Yeah, when you're able to utilize the full 7, it's truly insane. The extra interaction with Sunder and Tomorrow (if you run them) is just icing on the cake.
In what ways does your list differ?
Some cards I took out were clear changes I wanted to make, others I took out because I didn't think they were good enough to justify buying them right now, and a few I would love to run, but I just don't have the money.
I took out because I don't own them:
- Teferi, Mage of Zhalfir Personally, I like giving all my cards instant speed +Leyline of Anticipation
- Force of Will No FOW to my name +Cryptic Command
- Spell Crumple I need one, just havn't gotten around to it +Dissipate
- Desertion Well worth the $10 but don't have one yet +Snapcaster Mage
- Ancient Tomb With a similar card being so much cheaper, the advantages are not big enough to justify it +Temple of the False God
- Omniscience I should probably play it, but I feel dirty enough using Enter the Infinite. Also, I just can't play without a bordwipe +All is Dust
Yeah, when you're able to utilize the full 7, it's truly insane. The extra interaction with Sunder and Tomorrow (if you run them) is just icing on the cake.
In what ways does your list differ?
Some cards I took out were clear changes I wanted to make, others I took out because I didn't think they were good enough to justify buying them right now, and a few I would love to run, but I just don't have the money.
I took out because I don't own them:
- Teferi, Mage of Zhalfir Personally, I like giving all my cards instant speed +Leyline of Anticipation
- Force of Will No FOW to my name +Cryptic Command
- Spell Crumple I need one, just havn't gotten around to it +Dissipate
- Desertion Well worth the $10 but don't have one yet +Snapcaster Mage
- Ancient Tomb With a similar card being so much cheaper, the advantages are not big enough to justify it +Temple of the False God
- Omniscience I should probably play it, but I feel dirty enough using Enter the Infinite. Also, I just can't play without a bordwipe +All is Dust
I build the deck today and jammed 6 games and only lost 1. It's a very fun deck with a lot of possibilities. I only play omniscience/enter the infinite if I'm about to lose.
Story time! So, board state is opponent has a stacked board presence, I only have 1 card in hand (omniscience) with nothing relevant on the field. Opponent passes the turn, I know the game is basically over but I never scoop. I top decked, you guessed it, Enter the infinite. I slam Omniscience and cast Enter the Infinite and win on the spot. This happened TWICE out of 6 games.
Like I say, I'd rather be lucky than skilled
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Standard:None
Modern:Taxes, Jund, U/W Control | In the works:5c Gifts
Legacy: Main deck = DDFT/Storm Decks - Almost everything
Vintage: Bomberman, Dredge, Shops, Oath, Gush DD
EDH: German Foil Horde 50%, Animar, Iname DA,Patron of the Moon, Karador + more
Gauntlet of Power - how much of your meta is blue? if you have too many players, it becomes more a burden than a blessing. Basalt Monolith - I don't see Rings of Brighthearth, so you have pay 3 to get 3... Lighthouse Chronologist - I've seen a steal war go on over him, so you may want to forgo him if you see that being a problem. Walk the Aeons - Going for critical mass of time magic, or do you really plan on doing the buyback regularly? Same can be said about Temporal Mastery, crit mass or simply cuz you can take 1 more for 1U? Inundate - Again, meta specific, not as much of a problem as with Gauntlet, but if you have a Talrand deck in the group... you basically give it to them with this. Jace Beleren - Pretty meh, you're mono blue, draw is better than Temple Bell here.
As for your sideboard, gotta say it looks pretty poor for the list. Maybe Vedalken Æthermage and Distorting Wake, depending on what you're looking to snag with Æthermage, and how much you feel you need more bounce. You have like 5 counters for Guile. And you aren't really making your opponents discard much of anything, so Telekinetic Bonds is pretty bad.
Duuuude, Telekinetic Bonds and Memory Jar fueling EOT BSZ by untaping Nykthos? Living the Dream.
There are two blue decks in my meta, one is Keranos control and the other is Meek bad cards. Guile does not deserve to be in here. The sideboard was just cards I was considering.
On a side note, I played this on cockatrice last night,
So you need 4 cards, in combination to bother with Telekinetic Bonds? Seems like a poor add. 1 fringe use isn't good enough to add in a deck, in my mind. Foil would be a better card even, better synergy with the deck flow. A few more Moonfolk as well.
