This is excellent, thank you so much!
So in order to transfer the primer over I had to build a skeleton but I definitely plan on going through and just adding more and more stuff over time!
Had a lot of difficulty in finding strong rules... if you think of any more post them and I'll work them in!
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Jan 15, 2019@Timewalkinonsunshine, just finished watching your video last night! You were so incredibly lucky with that Gemstone Caverns lol! I couldn't believe itPosted in: Combo
So as I mentioned on your video - I think I may take a break from Jeskai after only going 5-3 (then dropped) at Starcity Worcester this weekend
I had a lot of really strong games and from them I think I would make the following changes
- I think I would switch to 3 Path, 2 Bolt. My reasoning was that unlike a solid UR build where the 4x bolt are intended to just win quicker.. I found that bolt wasn't really that important to my gameplan and having a clean answer to any creature in the form of Path was more important..
- I would definitely get rid of Geist of Saint Traft in the sidebaord as it did nothing for me (like you mentioned in the video, it is just a 2/2 that can be blocked)... That being said I lost to him in two rounds back to back and was so mad that I didn't have an answer lol - I did like Vendilion Clique though however. It kind of ran away with the game a few times because I was able to take their only creature removal interaction and then attack them down quickly... Potential considerations for replacing Geist would be: A second vendilion clique, just doing 2x Crackling drake and dropping Vendilion Clique altogether, or Young Pyromancer
- Definitely would change the land base, running more basics and then possibly Prairie Stream, and more buddy lands.. Was also considering running no fetches similar to storm however that would make the idea of a "perfect mana base" a lot more difficult
These are just of my ranting opinions from playing..! Definitely felt more like a control deck that can just spiral out of control into a combo then a straight Taking Turns build.. I would do UR but I feel like against creature decks you just watch them put ten creatures down and pray you can Anger of the Gods in time lol
Jan 12, 2019Posted in: Combo
UWelcome to the Official Taking Turns Primer!U
Since Magic’s origin in 1993 with the printing of Ancestral Recall and Time Walk, many players have been drawn to the alluring power of blue. In Vintage, decks utilize Time Vault and Voltaic Key to chain together infinite turns if left uncontested. Sadly, in modern these cards are not legal – however, there are some incredibly powerful cards within the format at our disposal!
At its core, “Taking Turns” is a blue control-oriented combo deck that wins by chaining together a number of extra turn effects to build a critical advantage in land-drops and card draw until a significant win-condition can be utilized.
With this deck, players are provided with a unique style of game-state-evaluation. A lot of the strong-resource denial comes from bounce effects and restricting opponent’s mana. Unlike Storm that requires a lot of card spots for rituals and cost reducing creatures like “Goblin Electromancer”, Taking Turns only runs on average 8-10 extra turn effects meaning that the rest of the deck can be dedicated to disruption.
As you will see throughout the forum, there are a lot of different ways to build this deck. As a less common combo deck we lack a "definitive list" which promotes creativity when brewing. A lot of your deckbuilding decisions will stem from your local meta.
OFFICIAL DISCORD: https://discord.gg/K6WnFzZ
Join Us For Additional Discussion!
A sincere thank you to ~Purk and ~xenob8 for their dedicated previous work on this forum
"Knowledge is cruel. It will break your heart and test your alliances. Are you certain you want this curse?"
As mentioned above, there is a general "core" to the deck however a lot of the smaller changes (such as splashing a second color) are determined by individual preference and your local meta. It is recommended that newer players picking up the deck start with a mono blue version to get a feel for its play-style and the combo itself first before making changes or attempting to splash another color.
"Well at least all of that arm-waving and arcane babbling you did was impressive" ~RemandNow Let's Make the Deck A Little More Personal To You
Gabriel Nassif's ListMagic OnlineOCTGN2ApprenticeBuy These Cards Creatures:
4 Arbor Elf
1 Jace, Vryn's Prodigy
2 Courser of Kruphix
2 Eternal Witness
3 Jace, the Mind Sculptor
3 Teferi, Hero of Dominaria
4 Utopia Sprawl
2 Search for Azcanta
2 Fertile Ground
4 Cryptic Command
2 Time Warp
1 Supreme Verdict
1 Nexus of Fate
3 Breeding Pool
2 Flooded Strand
1 Hallowed Fountain
4 Misty Rainforest
2 Temple Garden
4 Windswept Heath
2 Timely Reinforcements
1 Wrath of God
1 Supreme Verdict
2 Stony Silence
3 Dampning Sphere
2 Grafdigger's Cage
1 Path to Exile
Under Construction - Check Back Soon!
Under Construction - Check Back Soon!
Jan 7, 2019I really like the Pyromancer Ascension! I started using 3 maindeck a few days ago before the tournament! Cool to see someone was sharing my thought on the card!Posted in: Aggro & Tempo
I don't know how I feel about the green splash though.. seems out there! Like I get the idea of thought scouring a grudge and then flashing it back but still.. seems so narrow haha
Jan 6, 2019Thank you! Yeah I've put a lot of runs in with the deck to get it right! I've been on UW for so long and then a short period of time with UR so it only felt right to combine them hahaPosted in: Modern Archives - Established
For Phoenix decks I do:
IN: 2 Terminus, 2 Thing in the Ice, 2 Surgical Extraction, 1 Negate
OUT: 1 Howling Mine, 2 Dictate, 1 Jace, 1 Bolt, 1 Time Warp, 1 Temporal Mastery
I actually just bought that deck recently so I got to test against it. It definitely feels like a favorable matchup!
