- Savor the Moment: quite the hard card to break, but combining it with another extra turn spell (ex: miracl'd Mastery, or Savor-Snap-Savor) in a single turn breaks its drawback and sometimes all you need is just one more turn... (be careful, TiTi doesn't untap too during the first extra turn)
Can you help to explain this to me? How does Savor-Snap-Savor break the drawback? Won't you just get 2 more turns without untapping?
The card only says "skip your next uncap step" so if you can cast multiple extra turn effects or multiple savor the moment you only lose out on one untap step
Sorry to be the bearer of bad news, but Savor the Moment reads "Take an extra turn after this one. Skip the untap step of that turn." Casting Savor-Snap-Savor nets you two extra turns, and you will skip the untap step of both of those turns.
Quick rundown of my decisions:
- Growth spiral: it's much more of a Time Walk than Remand, which in this obscenely fast meta is incredibly helpful. - Search for Tomorrow: very good ramp, very good synergy with Thing in the Ice (T1 surch, t2 thing, t3 resolve search)
- Thing in the Ice mainboard: the meta is really creature heavy and beside beeing a very good control tool, closing a game with only two extra turns provides more stability to the deck.
- Savor the Moment: quite the hard card to break, but combining it with another extra turn spell (ex: miracl'd Mastery, or Savor-Snap-Savor) in a single turn breaks its drawback and sometimes all you need is just one more turn... (be careful, TiTi doesn't untap too during the first extra turn)
- Temple of Mystery: placeholder for Yavimaya Coast, figured out I could really take advantage of a few scry here due to the heavy ramp package. Will 100% be replaced in the future by Waterlogged Grove.
I firmly believe that Jace is better than Narset in your build because of the playset of Temporal Mastery and that his -1 is one of extremely few ways you have to interact. I don't think that Narset's Reversal is better than Remand here because you really want to be able to stop plays like Kitesail Freebooter, Drogskol Captain, Thing in the Ice, Gurmag Angler, etc that Narset's Reversal doesn't hit. As for the sideboard, I don't like Engulf the Shores because 9 of your 23 lands aren't Islands or able to fetch Islands (2 Forest, 4 Hinterland Harbor, 1 Mikokoro, 2 Temple of Mystery). Engineered Explosives is one of the best pieces of interaction in UG, even if you can only put it up to 2. I don't really know what your sideboard plans would look like with this deck, but that's something to consider when shaping your sideboard. For each matchup, what cards do you want to take out? How many cards do you expect to bring in?
Hey all. Redid my mono blue list and took it to the SCG open Louisville. My first open. Went 2-2-2, not quite how I envisioned it, but lots of fun and good experience. Got to exhaustion amulet titan twice during game one after they pact for a titan, and have it gigadrowsed. UW control has changed, and i wasn’t quite ready for it. Lots planeswalkers.
I didn’t like narset in this build, she was a last second change. Another card that didn’t affect the board. Since I have swapped the 2 out for a GE Kefnet and a tempest djinn Main deck. I’m very interested in brewing more with her, I have some ideas.
Sad to see the site go... promised myself I wouldn’t cry...the good luck day site that keeps taking over this site has been very frustrating, I figured something was up.
- Savor the Moment: quite the hard card to break, but combining it with another extra turn spell (ex: miracl'd Mastery, or Savor-Snap-Savor) in a single turn breaks its drawback and sometimes all you need is just one more turn... (be careful, TiTi doesn't untap too during the first extra turn)
wilderness reclamation should help with savor the moment. Still let’s you untap EOT to start your extra turn with a fresh manabase.
I agree with the others on narset vs Jace. Bouncing a guy and setting up miracles is good. My biggest thing, Jace gets lands, and for me, missing land drops usually spell disaster. I also feel light on draw spells. But your build running narset and wilderness reclamation May be better.
Remand vs growth spiral, remand can buy a turn by keeping something off the field I don’t want on it Until I can cryptic, or go off and win. An extra land on the field can be huge though.
Exhaustion returning mainboard is one hell of a wild bet, but the number of relevant match-ups it helps to smooth is too high to ignore. It went at the expense of Remand, but I'm betting on two things for that one: 1) Growth Spiral is enough of a pseudo turn 2) My opponents might still respect it since all Blue control/combo deck are running it.
SB has been streamlined, I really like what I've got here. I do not plan on siding in more than 4 cards per match-up.
Also, one temple. Might bump it up to two in the future.
Tournament is tomorrow morning (starts in 7 hours), let's see if I get the chance to warm up my frozen lobsters with that hairdryer of mine. All it takes is a few turns after all !
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Modern Death and Taxes (not Eldrazi&Taxes)
Modern Storm
Modern Taking Turns
EDH Jhoira of the Ghitu
Well, here we go for quite the sad tournament report. I got my ass handed to me pretty violently, but had some fun and even discovered a card.
So, let's get onto the MUs:
- Rock, 0-2. G1 he slammed a LotV on turn 3, and I couldn't recover from a decay on my only mine. G2 went in the same way. Both games didn't feel that unwinable, but I couldn't get there fast enough even with the ramp package (and you'll see that it will be a common theme going into the rest of the report).
- Classic Affinity, 1-2. G1 I went down honorably, G2 went on for fourty damn minutes as I couldn't get my 3 TiTis which were constantly getting shuffled back on the bottom of my deck. It was a crazy game were I did cast Snapcaster Mage 11 times despite only having two Snapcaster mages in the 75 (two snaps, engulf, two snaps, engulf, two snaps, FB engulf, two snaps, FB engulf, two snaps, FB Cryptic boucning snap). It felt awful and amazing at the same time. We actually go to additional turns at the start of g3, he strugles to choose whether to mulligan or not, I'm starting to think he won't be able to kill me... I was wrong. He top decked a ravager on his second turn, dealt 5 infect to me, I draw a card which was not the Gigadrowse I absolutely needed, and I conceded after making my second land drop.
