Jace proved to be the very best card in the deck when I ran Taking Turns at GP Lille last year. Early on, filtering through the deck and improving my hand is great, getting him to catch a Path to Exile is great, and when flipped, it's nearly impossible to fizzle.
That's good to hear :).
I have a Japanese one signed in gold by one of my favourite Japanese pro players :). Bit tricky to get the Oracle wording haha but it looks awesome
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
There is a Trick to remember with Jace, Telepath Unbound:
If you manage to have a Walk the Aeons cast via Jace from your GY, there will be 2 replacement effects at the time it resolves IF you use the Buyback ability. Then you can choose to have the Buyback part first (you should probably ask a Judge about it) and return Walk the Aeons to your hand even though it should be exiled.
Funny Part: my personal Highscore is getting 5 extra turns out of one Walk the Aeons - I played Extraplanar Lens as well, to be honest.
Greetings
Edit: This trick will only work with Jace's -3 ability, because of the special wording. But not with a Snapcaster Mage..
I don't think it can replace a Mine effect, but it works well as a 'half-Mine-half-land'.
I have been against Search for Azcanta as a card for our deck. Back when it was new and we were all discussing it, I had trouble finding a good card for comparison. The best I came up with was comparing it to a ramp spell (Rampant Growth, or mana rock (Talisman of Progress). Its ability to ramp us a turn ahead is good for us. But the activation cost on its Azcanta, the Sunken Ruin side, costs 4 effective mana.
I can't get behind such a large mana expenditure just to draw a card. My major problem with the Sunken Ruin activation is that I believe it is definitely win-more. When comboing; we rarely have that much extra mana. If we do have that much extra mana, it is usually because we stumble and are unable to continue to keep casting Warps. But these are the same turns we will be spending our mana on Pseudo-Turns. Cryptic Command and Gigadrowse both do a great job of keeping us alive through these stumbles. I don't see us having 4 extra mana(very often) during these turns either.
Yes I realize its going to be the best card out of 4, but when I compare it to an actual Mine effect it comes up short. I do think the correct line of thought is to treat it as anything but a mine effect. And so because of this, cutting a land for it is probably a correct choice. Don't get me wrong, drawing more cards is very good for us, but having to spend mana to dig for the correct card is quite bad. I would rather have just "have it" than have to "dig for it"
Yeah I'm definitely going to test jace vp. I'm going to GP London to play modern side events so it'll be a good opportunity to play a large number of games and get a good feel for it.
Turns is still my single most successful GP side event deck. Has a tendency to steamroll fringe brews and has an easy time with a decent section of the top meta. Burn, infect, storm and ad nauseum are all rough though.
Let's see how it goes.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
Greetings! I have been studying this thread for a long time now and I want to thank the mods and contributors for all the great info. I recently built my UW Turns deck "enough" to play my first Modern FNM. Playing was somewhat of a last minute decision and the store was able to help me complete my main deck except for 2x Gigadrowse and 1x Exhaustion... they were sorely missed.
Match 1 was a BW control deck with Surgical Extraction and Ghost Quarter in the main deck. He cast surgical after my turn 1 serum, taking a 2nd serum from my hand. He had 2 ghost quarters on board before I could combo, so this effectively prevented me from winning with PtW. My 2nd win condition was a JVP which had already died to Fatal Push. Match 2 was UG Merfolk (more aggro than mono-blue) so a quick loss without the extra Gigadrowse and Exhaustion. Match 3 was a Bye and Match 4 was Goblins, which was much easier after I side boarded Supreme Verdict, Timely Reinforcements, and Gideon of the Trials. He doesn't scry like Thassa, God of the Sea, but he impacts the board immediately and must be dealt with before the opponent can win, effectively buying extra turns if they choose to attack him.
The meta at my store appears to be very fast so I am going to try 3 Thing in the Ice main board. Other than the fact that I love Thing, it will provide a faster clock without relying on awakening a land. As mentioned before, if one gets killed, then that is one less spell to remove an awakened land when the time comes.