Still surprised not to see the Nykthos plus Oboro Breezecaller plus Patron combo in your deck. Breezecaller also untaps islands when you have two mana doubler out, and untaps thawing glaciers. I like the card, it's fun.
I have been playing Buck Tooth for a few months now. My list differs from the one in the primer: no time warps, many more counterspells, and less 2 cmc mana rocks. Also, Hedron Crab is my favorite win condition =). Also, I am all-in on Islands; I run 25 out of 37 lands as basics.
In recent months, there have been some pretty awesome additions to the deck, namely Clever Impersonator. If you are still playing Sculpting Steel, cut it for this card. Or another one, if you want to be able to clone Caged Sun or Amulet of Vigor even more.
Hey dude, first off thanks for posting and going into such detail on this deck. I am very much not a blue player but I've been looking for a deck that is fun and powerful outside my comfort zone and this seems perfect. In fact I've been a long time lurker on these forums and I'm only now making an account because I really like this deck! But I am having difficulty understanding the full gameplan.
I've been solitairing this deck and I'm able to do what you describe, but once I have a ton of mana, I'm stuck with what to do with it all. A few times I'll stumble on a huge play, with an infinite mana combo and capsize getting rid of everyone else's everything, or pulling off a jar of memories + sunder combo (friggin awesome). Other times I'm just waiting around for a big draw spell. Do you typically bide time and wait for one of those powerful things to come up, selectively countering/disrupting people until that point? Maybe I'm just unlucky and haven't gotten the big draw spell at the right time. I guess I'm struggling with what to do in the time between you have a massive amount of mana and you draw into a game winning combo.
Do you play this on MTGO or on paper? If on MTGO would you be able to upload a replay to youtube? I'd love to see how you pilot the deck.
I'd like to thank this thread for introducing me to this deck, and specifically Time Stretch
Just got my first death threat on MTGO! Thanks guys, good times. Now it really feels like I'm part of the club
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"Fun is subjective; for some people it's Tarmogoyf, for others it's Lightning Bolt or Nephalia Drownyard or Emrakul, and the people who find fun in Past in Flames or Second Sunrise are just as correct as anyone else." u/ThisRedRock
Is this deck still up to date? Last update from OP is 13 months ago, so I wonder if the deck is still played and if there are any new inclusions in the last couple of sets we got.
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
Just played your deck. I've been wanting to try it out since I reviewed the primer.
Won pretty hard, and it was awesome. Sunder + Memory Jar for the win. Thanks for the lulz man.
memory jar+ anything is back breaking. Play some vintage if you want a real challenge with it lol. Other then that it seems as good as mono blue is going to get in commander, nice list to far.
I'm not playing as much EDH as I used to, but I have been starting to bring my list back up to date. I'll update the OP when I feel certain that I have everything right (and will therefore be able to explain the cards and current state of things from a fully informed perspective).
Below is the list after the first round of updates (note the mana drain and mox opal)
Mystic Confluence is pretty strong, but I'm not sold on it.
2CMC mana rocks are always desired -- I might end up cutting a worn powerstone for more, but I'd really rather just up the total rock count.
Void Shatter is another dissipate.
Just got to say, you've definitely earned distinction as an MTGS hero
Quote from Stardust »
Because he's the hero MTGS deserves, and the one it needs right now. So we'll global him. Because he can take it. Because he's not just our hero. He's a silent guardian, a watchful protector. An expired rascal.
Quote from LuckNorris »
ExpiredRascals you sir are a god-like hero.
Quote from Lanxal »
ER is a masterful god who cannot be beaten in any endeavour.
So I've been kinda eyeing up your deck for awhile, and I figured I could make some suggestions, despite you not posting since the start of the year. I've been tinkering with a Patron deck for a little bit and thought of using these two cards for it.
So I've been kinda eyeing up your deck for awhile, and I figured I could make some suggestions, despite you not posting since the start of the year. I've been tinkering with a Patron deck for a little bit and thought of using these two cards for it.
Both of them seem to fit the overall theme of the deck, the Guardian may be a little on the slow side, but I think they would be worth considering.
I think Guardian doesn't do enough for the deck. Already it's a bit of an indulgence to run Roil Elemental, and I think Guardian is just much worse in nearly all respects.