- Mono R Phoenix, 0-2: died both times on t4. It pretty much felt unwinable as he did not care about any tap schenanigans and I couldn't topdeck engulf on g2.
- Ad Nauseam, 2-1: first victory, lost g1 to a double Angel's grace+Pact of negation, won g2 and 3 without much trouble as I was faster than him and could disturb his ramp and lands easily by bouncing them.
- Amulet Titan, 2-1: second (and spoiler alert, last) win. He had the nuts g1: t1 amulet, t2 amulet+Azusa+pact+Titan... which led him to die on his third upkeep to a very well timed Exhaustion. He played around exhaustion very well g2 and eventually beat me, and g3 Damping Sphere plus well timed gigadrowses/exhaustion to lock him out of green mana allowed me to buy enough time to win on the third additional turn.
- Another Rock, 1-1: he didn't disturb me at all g1 leading me to kill him on his fifth turn, utterly annihilated me g2, and I went off a bit too late leading me to fail to kill him after playing all five of the additional turns in front of an amazed audience of 15 persons watching our game (they really liked the deck, which helped me cope with the sadness of my underperformance of the day)
- The weirdest elves deck ever, 0-2: I lost to confusion on g1 as he seemed to be yet another rock deck (shocking himself with a tomb on t2 to keep decay/trophy available)... before playing Archidruid. I then felt like I got some time, slammed Jace a turn after, only to face a CoCo at the end of my turn revealing two Dwynen's elite into a combo kill with Umbral Mantle. I lost g2 to fatigue, I litterally had the in in hand but a brain fart prevented me from seeing it.
- Mono G tron, 0-2: g1 went like a breeze for him, I sided out all green of the deck to get back to mono U turns with damping spheres, and after I managed to deal with two Ulamogs, two different Ugins and a Wurmcoil he just out valued me out of existence.
Conclusion: 2-6-1, which makes it one of my worst tournament results ever (only slightly better than a 1-3-drop at a GP last year). The green splash hardly felt useful as it was all built on the back of thing in the ice and I apparently wasn't good at drawing them. But even bigger disappointment than the splash, Jace felt awful. He was basically a 4 mana one shot brainstorm. I advise all of you to switch to Narset who's in my opinion much better at doing what we need to beat our opponents (denying extra draws was game changing in some cases). Plus, since she's only minusing opponents often went for the head instead of her to gun me down, which paradoxically led me to gain more time and value from her (plus, bouncing her with Cryptic is actually a thing).
TL/DR: green splash isn't good and control/real sideboard tools are much more usefull than ramp. Narset seems to be the real deal, and her lock should be envisaged as a real option. Lama, out~
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Rollback Post to RevisionRollBack
Modern Death and Taxes (not Eldrazi&Taxes)
Modern Storm
Modern Taking Turns
EDH Jhoira of the Ghitu
Hey all. Redid my mono blue list and took it to the SCG open Louisville. My first open. Went 2-2-2, not quite how I envisioned it, but lots of fun and good experience. Got to exhaustion amulet titan twice during game one after they pact for a titan, and have it gigadrowsed. UW control has changed, and i wasn’t quite ready for it. Lots planeswalkers.
I didn’t like narset in this build, she was a last second change. Another card that didn’t affect the board. Since I have swapped the 2 out for a GE Kefnet and a tempest djinn Main deck. I’m very interested in brewing more with her, I have some ideas.
Sad to see the site go... promised myself I wouldn’t cry...the good luck day site that keeps taking over this site has been very frustrating, I figured something was up.
Thanks for posting! I'm curious how God-Eternal Kefnet and Tempest Djinn will work out for you. Incidentally, I recommend taking out the Inkmoth Nexus (and possibly one or both Radiant Fountains) if you're adding Tempest Djinn because I think the extra power or being able to cast it on time are more important than the upside of those colorless lands. It's definitely possible that Narset works better when you shape your deck around her more, with cards like Vendilion Clique or more literal Howling Mine to take advantage of her passive, but so far I'm not impressed with her.
Well, here we go for quite the sad tournament report. I got my ass handed to me pretty violently, but had some fun and even discovered a card.
So, let's get onto the MUs:
- Rock, 0-2. G1 he slammed a LotV on turn 3, and I couldn't recover from a decay on my only mine. G2 went in the same way. Both games didn't feel that unwinable, but I couldn't get there fast enough even with the ramp package (and you'll see that it will be a common theme going into the rest of the report).
- Classic Affinity, 1-2. G1 I went down honorably, G2 went on for fourty damn minutes as I couldn't get my 3 TiTis which were constantly getting shuffled back on the bottom of my deck. It was a crazy game were I did cast Snapcaster Mage 11 times despite only having two Snapcaster mages in the 75 (two snaps, engulf, two snaps, engulf, two snaps, FB engulf, two snaps, FB engulf, two snaps, FB Cryptic boucning snap). It felt awful and amazing at the same time. We actually go to additional turns at the start of g3, he strugles to choose whether to mulligan or not, I'm starting to think he won't be able to kill me... I was wrong. He top decked a ravager on his second turn, dealt 5 infect to me, I draw a card which was not the Gigadrowse I absolutely needed, and I conceded after making my second land drop.
- Mono R Phoenix, 0-2: died both times on t4. It pretty much felt unwinable as he did not care about any tap schenanigans and I couldn't topdeck engulf on g2.
- Ad Nauseam, 2-1: first victory, lost g1 to a double Angel's grace+Pact of negation, won g2 and 3 without much trouble as I was faster than him and could disturb his ramp and lands easily by bouncing them.