I don't yet have a Jace Beleren, but I want to mention another card that appears relevant in modern, Pithing Needle. The downside of this card would be drawing it once you are ready to combo. The upside is that it will rarely be a dead card when drawn early, especially when the opponent is running Ghost Quarter or Field of Ruin. It is least relevant against Storm, but naming Scalding Tarn can slow them down. In Merfolk or Taxes, it shuts down Aether Vial. In a discard focused deck, it shuts down Liliana of the Veil (my friend built mono-B good stuff aka Liliana Tribal). In GW Counters Company, it shuts down the untap ability of Devoted Druid.
Perhaps the card is not worth a slot and I should learn to accept that sometimes my opponent will draw exactly what they need to beat me. Good luck in your upcoming games and Happy New Year!
Hi bud, welcome to the thread.
It's easy enough to beat a ghost quarter or any removal by making sure to gigadrowse all their lands before awakening with PtW (ideally tap everything down the turn before).
Are you running any snapcaster?
I've been tweaking my list back and forth recently and have settled on a creature suite of;
1x Jace VP
2x snapcaster
1x thing in the ice
All four of those creatures have some strong value in this deck. The thing in the ice is a concession to fast aggro decks, while opening up an extra sideboard slot.
Realistically though it would be more ideal to cut back down to 2 or 3 'engine' creatures and just run Thing out of the sideboard.
@shweepsh don't bother with Jace Beleren, he's basically a Temple Bell and you don't really want one of those unless you already maxed out on dictates *and* howling mines. I personally run 4 dictates, 2 mines and a Jace VP as my 7 'mine' effects. Previously before trying mini-Jace I ran 4 dictate and 3 mines as standard.
A very long time ago (2 years maybe?) I ran 4 dictate, 1 mine and 2 Thing in the Ice maindeck. I actually did surprisingly well with that list but it definitely ran into issues finding a mine effect and since then I've refined my lists to be more consistent.
If you're missing exhaustion and gigadrowse, prioritise finding those for now; I'd want to own a playset of each because through tweaking this deck and iterating different builds I've often run 4x of either of them and they are both critical to the deck.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
This is music to my ears! Those upgrades are almost complete but I am limited to 1x Snapcaster and 1x Cryptic Command for now. I will work on trading for a 2nd snapcaster next. Most of my collection is for EDH.
EDIT: My avatar symbolizes the look on my face when my first turn of my first official game of Modern was followed by a surgical extraction of my serum visions.
could be some saucy additions (or cards to try out) in Rivals
an extra turn creature (probably not playable) and another howling mine style card (4cmc enchantment which is also probably not playable)
edit: those are links, not card tags.
I think about moving Emrakul to Main, remove Coax and free up 2+ SB slots for more special tools like Ratchet Bomb.
Overall, the list is well-tested and "sticks" (no more than one-offs that I would change). And in the current Meta that I foresee, this Archetype can meet lots of positive MU's.
Greetings
I also tried a bit with a one-of Panoptic Mirror (has a nice synergy with AV) and Primal Amulet, both seemed too cute. If I could have Whir of Invention working reliably..
I'm considering going to the axion modern event this weekend in the UK and running turns. It's one of very few premier events in the region and gives 4x planeswalker points with a decent prize structure.
I hasten to add that I'm not completely convinced that the meta is friendly to turns right now but I know the deck well enough that 8 rounds and a long drive will be a much more pleasing and enjoyable experience if I play something like turns than if I played (for example) devoted druid combo or humans.
I'll let you all know what the score is. I think I've got a really nice list at the moment so we'll see how it goes.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
I'm considering going to the axion modern event this weekend in the UK and running turns. I'll let you all know what the score is. I think I've got a really nice list at the moment so we'll see how it goes.
Good luck dude!! Excited to hear how it goes. May you always draw lands when needed and gas after that
Couple of things which I'm thinking about:
2x gemstone caverns - anecdotally, I think I win most games where I get a turn 1 caverns. This was most obvious when playtesting against affinity. Having remand from turn 1 can be backbreaking and sets you up for an early combo. Likewise, turn 1 thing in the ice or Jace VP is a really strong start. This is the most experimental aspect of my list but it should be fairly risk/reward neutral which I like as a concept. cryptic command - it's expensive but it might be the best card in the deck. I used to run four once upon a time. Then I dropped to 3 and then 2. Unfortunately I think each time I dropped one it was an exercise in seeing 'what worked' rather than definitively knowing that cryptic was too slow. I want to at the very least get back up to 3 maindeck.
