 power across 7 bodies while drawing 3 more cards (in addition to the 2-3 that you drew on turn 3 when you cast Edric). Given that you can cast Time Warp post-combat on turn 5 assuming a turn 3 Edric turn 4 Throng you've drawn 7 (starting hand) + 5 (1 draw step per turn) + 2-3 (2-3 cards drawn on turn 3) + 3-4 (3-4 cards drawn on turn 4) + 7-8 (7-8 cards drawn on turn 5) = a minimum of 24 cards. That's right around an 87% probability of having turn 5 Time Warp and from then on you're ~97% to hit either Time Warp or Notorious Throng.
Those numbers improve if you open with three 1 drops as opposed to 2 but they obviously drop if Edric is killed. Hitting lands and such isn't difficult assuming that Edric lives for more than a turn and that's where Foil comes in handy. You can jam Edric on turn 3 and have a shot at protecting him whereas a card like Swan Song will never be active yet.
Anyways, what I'm basically saying is that assuming a turn 3 unchecked Edric a turn 4 Throng is a common sequence that sets you up to win about 90% of the time. Otherwise you typically need to jam a Bident of Thassa (or whatever) and make due with drawing ~3 cards a turn (you should have about 2 fliers in play) and working towards a big Time Warp/Prowl'd Notorious Throng swing turn. It doesn't give you a deterministic win but you'd have to win the "lottery of bad luck" to fail to draw 2 Time Walks in your top 30 cards (97.38% probability) so it typically gets the job done.
As to the deck being boring to play against, that hasn't been my experience. I play with my hand face-up and show everyone my Time Walks and Foils come turn 5 when I resolve my Time Warp. I explain how I'm going to chain these Time Walks while drawing my deck, doubling my offensive power and protecting myself with Force of Wills. If people make you play it out it kills insanely fast because Notorious Throng doubles your power each time and since your turns are literally "untap, draw, attack and kill someone, draw 20 cards, discard down to Time Walks and Foils" it only takes about 2 minutes to clear out a 6 player table. Just keep 2x Foils, 2x Time Walks, 2x Islands and a Blue card while playing your non-Island lands and using them to jam 1 drops with your excess mana. Once you've done it 3-4 times you'll be able to do it in a couple of seconds.
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