- Amulet Titan, 2-1: second (and spoiler alert, last) win. He had the nuts g1: t1 amulet, t2 amulet+Azusa+pact+Titan... which led him to die on his third upkeep to a very well timed Exhaustion. He played around exhaustion very well g2 and eventually beat me, and g3 Damping Sphere plus well timed gigadrowses/exhaustion to lock him out of green mana allowed me to buy enough time to win on the third additional turn.
- Another Rock, 1-1: he didn't disturb me at all g1 leading me to kill him on his fifth turn, utterly annihilated me g2, and I went off a bit too late leading me to fail to kill him after playing all five of the additional turns in front of an amazed audience of 15 persons watching our game (they really liked the deck, which helped me cope with the sadness of my underperformance of the day)
- The weirdest elves deck ever, 0-2: I lost to confusion on g1 as he seemed to be yet another rock deck (shocking himself with a tomb on t2 to keep decay/trophy available)... before playing Archidruid. I then felt like I got some time, slammed Jace a turn after, only to face a CoCo at the end of my turn revealing two Dwynen's elite into a combo kill with Umbral Mantle. I lost g2 to fatigue, I litterally had the in in hand but a brain fart prevented me from seeing it.
- Mono G tron, 0-2: g1 went like a breeze for him, I sided out all green of the deck to get back to mono U turns with damping spheres, and after I managed to deal with two Ulamogs, two different Ugins and a Wurmcoil he just out valued me out of existence.
Conclusion: 2-6-1, which makes it one of my worst tournament results ever (only slightly better than a 1-3-drop at a GP last year). The green splash hardly felt useful as it was all built on the back of thing in the ice and I apparently wasn't good at drawing them. But even bigger disappointment than the splash, Jace felt awful. He was basically a 4 mana one shot brainstorm. I advise all of you to switch to Narset who's in my opinion much better at doing what we need to beat our opponents (denying extra draws was game changing in some cases). Plus, since she's only minusing opponents often went for the head instead of her to gun me down, which paradoxically led me to gain more time and value from her (plus, bouncing her with Cryptic is actually a thing).
TL/DR: green splash isn't good and control/real sideboard tools are much more usefull than ramp. Narset seems to be the real deal, and her lock should be envisaged as a real option. Lama, out~
Thanks for posting, sorry to hear the tournament went so poorly. I agree that Jace is overall not great (one of the most overrated cards by far), but I think you're overlooking a very important detail: Planeswalkers that tick up get better with removal, or at least early disruption. I think that one of the reasons that Jace did so poorly for you is that you have so few ways to protect him in the early game, which is why he was dying so consistently. You can conceivably block attackers with Snapcaster or Thing in the Ice, but they can easily be killed before they can block. Beyond that, your only ways to prevent the opponent from developing a board early are a Gigadrowse and 3 Exhaustion, which doesn't seem like enough to slow the opponent down. Compared to the UR build I like to play that has 3 Lightning Bolt, 1 Snapback, 3 Gigadrowse, 3 Exhaustion, and 4 Snapcaster Mage as ways to keep the board clear for Jace, I find that I'm able to get Jace to stick a reasonable amount of the time, and it's those times that he stays on board that he's actually good. Being able to set up Miracled Temporal Mastery easily leads to game wins.
Even though Jace did so poorly, I have my doubts that Narset would have been better on average. She protects herself even less than Jace (with Jace you can at least -1 to stop a lone creature from attacking and killing him), she's vulnerable to Bolt like Jace assuming you actually use her -2, and I think you're overestimating how good her passive is. Your build has 1 Mikokoro and 4 Dictate of Kruphix as ways to really abuse her passive, and I just don't think that's enough. It's hard for me to imagine a scenario where her passive is gaming-breakingly good as opposed to just a minor annoyance when going over some of the top decks. Humans cracks Horizon Canopy on your turn rather than theirs, and other than that the passive does nothing. Against UW Control, Jace and Serum Visions don't work well, but even Jace can start +2ing to look for an answer if Narset is actually a problem, and Opt or other instant speed card draw still work just fine. Against Tron, their Chromatic Stars and Spheres are worse, either just the color fixing or just the card, but it doesn't stop their most powerful cantrip Ancient Stirrings, and it doesn't stop any of their big threats or the Sylvan Scrying and Expedition Map part of assembling Tron. Against Phoenix is where Narset has the most promise, being good against Faithless Looting, Serum Visions, and Manamorphose. But even then, Sleight of Hand and Thought Scour can easily draw them cards when they need them, and I can imagine a Phoenix player giving up a few cards by casting a useless cantrip or two into Narset just to bring back their hasty Phoenix and kill her, or just throw a Lightning Bolt or two her way. Even in this best-case matchup, she seems weak to me on paper. Against Dredge, her passive does almost nothing since the Dredge mechanic replaces card draw, meaning the opponent doesn't actually draw a card while choosing to Dredge and can continue to Dredge 3 times with a Cathartic Reunion. It's certainly possible that I'm being overly pessimistic and more playtesting is really the only way to find out, but right now I just don't think she's nearly as good as you want her to be.
Either way, I think the best way to support Planeswalkers in the deck is with actual interaction that can keep the board clear. Lightning Bolt, Fatal Push, and Path to Exile are all fantastic removal spells that will allow your Planeswalkers to actually stay on board and get value way more often than in a UG or mono-U build.
I really like Narset, but I rackon is good only if you can really abuse her ability, and I don't mean dicates and mines, I mean day's undoing or echo of eons. which is why at the moment i'm testing without dictates and with day's instead.
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Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
I may be way off, but since lists are going the Ug route, wouldn't Plow Under be worth a test? On a stable situation it's two Time Warps for the price of one. Worst case, it buys good time.