Crumbling Vestige on the other hand is one that I've definitely been considering. It's such a weird effect — I haven't come to an opinion on it yet. Have you tried it? How has it been?
Just got to say, you've definitely earned distinction as an MTGS hero
Quote from Stardust »
Because he's the hero MTGS deserves, and the one it needs right now. So we'll global him. Because he can take it. Because he's not just our hero. He's a silent guardian, a watchful protector. An expired rascal.
Quote from LuckNorris »
ExpiredRascals you sir are a god-like hero.
Quote from Lanxal »
ER is a masterful god who cannot be beaten in any endeavour.
I read this thread after making my own version of Patron of the Moon and my build looks similar, but different (and likewise acts similar, but different). The only background I'll lay here is that I play EDH with some petty meanies who play expensive cards and do degenerate things (of which I am included). When two people (almost simultaneously) rolled land destruction focused decks, I knew it was time to build something new. I currently run duded-out versions of Nekusar, the Mindrazer, Yisan, the Wanderer Bard, and Uril, the Miststalker. Patron of the Moon is my newest addition, so I need spicy feed-back.
Anyway, my build focuses on three things: ramp, control, and fatties.
I needed a good-stuff deck to dump both my fancy fatties AND degenerate fancy artifacts into. It worked out pretty well given the artifact sub-theme. Apart from a few low cmc utility dudes (Myr Retriever/Junk Diver and Treasure Mage/Trinket Mage and soon to be that newly spoiled < 3 cmc artifact tutor card), the creatures in this deck are mostly high cmc face-melters. Threats abate threats, I guess, but what else am I going to do with all of this mana?! I will note that Guardian of Tazeem puts in serious work.
The deck plays out differently quite often, but almost always pulls some shenanigans if you stay low key enough (i.e. not dropping your low cmc stuff [which this deck has a lot of] just because you can versus doing it when you're about to do a thing or when you're defending your permanents/life). There are a number of ways to win, infinite and not. First, infinite life. Radiant Fountain being bounced around with no etb tapped effect is wonderful with infinite mana! Speaking of, second, infinite mana:
Sol lands. You'll need one or two depending on the circumstances. Aim for stuff like Crumbling Vestige, City of Traitors, and/or Temple of the False God here. Ancient Tomb is of course prohibitive, but you rarely need one billion let alone one hundred mana to do anything worth doing here.
Not infinite, but if you've got Patron of the Moon, Amulet of Vigor and Thawing Glaciers out with the 1 mana to pay for the activation, you can fish up all of your Islands (they'll be tapped to perpetually pay for Thawing Glaciers unless you're also bouncing/dropping a sol land). Instant speed too
The other ways of winning (without going infinite) involve casting and swinging any of the higher cmc fatties, paying for or abusing Dark Depths for a token or two, Mindslaver/Academy Ruins 'combo', playing Sunder sometimes does it (almost always does it if you tapped all of your mana, played Sunder, and used Patron of the Moon to put all of your lands back or if you cast Windfall after Sunder), and good old fashioned politics. Having access to countermagic as well as immense threats and combos kind of gives you a mixed bag for most tables. I always seem to gravitate towards Deadeye Navigator for jamming Trinket Mage/Treasure Mage/Torrential Gearhulk/Solemn Simulacrum/etc.
I liked how you married some themes/packages together. Like Eldrazi and the Eldrazi land (eye of Ugin), but your deck seems significantly slower without a density of man rocks.
It's true, this deck is sort of slow and clunky. I could really use something like Exploration, but my games usually don't behave like a race to all the mana. If my one Temporal Manipulation wasn't tied up in Nekusar, the Mindrazer, I'd throw in that and Time Warp as they're pretty good ramp spells. But then I'd have to put Dream Halls in and that's a slippery slope for a deck that's artifact-friendly. Deadeye Navigator can pair with Solemn Simulacrum for pulling basics out too.
Some cards I took out were clear changes I wanted to make, others I took out because I didn't think they were good enough to justify buying them right now, and a few I would love to run, but I just don't have the money.