22 lands - I swapped a land for an opt and while it makes sense from a deckbuilding perspective I haven't had time to test it thoroughly. If I manage to fit my 3rd cryptic in somewhere I'll look at bringing the land count back up to 23 again. Commandeer - this card has always overperformed for me. I've got lots of ways to stall and slow a creature-based battlefield but less to stop noncreatures. I might try to jam two of these in the board, maybe spicy 1 in the main. supreme verdict - I opted for ghostly prisons here and I'm not sure it's correct. My thinking was that dredge and similar strategies get pretty wrecked by ghostly prison, so it doubles up making my 1x rest in peace a more impactful one-of in the board. Prison is also great against storm & tokens (especially after you slam a turn 0 leyline).
Overall I feel like the list is in a great place. Nothing too wacky, a smooth manabase, clean mono U maindeck, powerful sideboard cards which demand answers. It 'feels' like a good list. I don't look at it and see any glaring errors or weaknesses.
That said, we have our bad matchups. Storm isn't great, devoted druid can potentially get the jump on us and stuff like bogles is nasty. Burn isn't brilliant although it's beatable.
I have to be honest on this one...you got me a bit hyped! This creature seems like the perfect setup for going off on turn 5, while offering a very poor (but at least existing) form of interaction with the opp ( mainly as a final stand chump blocker before getting overrrun) in the last turn before going off
Example: Turn 1 - serum visions ( or if needed gigadrowsing opp )
Turn 2 - Howling mine ( if we dont have it, remand or gigadrowse on sth )
Turn 3 - Dictate on opp end step if we arent under pressure ( or any interaction if we already played mine )
Turn 4 - Riverwise Augur , making the perfect setup for turn 5 temporal mastery, which, costing us 2 and asuming we could got all our
land drops, allows us to also play a mine or dictate. If we are under too much pressure, we can hold cryptic command instead to use it as
an honorary time walk effect, and try to go off on next turn if we got time warp.
Take into consideration that for each turn i proposed at least 2 possible routes, depending on the hand we got, and on the development of the game,
so its not an "Alice in Wonderland" plan.
Considering the odds of getting that masteries to be played in turn 5...
-Worst case scenario: assuming we are on the draw with no serum visions, no mine effect, no card draw spells...thats hoping for a
turn 5 mastery, at the time we have drawn the opening 7 and 5 more cards: 12 cards ( Of course, if we didnt played one of those
spells I mentioned we should be dead.
-Best case scenario: we are on the play, using 1 serum visions, 1 remand, 1 mine effect on turn 3, Riverwise Augur on
turn 4... we have the 7 of the opening hand, ,4 for each drawing step until turn 5 , 3 digged for visions, , 1 from remand , 2 for
the mine effects ( when we get to turn 5), 3 from augur. All this means a total of 20 cards digged in the search of a card of
which we have 4 copies in the deck. Using the hypergeometric calculator this means exactly 0,812% of getting it.
Therefore, i think we should run some tests with this creature. This opens the question of how many copies of it, with how many lands in the deck and what do we cut for them. Im thinking this list to try it
That's good to hear :).
I have a Japanese one signed in gold by one of my favourite Japanese pro players :). Bit tricky to get the Oracle wording haha but it looks awesome
If you manage to have a Walk the Aeons cast via Jace from your GY, there will be 2 replacement effects at the time it resolves IF you use the Buyback ability. Then you can choose to have the Buyback part first (you should probably ask a Judge about it) and return Walk the Aeons to your hand even though it should be exiled.
Funny Part: my personal Highscore is getting 5 extra turns out of one Walk the Aeons - I played Extraplanar Lens as well, to be honest.
Greetings
Edit: This trick will only work with Jace's -3 ability, because of the special wording. But not with a Snapcaster Mage..
I have been against Search for Azcanta as a card for our deck. Back when it was new and we were all discussing it, I had trouble finding a good card for comparison. The best I came up with was comparing it to a ramp spell (Rampant Growth, or mana rock (Talisman of Progress). Its ability to ramp us a turn ahead is good for us. But the activation cost on its Azcanta, the Sunken Ruin side, costs 4 effective mana.