Hi everyone,i'm playing a UWR list. The deck is basically an UR with the W splash for the some key cards in side.
Obvliously i added x2 of the new Narset, Parter of Veils, that seems to be made especially for our decks (trigger with Dictate of Kruphix, Howling Mine, Mikokoro, Center of the Sea, Day's Undoing the latter combo is also a further closure). The real novelty I would like to discuss with you is the following, in the list I'm also testing x2 of Ral, Storm Conduit. The latter turned out to be a great card within the deck mechanics. Activated abilities of Ral, Storm Conduit are all very useful: with -2 you can copy any spell to take turns, +2 allows you to scry which is not a bad thing. However the real strength lies in the static ability, the latter turns out to be strong if combined with all our magic to take turns, counter spells and more resulting in a closure if combined with the snapcasters... and with Gigadrowse? :). I am doing good results in online tests, i wanted to know what you think about, shortly I will post my list.
I really like Narset, but I rackon is good only if you can really abuse her ability, and I don't mean dicates and mines, I mean day's undoing or echo of eons. which is why at the moment i'm testing without dictates and with day's instead.
The above list looks like the place to start testing with Day's Undoing. Not sure if there's a way to make Echo of Eons work, but I'm also not sure it's necessary.
I may be way off, but since lists are going the Ug route, wouldn't Plow Under be worth a test? On a stable situation it's two Time Warps for the price of one. Worst case, it buys good time.
I'm still of the opinion that UG is the least competitive build of Taking Turns. Plow Under has an amazing best case scenario, but the worst case (which in my opinion is much more common than the best case) is terrible. Plow Under doesn't affect the board and doesn't stop you from dying to whatever the opponent already has on board, so I don't think it's worth running. In particular, Plow Under costs 5 mana. Isn't it better to spend one more mana and just cast Part the Waterveil or Walk the Aeons?
Hi everyone,i'm playing a UWR list. The deck is basically an UR with the W splash for the some key cards in side.
Obvliously i added x2 of the new Narset, Parter of Veils, that seems to be made especially for our decks (trigger with Dictate of Kruphix, Howling Mine, Mikokoro, Center of the Sea, Day's Undoing the latter combo is also a further closure). The real novelty I would like to discuss with you is the following, in the list I'm also testing x2 of Ral, Storm Conduit. The latter turned out to be a great card within the deck mechanics. Activated abilities of Ral, Storm Conduit are all very useful: with -2 you can copy any spell to take turns, +2 allows you to scry which is not a bad thing. However the real strength lies in the static ability, the latter turns out to be strong if combined with all our magic to take turns, counter spells and more resulting in a closure if combined with the snapcasters... and with Gigadrowse? :). I am doing good results in online tests, i wanted to know what you think about, shortly I will post my list.
My main concern with Ral is that he competes in the 4-drop planeswalker slot with Jace, the Mind Sculptor. Jace is a hard card to beat in the average case since he can immediately replace himself with +0 brainstorm if you suspect that he won't stay on board, whereas Ral can only get you a Scry 1 in those situations. Ral's extra loyalty is certainly useful for staying alive, but at the same time, if you suspect that your opponent has a single Lightning Bolt for your Jace, just use Jace's +2 to scry 1 anyway. The difference between 5 and 6 loyalty on a Planeswalker isn't enough to justify the power level disparity in my opinion. Ral's -2 seems like the main reasons to play the card, and in my opinion it just doesn't do enough. Taking two extra turns in a row isn't good enough if you don't have something meaningful on those turns, like a Dictate or Jace to net card advantage or some Snapcasters to get damage in, and Ral's +2 alone doesn't seem meaningful enough to be happy with having those extra turns. It's unclear to me exactly how useful the passive is, but at first glance it seems unlikely that it frequently allows you to win games that were otherwise unwinnable in its absence. Of course, like with Narset, it's entirely possible that I'm being too pessimistic here. The best way to find out is more testing!
The mainboard looks 60 for 60 identical to the list from the Modern Challenge, while the sideboard has been completely updated. The card that stands out to me the most is Niv-Mizzet, Parun, especially coupled with the fact that there are only two fetchable red sources for a card that costs UUURRR. In any case, congratulations to Marcus, and good luck at the Mythic Championship!
hey y'all! as salvation is closing soon, I figured it would be a good idea to try and recruit any that are not in the discord channel yet to come on over! link below:
So apparently the site didn't shut down after all lol. Anyway, here's my take on the Turns archetype using boros. I'm at work so I'll just link the deck I built, but I would like to clarify something. There's no sundial of the infinite because I think it's too fragile with Karn, TCG all over the place so I opted instead for Angel's Grace which can't be countered. Feel free to critique and give suggestions!
So I was under the impression the site was shutting down and you wouldn't be able to post anymore so I haven't checked in a while!
So it's been a really long time since I've posted but just wanted to share my recent successes with UB Taking Turns.. I really wanted a variant that could beat creature matchups and then have a lot of disruption postboard for non-creature matchups and this is what I've come up with.
Hello guys. I haven't played the deck in a long while and I'm thinking about returning to modern now that Hogaak is donezo. I pretty much only have one concern after going through my old list: doesn't Turns just scoop to a resolved Force of Negation on one of it's big turn spells? How do you even combat this?
So apparently the site didn't shut down after all lol. Anyway, here's my take on the Turns archetype using boros. I'm at work so I'll just link the deck I built, but I would like to clarify something. There's no sundial of the infinite because I think it's too fragile with Karn, TCG all over the place so I opted instead for Angel's Grace which can't be countered. Feel free to critique and give suggestions!