I took out because I don't own them:
- Teferi, Mage of Zhalfir Personally, I like giving all my cards instant speed +Leyline of Anticipation
- Force of Will No FOW to my name +Cryptic Command
- Spell Crumple I need one, just havn't gotten around to it +Dissipate
- Desertion Well worth the $10 but don't have one yet +Snapcaster Mage
- Ancient Tomb With a similar card being so much cheaper, the advantages are not big enough to justify it +Temple of the False God
- Omniscience I should probably play it, but I feel dirty enough using Enter the Infinite. Also, I just can't play without a bordwipe +All is Dust
I also took out:
- Darksteel Ingot This new card is so awsome with the land bounce +Surveyor's Scope
- Seer's Sundial The sundial was never consistent enough draw +Recurring Insight
- Mana Breach My meta is very creature heavy, so only bouncing creatures makes it practially one sided hate +Overburden
- Mouth of Ronom I'm not running snow and I just needed one more spell slot +Cyclonic Rift
Was wondering what you thought of:
Ancestral Knowledge
Tezzeret the Seeker
Illusionist's Bracers
Retraced Image (basic island)
Laboratory Maniac
Mind Over Matter
Doubling Cube
Soratami Seer
Soratami Rainshaper
Oboro Breezecaller
I didn't see you put in an explanation of why you don't run these, so I'm curious.
I can agree with majority of your swaps.
I build the deck today and jammed 6 games and only lost 1. It's a very fun deck with a lot of possibilities. I only play omniscience/enter the infinite if I'm about to lose.
Story time! So, board state is opponent has a stacked board presence, I only have 1 card in hand (omniscience) with nothing relevant on the field. Opponent passes the turn, I know the game is basically over but I never scoop. I top decked, you guessed it, Enter the infinite. I slam Omniscience and cast Enter the Infinite and win on the spot. This happened TWICE out of 6 games.
Like I say, I'd rather be lucky than skilled
Standard:None
Modern:Taxes, Jund, U/W Control | In the works:5c Gifts
Legacy: Main deck = DDFT/Storm Decks - Almost everything
Vintage: Bomberman, Dredge, Shops, Oath, Gush DD
EDH: German Foil Horde 50%, Animar, Iname DA,Patron of the Moon, Karador + more
http://deckstats.net/deck-4574786-2276f201f413c8102ea06e0fb14fba4b.html
Ideally, I'd also play those cards in the SB.
its 100 cards right now without Patron.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Gauntlet of Power - how much of your meta is blue? if you have too many players, it becomes more a burden than a blessing.
Basalt Monolith - I don't see Rings of Brighthearth, so you have pay 3 to get 3...
Lighthouse Chronologist - I've seen a steal war go on over him, so you may want to forgo him if you see that being a problem.
Walk the Aeons - Going for critical mass of time magic, or do you really plan on doing the buyback regularly? Same can be said about Temporal Mastery, crit mass or simply cuz you can take 1 more for 1U?
Inundate - Again, meta specific, not as much of a problem as with Gauntlet, but if you have a Talrand deck in the group... you basically give it to them with this.
Jace Beleren - Pretty meh, you're mono blue, draw is better than Temple Bell here.
As for your sideboard, gotta say it looks pretty poor for the list. Maybe Vedalken Æthermage and Distorting Wake, depending on what you're looking to snag with Æthermage, and how much you feel you need more bounce. You have like 5 counters for Guile. And you aren't really making your opponents discard much of anything, so Telekinetic Bonds is pretty bad.
There are two blue decks in my meta, one is Keranos control and the other is Meek bad cards. Guile does not deserve to be in here. The sideboard was just cards I was considering.
On a side note, I played this on cockatrice last night,
Roil Elemental is one hell of a card.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
So you need 4 cards, in combination to bother with Telekinetic Bonds? Seems like a poor add. 1 fringe use isn't good enough to add in a deck, in my mind. Foil would be a better card even, better synergy with the deck flow. A few more Moonfolk as well.
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
Here's the link: https://chrome.google.com/webstore/detail/autocardanywhere/eobkhgkgoejnjaiofdmphhkemmomfabg?hl=en
I highly recommend Crucible of Worlds. Especially if you can get your hands on the four fetchlands: Misty Rainforest, Scalding Tarn, Polluted Delta, and Flooded Strand. Strip Mine[/card] also plays well.
In recent months, there have been some pretty awesome additions to the deck, namely Clever Impersonator. If you are still playing Sculpting Steel, cut it for this card. Or another one, if you want to be able to clone Caged Sun or Amulet of Vigor even more.
Dig Through Time and Disdainful Stroke deserve consideration. Both are very powerful effects in here.