I can't get behind such a large mana expenditure just to draw a card. My major problem with the Sunken Ruin activation is that I believe it is definitely win-more. When comboing; we rarely have that much extra mana. If we do have that much extra mana, it is usually because we stumble and are unable to continue to keep casting Warps. But these are the same turns we will be spending our mana on Pseudo-Turns. Cryptic Command and Gigadrowse both do a great job of keeping us alive through these stumbles. I don't see us having 4 extra mana(very often) during these turns either.
Yes I realize its going to be the best card out of 4, but when I compare it to an actual Mine effect it comes up short. I do think the correct line of thought is to treat it as anything but a mine effect. And so because of this, cutting a land for it is probably a correct choice. Don't get me wrong, drawing more cards is very good for us, but having to spend mana to dig for the correct card is quite bad. I would rather have just "have it" than have to "dig for it"
I would honestly just rather run Farseek.
Uw Taking Turns
The Bad Moon
Small Mardu Midrange
Big Mardu Midrange
Grixis Waste Not Combo
Bw 8-Rack
Bw Midrange
Turns is still my single most successful GP side event deck. Has a tendency to steamroll fringe brews and has an easy time with a decent section of the top meta. Burn, infect, storm and ad nauseum are all rough though.
Let's see how it goes.
Match 1 was a BW control deck with Surgical Extraction and Ghost Quarter in the main deck. He cast surgical after my turn 1 serum, taking a 2nd serum from my hand. He had 2 ghost quarters on board before I could combo, so this effectively prevented me from winning with PtW. My 2nd win condition was a JVP which had already died to Fatal Push. Match 2 was UG Merfolk (more aggro than mono-blue) so a quick loss without the extra Gigadrowse and Exhaustion. Match 3 was a Bye and Match 4 was Goblins, which was much easier after I side boarded Supreme Verdict, Timely Reinforcements, and Gideon of the Trials. He doesn't scry like Thassa, God of the Sea, but he impacts the board immediately and must be dealt with before the opponent can win, effectively buying extra turns if they choose to attack him.
The meta at my store appears to be very fast so I am going to try 3 Thing in the Ice main board. Other than the fact that I love Thing, it will provide a faster clock without relying on awakening a land. As mentioned before, if one gets killed, then that is one less spell to remove an awakened land when the time comes.
I don't yet have a Jace Beleren, but I want to mention another card that appears relevant in modern, Pithing Needle. The downside of this card would be drawing it once you are ready to combo. The upside is that it will rarely be a dead card when drawn early, especially when the opponent is running Ghost Quarter or Field of Ruin. It is least relevant against Storm, but naming Scalding Tarn can slow them down. In Merfolk or Taxes, it shuts down Aether Vial. In a discard focused deck, it shuts down Liliana of the Veil (my friend built mono-B good stuff aka Liliana Tribal). In GW Counters Company, it shuts down the untap ability of Devoted Druid.
Perhaps the card is not worth a slot and I should learn to accept that sometimes my opponent will draw exactly what they need to beat me. Good luck in your upcoming games and Happy New Year!
It's easy enough to beat a ghost quarter or any removal by making sure to gigadrowse all their lands before awakening with PtW (ideally tap everything down the turn before).
Are you running any snapcaster?
I've been tweaking my list back and forth recently and have settled on a creature suite of;
1x Jace VP
2x snapcaster
1x thing in the ice
All four of those creatures have some strong value in this deck. The thing in the ice is a concession to fast aggro decks, while opening up an extra sideboard slot.
Realistically though it would be more ideal to cut back down to 2 or 3 'engine' creatures and just run Thing out of the sideboard.
@shweepsh don't bother with Jace Beleren, he's basically a Temple Bell and you don't really want one of those unless you already maxed out on dictates *and* howling mines. I personally run 4 dictates, 2 mines and a Jace VP as my 7 'mine' effects. Previously before trying mini-Jace I ran 4 dictate and 3 mines as standard.
