I've been extensively testing this deck with both Boomerang and Gigadrowse. Boomerang seems to be better for matchups without counterspells (as it's inherently a 1 permanent (usually mana bounce) denying card by bouncing it. However, in matchups with counterspells Gigadrowse reigns supreme because of its ability to tap the opponent out the turn before you choose to go off (usually turn 5 or 6). Gigadrowse can't be countered unless by counterflux, because their counter will only target a single copy of the replication process.
Food for thought, but maybe mainboard should have 2 boomerang and 2 gigadrowse?
Substituting out The Sleight of Hands for 4x Boomerangs seemed like a solid upgrade. They are essentially quasi-time walks, you'll most always be bouncing one of their lands, or an early threat to net an extra turn or two against some form of aggro.
Telling time is another card that hasn't been a staple to this deck, but I believe it should. When you cast it at the end of opponents turn 2 (keep in mind Remand will be your first priority, with Telling Time as your EOT play) you have a 6% chance of setting up a miracle for your turn, and 100% chance of drawing something you need, whether it's land or more Quasi-Time Walks. Telling time seems to support you for a better turn 3 play (where the deck kinda durdles) than Sleight of Hand does; this inherently makes your turn 4 and 5 better since you're seeing 50% more cards with Telling Time than you are with Sleight, plus you are unable to save mana for Remand if you are blowing 1 of your 2 mana on turn 2 to cast Sleight; Telling time can be played end of their turn for better mana efficiency.
Food for thought, but maybe mainboard should have 2 boomerang and 2 gigadrowse?
22 Island
2 Tectonic Edge
Time Walks - 12
4 Time Warp
4 Temporal Mastery
4 Walk the Aeons
Quasi-Time Walks - 12
4 Remand
4 Boomerang
4 Cryptic Command
(Miracle juice)
3 Serum Visions
3 Telling Time
Draw Engine/Win Cons - 7
4 Howling Mine
2 Jace Beleren
1 Elixir of Immortality
2 Aetherize
2 Swan Song
3 Gigadrowse
2 Trickbind
2 Hurkyl's Recall
2 Spell Pierce
2 Spell Snare
Substituting out The Sleight of Hands for 4x Boomerangs seemed like a solid upgrade. They are essentially quasi-time walks, you'll most always be bouncing one of their lands, or an early threat to net an extra turn or two against some form of aggro.
Telling time is another card that hasn't been a staple to this deck, but I believe it should. When you cast it at the end of opponents turn 2 (keep in mind Remand will be your first priority, with Telling Time as your EOT play) you have a 6% chance of setting up a miracle for your turn, and 100% chance of drawing something you need, whether it's land or more Quasi-Time Walks. Telling time seems to support you for a better turn 3 play (where the deck kinda durdles) than Sleight of Hand does; this inherently makes your turn 4 and 5 better since you're seeing 50% more cards with Telling Time than you are with Sleight, plus you are unable to save mana for Remand if you are blowing 1 of your 2 mana on turn 2 to cast Sleight; Telling time can be played end of their turn for better mana efficiency.