Spelljack, Arcane Denial, Negate, Cryptic Command[/card], Swan Song, Pongify, and Rapid Hybridization are worth playing.
Cyclonic Rift is a must. Much easier to use than Capsize[/card].
I've been solitairing this deck and I'm able to do what you describe, but once I have a ton of mana, I'm stuck with what to do with it all. A few times I'll stumble on a huge play, with an infinite mana combo and capsize getting rid of everyone else's everything, or pulling off a jar of memories + sunder combo (friggin awesome). Other times I'm just waiting around for a big draw spell. Do you typically bide time and wait for one of those powerful things to come up, selectively countering/disrupting people until that point? Maybe I'm just unlucky and haven't gotten the big draw spell at the right time. I guess I'm struggling with what to do in the time between you have a massive amount of mana and you draw into a game winning combo.
Do you play this on MTGO or on paper? If on MTGO would you be able to upload a replay to youtube? I'd love to see how you pilot the deck.
Anyway, thanks again for posting! Big fan!
Edit: currently building this deck.
[center][color=Blue]
Edric Spy and die
Azami the lady of the draw
Naya Zoo
Past decks
Orloro
sharuum the hegemond
Mono black control
splinter twin
Just got my first death threat on MTGO! Thanks guys, good times. Now it really feels like I'm part of the club
u/ThisRedRock
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
memory jar+ anything is back breaking. Play some vintage if you want a real challenge with it lol. Other then that it seems as good as mono blue is going to get in commander, nice list to far.
Below is the list after the first round of updates (note the mana drain and mox opal)
1 Patron of the Moon
Commander-Relevant Cards: 7
1 Amulet of Vigor
1 Flooded Shoreline
1 Floodbringer
1 Soratami Savant
1 Meloku the Clouded Mirror
1 Roil Elemental
1 Sunder
"Good Stuff"/Utility: 13
1 Tormod's Crypt
1 Lightning Greaves
1 Swiftfoot Boots
1 Phyrexian Metamorph
1 Archaeomancer
1 Mnemonic Wall
1 Teferi, Mage of Zhalfir
1 Steel Hellkite
1 Tomorrow, Azami's Familiar
1 Palinchron
1 Capsize
1 Rite of Replication
1 Time Stretch
Draw Power: 12
1 Rhystic Study
1 Mystic Remora
1 Gush
1 Memory Jar
1 Consecrated Sphinx
1 Flow of Ideas
1 Rush of Knowledge
1 Time Spiral
1 Blue Sun's Zenith
1 Stroke of Genius
1 Myojin of Seeing Winds
1 Enter the Infinite
1 Expedition Map
1 Mystical Tutor
1 Merchant Scroll
1 Trinket Mage
1 Fabricate
Countermagic: 8
1 Counterspell
1 Mana Drain
1 Muddle the Mixture
1 Dissipate
1 Forbid
1 Thwart
1 Force of Will
1 Overwhelming Intellect
Accelerants: 18
1 Mox Opal
1 Sol Ring
1 Mana Vault
1 Surveyor's Scope
1 Star Compass
1 Prismatic Lens
1 Everflowing Chalice
1 Fellwar Stone
1 Sky Diamond
1 Mind Stone
1 Coldsteel Heart
1 Worn Powerstone
1 Thada Adel, Acquisitor
1 Solemn Simulacrum
1 Thran Dynamo
1 Gauntlet of Power
1 Caged Sun
1 Omniscience
1 Reliquary Tower
1 Mouth of Ronom
1 Academy Ruins
1 Tolaria West
1 Thawing Glaciers
1 Ancient Tomb
30 Snow-Covered Island
Here are the cards that I'm considering as potential further additions/changes:
1 Fractured Powerstone
1 Guardian Idol
1 Hedron Archive
1 Void Shatter
1 Mana Breach
1 Quicksilver Fountain
1 Seer's Sundial
1 Mystic Confluence
Mystic Confluence is pretty strong, but I'm not sold on it.
2CMC mana rocks are always desired -- I might end up cutting a worn powerstone for more, but I'd really rather just up the total rock count.
Void Shatter is another dissipate.
Body Count: GRRRUUUUUUUUUUU
إن سرقت إسرق جمل
Level 1 Judge
My Cube for use with 6th ed. Rules
-Modern-
WMartyrProcB
BBurnR
-Commander-
Crumbling Vestige on the other hand is one that I've definitely been considering. It's such a weird effect — I haven't come to an opinion on it yet. Have you tried it? How has it been?