This is a fresh new take on the deck! I don't really have too much to say about it since it looks so different from what I'm used to. As a general rule, though, you do want to be getting some kind of extra value from your extra turns, like having a Howling Mine or getting your Ancestral Vision to tick down. Otherwise, you're spending your extra turn cards as expensive Explores, which isn't great. It looks like your deck can leverage Gideons to get a lot of value from extra turns, but I'm not sure if that's consistent enough to justify the turns package on its own. I'd consider cards like Howling Mine to try to get more value from your turns (and also help you draw into more extra turn spells). Really sweet brew, thanks for posting!
Anybody ever test Silence in their 'Taking Turns' build? Thoughts on its advantages and disadvantages.
Silence seems mostly worse than other options to me. If you're using it on your opponent's turn to prevent them from casting spells, Gigadrowse can do that is also flexible enough to fog when you need it. If you're using Silence on your own turn to protect a Time Warp, it seems mostly worse than Dispel since your opponent still has their counterspell in hand, and can counter your next move on your extra turn. Gigadrowse also protects you from non-Force of Negation counterspells if you tap out your opponent at their end step.
So I was under the impression the site was shutting down and you wouldn't be able to post anymore so I haven't checked in a while!
So it's been a really long time since I've posted but just wanted to share my recent successes with UB Taking Turns.. I really wanted a variant that could beat creature matchups and then have a lot of disruption postboard for non-creature matchups and this is what I've come up with.
Yeah I know what you mean! I really like the idea of Dead of Winter, though I'm not sure if it's maindeck material. Either way, this list looks very solid, and I think it'll do well in a creature-heavy meta.
Hello guys. I haven't played the deck in a long while and I'm thinking about returning to modern now that Hogaak is donezo. I pretty much only have one concern after going through my old list: doesn't Turns just scoop to a resolved Force of Negation on one of it's big turn spells? How do you even combat this?
There are a few reasonable ways to FoN. Splashing black for Thoughtseize effects is one way to go. Splashing white for T3feri would also work. My preference is to run more Commandeer to fight a manaless counter war. If you tap out your UW Control opponent with Gigadrowse at their end step, their only interaction is Force of Negation, so you can probably get away with using Commandeer as a bad counterspell for their FoN to protect your Time Warp. Commandeer is also great if they tap out for an early Planeswalker, which in my opinion is a big reason to run it.
This feels like a total game changer to me. Fetchable topdeck tutor that slows your self mill and guarantees a timewalk seems STRONG. I don't think I want to use 4 because I don't imagine I'll ever need that many but 2 of them plus 6-7 fetches seems correct.
This feels like a total game changer to me. Fetchable topdeck tutor that slows your self mill and guarantees a timewalk seems STRONG. I don't think I want to use 4 because I don't imagine I'll ever need that many but 2 of them plus 6-7 fetches seems correct.
Huey, Dewey and Louie are always dressed in RUG. it is CLEARLY going to be the wedges block Pioneer: WURFaerie fires BRGDragons ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
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Speaking of bad news, MTG Salvation will be closing and going into read-only mode on July 8, 2019. It's been an honor discussing the evolution of this deck with all of you.
But back to actual discussion!
I firmly believe that Jace is better than Narset in your build because of the playset of Temporal Mastery and that his -1 is one of extremely few ways you have to interact. I don't think that Narset's Reversal is better than Remand here because you really want to be able to stop plays like Kitesail Freebooter, Drogskol Captain, Thing in the Ice, Gurmag Angler, etc that Narset's Reversal doesn't hit. As for the sideboard, I don't like Engulf the Shores because 9 of your 23 lands aren't Islands or able to fetch Islands (2 Forest, 4 Hinterland Harbor, 1 Mikokoro, 2 Temple of Mystery). Engineered Explosives is one of the best pieces of interaction in UG, even if you can only put it up to 2. I don't really know what your sideboard plans would look like with this deck, but that's something to consider when shaping your sideboard. For each matchup, what cards do you want to take out? How many cards do you expect to bring in?
The list I took to the open
2 Search for Azcanta
4 Dictate of Kruphix Basic
1 Inkmoth Nexus
20 Island
2 Radiant Fountain
3 Gigadrowse
3 Boomerang
4 Remand
3 Cryptic Command
3 Exhaustion
4 Time Warp
3 Part the Waterveil
2 Temporal Mastery
2 Narset, Parter of Veils
2 Jace, the Mind Sculptor
2 Thing in the Ice
2 Chalice of the Void
2 Tormod's Crypt
2 Ratchet Bomb
1 Spellskite 2 Torpor Orb
1 Gigadrowse
2 Surgical Extraction
1 Commandeer
I didn’t like narset in this build, she was a last second change. Another card that didn’t affect the board. Since I have swapped the 2 out for a GE Kefnet and a tempest djinn Main deck. I’m very interested in brewing more with her, I have some ideas.
Sad to see the site go... promised myself I wouldn’t cry...the good luck day site that keeps taking over this site has been very frustrating, I figured something was up.
wilderness reclamation should help with savor the moment. Still let’s you untap EOT to start your extra turn with a fresh manabase.
I agree with the others on narset vs Jace. Bouncing a guy and setting up miracles is good. My biggest thing, Jace gets lands, and for me, missing land drops usually spell disaster. I also feel light on draw spells. But your build running narset and wilderness reclamation May be better.
Remand vs growth spiral, remand can buy a turn by keeping something off the field I don’t want on it Until I can cryptic, or go off and win. An extra land on the field can be huge though.
