Once upon a time, Gaka posted a decklist entitled Thraximundar Takes Time Off. Somehow, it's already been five years since then . Ever since, the concept of chaining extra turns together endlessly while you beat your opponents' faces in with a hasty, beastly creature has been appealing to me.
A lot of additional "extra turn" and "copy" effects have been printed in the past 5 years, which made me wonder if it might be more possible than ever before to consistently draw into enough extra turn and copy effects to keep the wheels turning until Thraximundar kills everyone. At present, I think I probably actually have too many extra turn and copy effects in the deck and I might need to start pruning, starting with the weakest/least consistent of said effects. I say that because there's pretty much not much room for anything else that I'll need to actually get to 5, 6, 7, 8 mana and set things off. I think ramp might be in about the right place, but I probably need more interaction/disruption. Anywho, it's an idea that I'm interested in toying with and improving, and any suggestions on adds/cuts would be appreciated, as always.
Just as an aside, while Gaka's decklist definitely introduced me to an idea that I hadn't had before, I made a point not to look at Gaka's list (or any other Thraximundar or Grixis lists - any other lists at all, in fact) while compiling this one, opting instead to go through card databases pulling cards that fit the deck's bill.
1/12/17:
-1 Lighthouse Chronologist / +1 Night's Whisper (Chronologist fits better in Damia or other control shells, it's a big mana sink with no guaranteed payoff, and it doesn't really help us actually chain extra turns; Whisper in as we needed more card draw)
-1 Dark Ritual / +1 Ancient Craving (Ritual is obviously more of a storm card, and it doesn't give us any value in any subsequent turns; Craving is in as we still needed more card draw)
-1 Goblin Electromancer / +1 Teferi, Mage of Zhalfir (Electromancer is again more of a storm/spellslinging card; dropping Teferi before starting to chain turns is basically "gg")
-1 Arcane Melee / +1 Phyrexian Arena (Melee is again more of a storm/spellslinging/value card; Arena gives us an extra card on each of our extra turns to help us keep chugging)
-1 Mizzix of the Izmagnus / +1 Lim-Dul's Vault (Mizzix is perhaps the best cost-reducer for this deck, however, as with other reducers once we've reached 5, 6, 7, 8 mana once we're good to go; Vault is exactly what this deck wants - the ability to set up future turns either to get the engine going or to keep it running)
-1 Dual Casting / +1 Dig Through Time (at the moment I write this, there are only 10 total creatures in the deck, 3 of which already require tapping for an ability and 1 that will always be beating face; Dig lets us... well... dig deep into our deck to find what we need at instant speed)
A lot of additional "extra turn" and "copy" effects have been printed in the past 5 years, which made me wonder if it might be more possible than ever before to consistently draw into enough extra turn and copy effects to keep the wheels turning until Thraximundar kills everyone. At present, I think I probably actually have too many extra turn and copy effects in the deck and I might need to start pruning, starting with the weakest/least consistent of said effects. I say that because there's pretty much not much room for anything else that I'll need to actually get to 5, 6, 7, 8 mana and set things off. I think ramp might be in about the right place, but I probably need more interaction/disruption. Anywho, it's an idea that I'm interested in toying with and improving, and any suggestions on adds/cuts would be appreciated, as always.
Just as an aside, while Gaka's decklist definitely introduced me to an idea that I hadn't had before, I made a point not to look at Gaka's list (or any other Thraximundar or Grixis lists - any other lists at all, in fact) while compiling this one, opting instead to go through card databases pulling cards that fit the deck's bill.
1 Thraximundar
//Creature (9)
1 Nivix Guildmage
1 Snapcaster Mage
1 Dualcaster Mage
1 Echo Mage
1 Meletis Charlatan
1 Trinket Mage
1 Dralnu, Lich Lord
1 Teferi, Mage of Zhalfir
1 Melek, Izzet Paragon
//Instant (17)
1 Pact of Negation
1 Brainstorm
1 Mystical Tutor
1 Vampiric Tutor
1 Cyclonic Rift
1 Fork
1 Increasing Vengeance
1 Lim-Dul's Vault
1 Mana Drain
1 Reverberate
1 Terminate
1 Twincast
1 Hero's Downfall
1 Reiterate
1 Insidious Will
1 Mizzix’s Mastery
1 Force of Will
1 Dig Through Time
//Sorcery (16)
1 Demonic Tutor
1 Night's Whisper
1 Howl of the Horde
1 Stitch in Time
1 Toxic Deluge
1 Ancient Craving
1 Damnation
1 Capture of Jingzhou
1 Temporal Manipulation
1 Time Warp
1 Part the Waterveil
1 Walk the Aeons
1 Temporal Mastery
1 Beacon of Tomorrows
1 Time Stretch
1 Temporal Trespass
1 Mana Crypt
1 Mana Vault
1 Sensei’s Divining Top
1 Sol Ring
1 Dimir Signet
1 Izzet Signet
1 Rakdos Signet
1 Talisman of Dominance
1 Talisman of Indulgence
1 Thran Dynamo
1 Gilded Lotus
1 Mirari
//Enchantment (3)
1 Jace’s Sanctum
1 Mirror Sheen
1 Phyrexian Arena
//Planeswalker (4)
1 Chandra, the Firebrand
1 Jace, the Mind Sculptor
1 Ral Zarek
1 Tezzeret the Seeker
//Land (38)
1 Arid Mesa
1 Badlands
1 Blood Crypt
1 Bloodstained Mire
1 Cascade Bluffs
1 Command Tower
1 Dragonskull Summit
1 Drowned Catacomb
1 Flooded Strand
1 Graven Cairns
8 Island
1 Marsh Flats
1 Mirrorpool
1 Misty Rainforest
4 Mountain
1 Polluted Delta
1 Scalding Tarn
1 Steam Vents
1 Sulfur Falls
1 Sunken Ruins
2 Swamp
1 Underground Sea
1 Verdant Catacombs
1 Volcanic Island
1 Watery Grave
1 Wooded Foothills
1/12/17:
-1 Lighthouse Chronologist / +1 Night's Whisper (Chronologist fits better in Damia or other control shells, it's a big mana sink with no guaranteed payoff, and it doesn't really help us actually chain extra turns; Whisper in as we needed more card draw)
-1 Dark Ritual / +1 Ancient Craving (Ritual is obviously more of a storm card, and it doesn't give us any value in any subsequent turns; Craving is in as we still needed more card draw)
-1 Goblin Electromancer / +1 Teferi, Mage of Zhalfir (Electromancer is again more of a storm/spellslinging card; dropping Teferi before starting to chain turns is basically "gg")
-1 Arcane Melee / +1 Phyrexian Arena (Melee is again more of a storm/spellslinging/value card; Arena gives us an extra card on each of our extra turns to help us keep chugging)
-1 Mizzix of the Izmagnus / +1 Lim-Dul's Vault (Mizzix is perhaps the best cost-reducer for this deck, however, as with other reducers once we've reached 5, 6, 7, 8 mana once we're good to go; Vault is exactly what this deck wants - the ability to set up future turns either to get the engine going or to keep it running)
-1 Dual Casting / +1 Dig Through Time (at the moment I write this, there are only 10 total creatures in the deck, 3 of which already require tapping for an ability and 1 that will always be beating face; Dig lets us... well... dig deep into our deck to find what we need at instant speed)
R.I.P. Sundering Titan (6/20/12) and Braids, Cabal Minion (9/12/14)