A very long time ago (2 years maybe?) I ran 4 dictate, 1 mine and 2 Thing in the Ice maindeck. I actually did surprisingly well with that list but it definitely ran into issues finding a mine effect and since then I've refined my lists to be more consistent.
If you're missing exhaustion and gigadrowse, prioritise finding those for now; I'd want to own a playset of each because through tweaking this deck and iterating different builds I've often run 4x of either of them and they are both critical to the deck.
EDIT: My avatar symbolizes the look on my face when my first turn of my first official game of Modern was followed by a surgical extraction of my serum visions.
an extra turn creature (probably not playable) and another howling mine style card (4cmc enchantment which is also probably not playable)
edit: those are links, not card tags.
UR and sometimes WDelver Modern
U and sometimes WTurns Modern
URBWAffinity Modern
GWKarametra Enchantress EDH
UBRG Yidris Storm EDH
WSram Cheerios EDH
22 Snow-Covered Island
1 Mikokoro, Center of the Sea
[CARDDRAW]
4 Ancestral Vision
4 Serum Visions
4 Dictate of Kruphix
1 Day's Undoing
[INTERACTION]
2 Gigadrowse
3 Remand
3 Exhaustion
1 Cryptic Command
4 Time Warp
1 Walk the Aeons
1 Part the Waterveil
4 Temporal Mastery
[VALUE]
2 Jace, Vryn's Prodigy
2 Extraplanar Lens
1 Coax from the Blind Eternities
3 Chalice of the Void
3 Swan Song
1 Gigadrowse
2 AEther Spellbomb
1 Hurkyl's Recall
2 Day's Undoing
1 Hibernation
1 Ulamog, the Ceaseless Hunger
1 Emrakul, the Aeons Torn
I think about moving Emrakul to Main, remove Coax and free up 2+ SB slots for more special tools like Ratchet Bomb.
Overall, the list is well-tested and "sticks" (no more than one-offs that I would change). And in the current Meta that I foresee, this Archetype can meet lots of positive MU's.
Greetings
I also tried a bit with a one-of Panoptic Mirror (has a nice synergy with AV) and Primal Amulet, both seemed too cute. If I could have Whir of Invention working reliably..
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
I hasten to add that I'm not completely convinced that the meta is friendly to turns right now but I know the deck well enough that 8 rounds and a long drive will be a much more pleasing and enjoyable experience if I play something like turns than if I played (for example) devoted druid combo or humans.
I'll let you all know what the score is. I think I've got a really nice list at the moment so we'll see how it goes.
Discuss..
IXA gave us Search for Azcanta. Not too sure if RIX has any goodies yet.
Maybe spruce up the matchup section if you have time? I'm really interested to see how people deal with the vizier company match up as I hate it.
Sure bud here's my list:
4x time warp
3x part the waterveil
4x temporal mastery
5 filter spells
4x serum visions
1x opt
12 interaction spells
3x gigadrowse
4x exhaustion
4x remand
2x cryptic command
6 mines
4x dictate of kruphix
2x howling mine
1x Jace, vryn's prodigy
1x thing in the ice
1x snapcaster mage
22 lands
1x mikokoro, center of the sea
1x minamo, school at water's edge
2x gemstone caverns
1x inkmoth nexus
9x island
1x Glacial Fortress
2x prairie stream
1x hallowed fountain
4x flooded strand
2x ghostly prison
2x hurkyll's recall
4x leyline of sanctity
3x Chalice of the void
1x rest in peace
1x stony silence
2x thing in the ice
Couple of things which I'm thinking about:
2x gemstone caverns - anecdotally, I think I win most games where I get a turn 1 caverns. This was most obvious when playtesting against affinity. Having remand from turn 1 can be backbreaking and sets you up for an early combo. Likewise, turn 1 thing in the ice or Jace VP is a really strong start. This is the most experimental aspect of my list but it should be fairly risk/reward neutral which I like as a concept.
cryptic command - it's expensive but it might be the best card in the deck. I used to run four once upon a time. Then I dropped to 3 and then 2. Unfortunately I think each time I dropped one it was an exercise in seeing 'what worked' rather than definitively knowing that cryptic was too slow. I want to at the very least get back up to 3 maindeck.