4x Breeding Pool
2x Forest
4x Hinterland Harbor
1x Temple of Mystery
1x Yavimaya Coast
6x Island
1x Mikokoro, Center of the Sea
4x Misty Rainforest
Spells
4x Growth Spiral
2x Cryptic Command
4x Dictate of Kruphix
3x Exhaustion
1x Gigadrowse
2x Jace, the Mind Sculptor
4x Search for Tomorrow
3x Serum Visions
4x Temporal Mastery
4x Time Warp
2x Snapcaster Mage
4x Thing in the Ice
2x Damping Sphere
1x Disdainful Stroke
2x Engulf the Shore
2x Gigadrowse
1x Narset, Parter of Veils
1x Surgical Extraction
2x Ratchet Bomb
2x Relic of Progenitus
2x Spell Pierce
Exhaustion returning mainboard is one hell of a wild bet, but the number of relevant match-ups it helps to smooth is too high to ignore. It went at the expense of Remand, but I'm betting on two things for that one: 1) Growth Spiral is enough of a pseudo turn 2) My opponents might still respect it since all Blue control/combo deck are running it.
SB has been streamlined, I really like what I've got here. I do not plan on siding in more than 4 cards per match-up.
Also, one temple. Might bump it up to two in the future.
Tournament is tomorrow morning (starts in 7 hours), let's see if I get the chance to warm up my frozen lobsters with that hairdryer of mine. All it takes is a few turns after all !
Modern Storm
Modern Taking Turns
EDH Jhoira of the Ghitu
So, let's get onto the MUs:
- Rock, 0-2. G1 he slammed a LotV on turn 3, and I couldn't recover from a decay on my only mine. G2 went in the same way. Both games didn't feel that unwinable, but I couldn't get there fast enough even with the ramp package (and you'll see that it will be a common theme going into the rest of the report).
- Classic Affinity, 1-2. G1 I went down honorably, G2 went on for fourty damn minutes as I couldn't get my 3 TiTis which were constantly getting shuffled back on the bottom of my deck. It was a crazy game were I did cast Snapcaster Mage 11 times despite only having two Snapcaster mages in the 75 (two snaps, engulf, two snaps, engulf, two snaps, FB engulf, two snaps, FB engulf, two snaps, FB Cryptic boucning snap). It felt awful and amazing at the same time. We actually go to additional turns at the start of g3, he strugles to choose whether to mulligan or not, I'm starting to think he won't be able to kill me... I was wrong. He top decked a ravager on his second turn, dealt 5 infect to me, I draw a card which was not the Gigadrowse I absolutely needed, and I conceded after making my second land drop.
- Mono R Phoenix, 0-2: died both times on t4. It pretty much felt unwinable as he did not care about any tap schenanigans and I couldn't topdeck engulf on g2.
- Mono R Goblins, 1-2: on the draw, died to double Quest for the Goblin Lord+Mogg war marshall and Goblin Instigator which I never knew was a thing on t4. I won g2 in a breeze thanks to the ramp, and lost g3 to a turn 2 Thorn of Amethyst which rendered my poor Ratchet Bomb completely useless. Lesson: explosives was indeed better.
- Ad Nauseam, 2-1: first victory, lost g1 to a double Angel's grace+Pact of negation, won g2 and 3 without much trouble as I was faster than him and could disturb his ramp and lands easily by bouncing them.
- Amulet Titan, 2-1: second (and spoiler alert, last) win. He had the nuts g1: t1 amulet, t2 amulet+Azusa+pact+Titan... which led him to die on his third upkeep to a very well timed Exhaustion. He played around exhaustion very well g2 and eventually beat me, and g3 Damping Sphere plus well timed gigadrowses/exhaustion to lock him out of green mana allowed me to buy enough time to win on the third additional turn.
- Another Rock, 1-1: he didn't disturb me at all g1 leading me to kill him on his fifth turn, utterly annihilated me g2, and I went off a bit too late leading me to fail to kill him after playing all five of the additional turns in front of an amazed audience of 15 persons watching our game (they really liked the deck, which helped me cope with the sadness of my underperformance of the day)
- The weirdest elves deck ever, 0-2: I lost to confusion on g1 as he seemed to be yet another rock deck (shocking himself with a tomb on t2 to keep decay/trophy available)... before playing Archidruid. I then felt like I got some time, slammed Jace a turn after, only to face a CoCo at the end of my turn revealing two Dwynen's elite into a combo kill with Umbral Mantle. I lost g2 to fatigue, I litterally had the in in hand but a brain fart prevented me from seeing it.
- Mono G tron, 0-2: g1 went like a breeze for him, I sided out all green of the deck to get back to mono U turns with damping spheres, and after I managed to deal with two Ulamogs, two different Ugins and a Wurmcoil he just out valued me out of existence.
Conclusion: 2-6-1, which makes it one of my worst tournament results ever (only slightly better than a 1-3-drop at a GP last year). The green splash hardly felt useful as it was all built on the back of thing in the ice and I apparently wasn't good at drawing them. But even bigger disappointment than the splash, Jace felt awful. He was basically a 4 mana one shot brainstorm. I advise all of you to switch to Narset who's in my opinion much better at doing what we need to beat our opponents (denying extra draws was game changing in some cases). Plus, since she's only minusing opponents often went for the head instead of her to gun me down, which paradoxically led me to gain more time and value from her (plus, bouncing her with Cryptic is actually a thing).
TL/DR: green splash isn't good and control/real sideboard tools are much more usefull than ramp. Narset seems to be the real deal, and her lock should be envisaged as a real option. Lama, out~
Modern Storm
Modern Taking Turns
EDH Jhoira of the Ghitu
Thanks for posting, sorry to hear the tournament went so poorly. I agree that Jace is overall not great (one of the most overrated cards by far), but I think you're overlooking a very important detail: Planeswalkers that tick up get better with removal, or at least early disruption. I think that one of the reasons that Jace did so poorly for you is that you have so few ways to protect him in the early game, which is why he was dying so consistently. You can conceivably block attackers with Snapcaster or Thing in the Ice, but they can easily be killed before they can block. Beyond that, your only ways to prevent the opponent from developing a board early are a Gigadrowse and 3 Exhaustion, which doesn't seem like enough to slow the opponent down. Compared to the UR build I like to play that has 3 Lightning Bolt, 1 Snapback, 3 Gigadrowse, 3 Exhaustion, and 4 Snapcaster Mage as ways to keep the board clear for Jace, I find that I'm able to get Jace to stick a reasonable amount of the time, and it's those times that he stays on board that he's actually good. Being able to set up Miracled Temporal Mastery easily leads to game wins.