Also, could you post your list?
Body Count: GRRRUUUUUUUUUUU
إن سرقت إسرق جمل
Level 1 Judge
My Cube for use with 6th ed. Rules
I read this thread after making my own version of Patron of the Moon and my build looks similar, but different (and likewise acts similar, but different). The only background I'll lay here is that I play EDH with some petty meanies who play expensive cards and do degenerate things (of which I am included). When two people (almost simultaneously) rolled land destruction focused decks, I knew it was time to build something new. I currently run duded-out versions of Nekusar, the Mindrazer, Yisan, the Wanderer Bard, and Uril, the Miststalker. Patron of the Moon is my newest addition, so I need spicy feed-back.
Anyway, my build focuses on three things: ramp, control, and fatties.
The deck plays out differently quite often, but almost always pulls some shenanigans if you stay low key enough (i.e. not dropping your low cmc stuff [which this deck has a lot of] just because you can versus doing it when you're about to do a thing or when you're defending your permanents/life). There are a number of ways to win, infinite and not. First, infinite life. Radiant Fountain being bounced around with no etb tapped effect is wonderful with infinite mana! Speaking of, second, infinite mana:
Next, what to do with all of that mana? Capsize the table! Play Altar of the Brood and mill everyone out! Drop a Blightsteel Colossus after an Ulamog, the Ceaseless Hunger and make someone draw out with Blue Sun's Zenith! The possibilities are INFINITE! You don't really need infinite mana to win though, it can't be said enough. You just need absurd amounts.
I tried to make this deck multicultural, but with a leaning toward artifacts since I need them the most to do degenerate things. Value cards that give me card advantage sure help, but I threw in tutors like Treasure Mage, Trinket Mage, Tezzeret the Seeker, Fabricate and retrieval like Myr Retriever and Junk Diver. I also tossed in staples like Mystical Tutor, four Transmute cards (Tolaria West, Dizzy Spell, Muddle the Mixture, and Drift of Phantasms), and additional beef-searches like Conduit of Ruin, Torrential Gearhulk, and Eye of Ugin. As mentioned at the beginning of this post, I'm also running Dark Depths because Thespian's Stage and Vesuva. It's fairly easy to remove the counters with the mana this deck can potentially generate, but it's dead on tapping for land just like Glacial Chasm, Eye of Ugin, and Thawing Glaciers. While we're on the topic of shenanigans, I'm also running Mindslaver and Academy Ruins because why not? Academy Ruins is already heavily amazing when you rely on artifacts and Mindslaver is a boss (plus I'm running land and artifact tutors already, so it seemed like a no-brainer). Sure you're a huge target after you play that, but maybe you can settle a grudge first (or prevent a win)?
Let me know what you think!
20 Island
1 Vesuva
1 Thespian's Stage
1 Dark Depths
1 Cloudpost
1 Glimmerpost
1 Thawing Glaciers
1 Glacial Chasm
1 Eye of Ugin
1 Ancient Tomb
1 City of Traitors
1 Temple of the False God
1 Crumbling Vestige
1 Radiant Fountain
1 Buried Ruin
1 Academy Ruins
1 Tolaria West
1 Wasteland
1 Strip Mine
1 Rogue's Passage
Planeswalkers
1 Tezzeret the Seeker
1 Ugin, the Spirit Dragon
Enchantments
1 Trade Routes
1 Overburden
1 Rhystic Study
1 Mana Breach
1 Propaganda
1 Omniscience
1 Windfall
1 Fabricate
1 Wash Out
1 All is Dust
Instants
1 Mystical Tutor
1 High Tide
1 Dizzy Spell
1 Mana Drain
1 Counterspell
1 Cyclonic Rift
1 Muddle the Mixture
1 Capsize
1 Long-Term Plans
1 Blue Sun's Zenith
1 Cryptic Command
1 Scattering Stroke
1 Sunder
Non-creature Artifacts