22 lands - I swapped a land for an opt and while it makes sense from a deckbuilding perspective I haven't had time to test it thoroughly. If I manage to fit my 3rd cryptic in somewhere I'll look at bringing the land count back up to 23 again.
Commandeer - this card has always overperformed for me. I've got lots of ways to stall and slow a creature-based battlefield but less to stop noncreatures. I might try to jam two of these in the board, maybe spicy 1 in the main.
supreme verdict - I opted for ghostly prisons here and I'm not sure it's correct. My thinking was that dredge and similar strategies get pretty wrecked by ghostly prison, so it doubles up making my 1x rest in peace a more impactful one-of in the board. Prison is also great against storm & tokens (especially after you slam a turn 0 leyline).
Overall I feel like the list is in a great place. Nothing too wacky, a smooth manabase, clean mono U maindeck, powerful sideboard cards which demand answers. It 'feels' like a good list. I don't look at it and see any glaring errors or weaknesses.
That said, we have our bad matchups. Storm isn't great, devoted druid can potentially get the jump on us and stuff like bogles is nasty. Burn isn't brilliant although it's beatable.
We'll see how it goes.
Beats ad naus, storm and a few others.
You could just play Runed Halo instead.
UR and sometimes WDelver Modern
U and sometimes WTurns Modern
URBWAffinity Modern
GWKarametra Enchantress EDH
UBRG Yidris Storm EDH
WSram Cheerios EDH
herkamurjones
I have to be honest on this one...you got me a bit hyped! This creature seems like the perfect setup for going off on turn 5, while offering a very poor (but at least existing) form of interaction with the opp ( mainly as a final stand chump blocker before getting overrrun) in the last turn before going off
Example: Turn 1 - serum visions ( or if needed gigadrowsing opp )
Turn 2 - Howling mine ( if we dont have it, remand or gigadrowse on sth )
Turn 3 - Dictate on opp end step if we arent under pressure ( or any interaction if we already played mine )
Turn 4 - Riverwise Augur , making the perfect setup for turn 5 temporal mastery, which, costing us 2 and asuming we could got all our
land drops, allows us to also play a mine or dictate. If we are under too much pressure, we can hold cryptic command instead to use it as
an honorary time walk effect, and try to go off on next turn if we got time warp.
Take into consideration that for each turn i proposed at least 2 possible routes, depending on the hand we got, and on the development of the game,
so its not an "Alice in Wonderland" plan.
Considering the odds of getting that masteries to be played in turn 5...
-Worst case scenario: assuming we are on the draw with no serum visions, no mine effect, no card draw spells...thats hoping for a
turn 5 mastery, at the time we have drawn the opening 7 and 5 more cards: 12 cards ( Of course, if we didnt played one of those
spells I mentioned we should be dead.
-Best case scenario: we are on the play, using 1 serum visions, 1 remand, 1 mine effect on turn 3, Riverwise Augur on
turn 4... we have the 7 of the opening hand, ,4 for each drawing step until turn 5 , 3 digged for visions, , 1 from remand , 2 for
the mine effects ( when we get to turn 5), 3 from augur. All this means a total of 20 cards digged in the search of a card of
which we have 4 copies in the deck. Using the hypergeometric calculator this means exactly 0,812% of getting it.
Therefore, i think we should run some tests with this creature. This opens the question of how many copies of it, with how many lands in the deck and what do we cut for them. Im thinking this list to try it
10 Snow-Covered Island
4 Glacial Fortress
3 Flooded Strand
2 Prairie Stream
2 Hallowed Fountain
1 Mikokoro, Center of the Sea
1 Inkmoth Nexus
// Creatures 1
1 Snapcaster Mage
// Interaction 13
4 Gigadrowse
4 Remand
3 Exhaustion
2 Cryptic Command
4 Serum Visions
2 Riverwise Augur
// Mine effects 7
3 Howling Mine
4 Dictate of Kruphix
// Time walk effects 10
4 Time Warp
2 Part the Waterveil
4 Temporal Mastery
2 Negate
1 Thing in the Ice/Awoken Horror
2 Kataki, War's Wage
2 Pollen Lullaby
3 Rest in Peace
4 Leyline of Sanctity
1 Commandeer
As always, all feedback is welcome and wished for!