Even though Jace did so poorly, I have my doubts that Narset would have been better on average. She protects herself even less than Jace (with Jace you can at least -1 to stop a lone creature from attacking and killing him), she's vulnerable to Bolt like Jace assuming you actually use her -2, and I think you're overestimating how good her passive is. Your build has 1 Mikokoro and 4 Dictate of Kruphix as ways to really abuse her passive, and I just don't think that's enough. It's hard for me to imagine a scenario where her passive is gaming-breakingly good as opposed to just a minor annoyance when going over some of the top decks. Humans cracks Horizon Canopy on your turn rather than theirs, and other than that the passive does nothing. Against UW Control, Jace and Serum Visions don't work well, but even Jace can start +2ing to look for an answer if Narset is actually a problem, and Opt or other instant speed card draw still work just fine. Against Tron, their Chromatic Stars and Spheres are worse, either just the color fixing or just the card, but it doesn't stop their most powerful cantrip Ancient Stirrings, and it doesn't stop any of their big threats or the Sylvan Scrying and Expedition Map part of assembling Tron. Against Phoenix is where Narset has the most promise, being good against Faithless Looting, Serum Visions, and Manamorphose. But even then, Sleight of Hand and Thought Scour can easily draw them cards when they need them, and I can imagine a Phoenix player giving up a few cards by casting a useless cantrip or two into Narset just to bring back their hasty Phoenix and kill her, or just throw a Lightning Bolt or two her way. Even in this best-case matchup, she seems weak to me on paper. Against Dredge, her passive does almost nothing since the Dredge mechanic replaces card draw, meaning the opponent doesn't actually draw a card while choosing to Dredge and can continue to Dredge 3 times with a Cathartic Reunion. It's certainly possible that I'm being overly pessimistic and more playtesting is really the only way to find out, but right now I just don't think she's nearly as good as you want her to be.
Either way, I think the best way to support Planeswalkers in the deck is with actual interaction that can keep the board clear. Lightning Bolt, Fatal Push, and Path to Exile are all fantastic removal spells that will allow your Planeswalkers to actually stay on board and get value way more often than in a UG or mono-U build.
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm
Obvliously i added x2 of the new Narset, Parter of Veils, that seems to be made especially for our decks (trigger with Dictate of Kruphix, Howling Mine, Mikokoro, Center of the Sea, Day's Undoing the latter combo is also a further closure). The real novelty I would like to discuss with you is the following, in the list I'm also testing x2 of Ral, Storm Conduit. The latter turned out to be a great card within the deck mechanics. Activated abilities of Ral, Storm Conduit are all very useful: with -2 you can copy any spell to take turns, +2 allows you to scry which is not a bad thing. However the real strength lies in the static ability, the latter turns out to be strong if combined with all our magic to take turns, counter spells and more resulting in a closure if combined with the snapcasters... and with Gigadrowse? :). I am doing good results in online tests, i wanted to know what you think about, shortly I will post my list.
2 Jace, the Mind Sculptor
2 Narset, Parter of Veils
Creature (4)
4 Snapcaster Mage
Sorcery (14)
4 Ancestral Vision
2 Day's Undoing
4 Temporal Mastery
4 Time Warp
Instant (16)
2 Cryptic Command
2 Force of Negation
4 Lightning Bolt
4 Opt
4 Remand
1 Flooded Strand
9 Island
1 Mikokoro, Center of the Sea
1 Mountain
1 Polluted Delta
4 Scalding Tarn
1 Steam Vents
4 Sulfur Falls
2 Abrade
2 Anger of the Gods
1 Ashiok, Dream Render
1 Engineered Explosives
4 Ravenous Trap
1 Saheeli, Sublime Artificer
2 Spell Pierce
2 Thing in the Ice
The above list looks like the place to start testing with Day's Undoing. Not sure if there's a way to make Echo of Eons work, but I'm also not sure it's necessary.
I'm still of the opinion that UG is the least competitive build of Taking Turns. Plow Under has an amazing best case scenario, but the worst case (which in my opinion is much more common than the best case) is terrible. Plow Under doesn't affect the board and doesn't stop you from dying to whatever the opponent already has on board, so I don't think it's worth running. In particular, Plow Under costs 5 mana. Isn't it better to spend one more mana and just cast Part the Waterveil or Walk the Aeons?
My main concern with Ral is that he competes in the 4-drop planeswalker slot with Jace, the Mind Sculptor. Jace is a hard card to beat in the average case since he can immediately replace himself with +0 brainstorm if you suspect that he won't stay on board, whereas Ral can only get you a Scry 1 in those situations. Ral's extra loyalty is certainly useful for staying alive, but at the same time, if you suspect that your opponent has a single Lightning Bolt for your Jace, just use Jace's +2 to scry 1 anyway. The difference between 5 and 6 loyalty on a Planeswalker isn't enough to justify the power level disparity in my opinion. Ral's -2 seems like the main reasons to play the card, and in my opinion it just doesn't do enough. Taking two extra turns in a row isn't good enough if you don't have something meaningful on those turns, like a Dictate or Jace to net card advantage or some Snapcasters to get damage in, and Ral's +2 alone doesn't seem meaningful enough to be happy with having those extra turns. It's unclear to me exactly how useful the passive is, but at first glance it seems unlikely that it frequently allows you to win games that were otherwise unwinnable in its absence. Of course, like with Narset, it's entirely possible that I'm being too pessimistic here. The best way to find out is more testing!