1 Expedition Map
1 Sensei's Divining Top
1 Amulet of Vigor
1 Sol Ring
1 Altar of the Brood
1 Scroll Rack
1 Oblivion Stone
1 Crucible of Worlds
1 Mana Web
1 Extraplanar Lens
1 Seer's Sundial
1 Gauntlet of Power
1 Caged Sun
1 Mindslaver
1 Myr Retriever
1 Treasure Mage
1 Trinket Mage
1 Drift of Phantasms
1 Junk Diver
1 Solemn Simulacrum
1 Phyrexian Metamorph
1 Meloku the Clouded Mirror
1 Guardian of Tazeem
1 Torrential Gearhulk
1 Endbringer
1 Deadeye Navigator
1 Steel Hellkite
1 Conduit of Ruin
1 Palinchron
1 Patron of the Moon
1 Platinum Angel
1 Void Winnower
1 Ulamog, the Ceaseless Hunger
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
1 Blightsteel Colussus
The other ways of winning (without going infinite) involve casting and swinging any of the higher cmc fatties, paying for or abusing Dark Depths for a token or two, Mindslaver/Academy Ruins 'combo', playing Sunder sometimes does it (almost always does it if you tapped all of your mana, played Sunder, and used Patron of the Moon to put all of your lands back or if you cast Windfall after Sunder), and good old fashioned politics. Having access to countermagic as well as immense threats and combos kind of gives you a mixed bag for most tables. I always seem to gravitate towards Deadeye Navigator for jamming Trinket Mage/Treasure Mage/Torrential Gearhulk/Solemn Simulacrum/etc.
To answer any potential questions:
It's true, this deck is sort of slow and clunky. I could really use something like Exploration, but my games usually don't behave like a race to all the mana. If my one Temporal Manipulation wasn't tied up in Nekusar, the Mindrazer, I'd throw in that and Time Warp as they're pretty good ramp spells. But then I'd have to put Dream Halls in and that's a slippery slope for a deck that's artifact-friendly. Deadeye Navigator can pair with Solemn Simulacrum for pulling basics out too.
20 Island
1 Vesuva
1 Thespian's Stage
1 Dark Depths
1 Cloudpost
1 Glimmerpost
1 Thawing Glaciers
1 Glacial Chasm
1 Eye of Ugin
1 Ancient Tomb
1 City of Traitors
1 Temple of the False God
1 Crumbling Vestige
1 Radiant Fountain
1 Buried Ruin
1 Academy Ruins
1 Tolaria West
1 Wasteland
1 Strip Mine
1 Rogue's Passage
Planeswalkers
1 Tezzeret the Seeker
1 Ugin, the Spirit Dragon
Enchantments
1 Trade Routes
1 Overburden
1 Rhystic Study
1 Mana Breach
1 Propaganda
1 Omniscience
1 Windfall
1 Fabricate
1 Wash Out
1 All is Dust
1 Temporal Mastery
Instants
1 Mystical Tutor
1 High Tide
1 Dizzy Spell
1 Mana Drain
1 Transmute Artifact
1 Counterspell
1 Cyclonic Rift
1 Muddle the Mixture
1 Capsize
1 Blue Sun's Zenith
1 Cryptic Command
1 Scattering Stroke
1 Sunder
Non-creature Artifacts
1 Expedition Map
1 Sensei's Divining Top
1 Amulet of Vigor
1 Sol Ring
1 Altar of the Brood
1 Scroll Rack
1 Oblivion Stone
1 Crucible of Worlds
1 Extraplanar Lens
1 Gauntlet of Power
1 Caged Sun
1 Mindslaver
1 Myr Retriever
1 Treasure Mage
1 Trinket Mage
1 Drift of Phantasms
1 Junk Diver
1 Solemn Simulacrum
1 Phyrexian Metamorph
1 Meloku the Clouded Mirror
1 Guardian of Tazeem
1 Torrential Gearhulk
1 Endbringer
1 Deadeye Navigator
1 Wurmcoil Engine
1 Steel Hellkite
1 Conduit of Ruin
1 Palinchron
1 Patron of the Moon
1 Platinum Angel
1 Void Winnower
1 Ulamog, the Ceaseless Hunger
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
1 Blightsteel Colussus
I took Seer's Sundial out for Transmute Artifact. I took Long-Term Plans out and Mana Web out for Temporal Mastery and Wurmcoil Engine.
I may put Seer's Sundial back in over Propaganda because Propaganda has been mostly meh in my findings.
So I'm now contemplating the need for one of the following: more turns effects OR more value spells (more creatures). Could use any suggestions.