4 Sulfur Falls
4 Scalding Tarn
1 Mikokoro, Center of the Sea
1 Polluted Delta
1 Steam Vents
1 Flooded Strand
9 Island
1 Mountain
Creatures
4 Snapcaster Mage
Spells
4 Opt
4 Lightning Bolt
4 Ancestral Vision
4 Remand
2 Force of Negation
2 Day’s Undoing
2 Narset, Parter of Veils
2 Jace, the Mind Sculptor
2 Cryptic Command
4 Time Warp
4 Temporal Mastery
1 Niv-Mizzet, Parun
2 Abrade
4 Thing in the Ice
2 Pyroclasm
2 Spell Pierce
4 Ravenous Trap
https://discord.gg/ZdfvV3U
1 Howling Mine
4 Dictate of Kruphix
2 Jace, the Mind Sculptor
Extra turns
4 Time Warp
1 Part the Waterveil
3 Temporal Mastery
Pseudo extra turns
3 Gigadrowse
3 Exhaustion
Interaction
3 Lightning Bolt
1 Snapback
4 Snapcaster Mage
2 Cryptic Command
1 Commandeer
Cantrips
2 Opt
4 Serum Visions
3 Island
3 Snow-Covered Island
2 Steam Vents
1 Watery Grave
2 Scalding Tarn
1 Misty Rainforest
1 Polluted Delta
1 Flooded Strand
4 Sulfur Falls
1 Temple of Epiphany
1 Cascade Bluffs
1 Mikokoro, Center of the Sea
1 Gemstone Caverns
2 Abrade
2 Anger of the Gods
2 Commandeer
2 Engineered Explosives
1 Negate
3 Surgical Extraction
3 Thing in the Ice
https://www.mtgsalvation.com/decks/12279-boros-turns
Modern:
Pyro Prison
Sun and Moon
Eldrazi Stompy
Modern: URW Madcap Experiment
Pauper: MonoU Tempo Delver
My EDH Commanders:
Aminatou, The Fateshifter UBW
Azami, Lady of Scrolls U
Mikaeus, the Unhallowed B
Edric, Spymaster of Trest UG
Glissa, the Traitor BG
Arcum Dagsson U
So it's been a really long time since I've posted but just wanted to share my recent successes with UB Taking Turns.. I really wanted a variant that could beat creature matchups and then have a lot of disruption postboard for non-creature matchups and this is what I've come up with.
4 Snapcaster Mage
Planeswalkers:
1 Jace, the Mind Sculptor
Mine Effects:
4 Dictate of Kruphix
1 Howling Mine
Spells:
1 Commandeer
3 Serum Visions
1 Opt
2 Fatal Push
1 Dead of Winter
3 Cryptic Command
3 Gigadrowse
3 Exhaustion
4 Time Warp
3 Temporal Mastery
2 Part the Waterveil
Lands:
8 Snow-Covered Island
1 Snow-Covered Swamp
3 Polluted Delta
2 Prismatic Vista
1 Misty Rainforest
1 Mikokoro, Center of the Sea
1 Temple of Deceit
3 Watery Grave
3 Drowned Catacomb
1 Gemstone Caverns
2 Surgical Extraction
2 Inquisition of Kozilek
1 Thoughtseize
1 Dispel
1 Fatal Push
1 Commandeer
3 Thing in the Ice
1 Hurkyl's Recall
1 Ceremonious Rejection
2 Narset, Parter of Veils
This is a fresh new take on the deck! I don't really have too much to say about it since it looks so different from what I'm used to. As a general rule, though, you do want to be getting some kind of extra value from your extra turns, like having a Howling Mine or getting your Ancestral Vision to tick down. Otherwise, you're spending your extra turn cards as expensive Explores, which isn't great. It looks like your deck can leverage Gideons to get a lot of value from extra turns, but I'm not sure if that's consistent enough to justify the turns package on its own. I'd consider cards like Howling Mine to try to get more value from your turns (and also help you draw into more extra turn spells). Really sweet brew, thanks for posting!
Silence seems mostly worse than other options to me. If you're using it on your opponent's turn to prevent them from casting spells, Gigadrowse can do that is also flexible enough to fog when you need it. If you're using Silence on your own turn to protect a Time Warp, it seems mostly worse than Dispel since your opponent still has their counterspell in hand, and can counter your next move on your extra turn. Gigadrowse also protects you from non-Force of Negation counterspells if you tap out your opponent at their end step.
Yeah I know what you mean! I really like the idea of Dead of Winter, though I'm not sure if it's maindeck material. Either way, this list looks very solid, and I think it'll do well in a creature-heavy meta.
There are a few reasonable ways to FoN. Splashing black for Thoughtseize effects is one way to go. Splashing white for T3feri would also work. My preference is to run more Commandeer to fight a manaless counter war. If you tap out your UW Control opponent with Gigadrowse at their end step, their only interaction is Force of Negation, so you can probably get away with using Commandeer as a bad counterspell for their FoN to protect your Time Warp. Commandeer is also great if they tap out for an early Planeswalker, which in my opinion is a big reason to run it.
This feels like a total game changer to me. Fetchable topdeck tutor that slows your self mill and guarantees a timewalk seems STRONG. I don't think I want to use 4 because I don't imagine I'll ever need that many but 2 of them plus 6-7 fetches seems correct.
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
Pioneer: WURFaerie fires BRGDragons
ModernBGElves WRBurn UR Fires Turns URGift Storm UG Twiddle Storm