Jan 6, 2019Got a lot of deck testing in over the past three days and I think I have what may be the most polished version of Jeskai Turns now.. feeling really confident after trying it against a lot of the top tier stuff!Posted in: Modern Archives - Established
Of note, I took away the single spell snare and added the 23rd land as mentioned. I now am also running a single Sacred Foundry which puts me to 12 red sources and 11 white sources making it a lot easier to cast everything in the sideboard
Speaking of which.. I fixed the sideboard! lol I went back and watched Daniel Wong's youtube videos for inspiration.
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Creatures (4)
4x Snapcaster Mage
4x Dictate of Kruphix
1x Howling Mine
2x Jace, the Mind Sculptor
4x Time Warp
3x Temporal mastery
1x Part the Waterveil
2x Cryptic Command
3x Lightning Bolt
2x Path to Exile
1x Mikokoro, Center of the Sea
1x Gemstone Caverns
3x Flooded Strand
2x Scalding Tarn
1x Polluted Delta
2x Steam Vents
2x Sulfur Falls
1x Cascade Bluffs
1x Hallowed Fountain
2x Glacial Fortress
1x Temple of Enlightenment
1x Sacred Foundry
1x Anger of the Gods
3x Thing in the Ice
1x Geist of Saint Traft
1x Vendilion Clique
2x Surgical Extraction
2x Ceremonious Rejection
1x Disdainful Stroke
1x Stony Silence
I really like the list at the moment. After reviewing Daniel's videos I noticed that after side boarding his deck functions more of a creature based control similar to blood moon as opposed to a Taking Turns combo style.. I have adapted that to add white as I noticed that Geist can easily take over a game and post sideboard they have no sweeper removal effects.
If I can pick it up in time, I almost want to run Keranos, God of Storms in place of Vendilion Clique but if I can't get one in time I will be fine with that place going to Vendilion. I just think that Keranos is a powerhouse able to shoot the enemy's creatures and life total and is indestructible so their enchantment removal in the form of Nature's Claim or Knight of Autumn does nothing!
If anyone is interested I also have a full side boarding guide available that I have created for the tournament, I could post that here if anyone wants to try the decklist
Jan 4, 2019SO I just got to test the deck in paper yesterday and my opinions were the same VickVega..Posted in: Aggro & Tempo
I really like Bedlam Reveler though! I found that consistently after turn 3 dealing a lot of damage, you were left with dead cards or lands in hand. I tried 2 bedlam reveler and it seemed to resolve that issue as the following turn you could cast bedlam reveler - reset your hand - then draw into more bolts/manamorphose/etc..
I do like the idea of empty the warrens though! I feel like grapeshot could be even better though! Would be cool to see an ironed out list that blends storm and phoenix into one!
Jan 4, 2019Posted in: Modern Archives - EstablishedQuote from Bishark »I think that yes the both can and should be played together! While I was playing UW I ran 3 TITI and 4 Terminus (in the 75). Against aggressive decks you need to slow them down so if Thing absorbs any damage while you work towards terminus than it pulled its weight.
Since its low cost you can often rebuild after terminus with another thing and start going off now that you're stabilized.
I'm certainly for both.
Yeah I think you're right! Last night I got in another practice session with a friend and I think I like: 2 Titi, 1 Supreme Verdict, 2 Terminus, 1 Geist.. I feel like it provides more options in the creature slot.. Geist is incredibly strong against control matchups and ones that try to get away with limited removal after side boarding...
Quote from ironcasket »zcowan: How has the 4 Snapcasters been going for you? I feel like four might be too much. I dont know how to feel about the 3 bolt and 2 path. That seems like its alot of removal and I am unsure how much would be needed.
Also, I am having issues trying to decide what splash I want to play for Turns. I'm on the fence between UB and UR versions. Attached are the current versions I'm thinking of playing.
I currently have two issues with turns:
1.UB is more control focused while UR is more tempo. Which strategy would be better against the meta?
2.Their sideboards are radically different. UB has great graveyard and hand disruption. UR has better artifact and creature removal. IDK which would be better, or if there are sideboard cards that could go in either version.
Okay so.. with snapcaaster mage.. I think if you are trying to run a UR variant of some sort the correct number to play is 4x. Daniel Wong has been doing this for a while and swore by it and I definitely agree. It makes the deck a lot faster and more efficient as you are able to bolt-snap-bolt after casting a few extra turn effects.
Part of the reason I switched to Jeskai was because bolt on it's own wasn't doing enough to stop decks like spirits/humans so I split between bolt and path.. I have sense changed the list to run 4 bolt and 2 path and it feels perfect. In my local meta there are a lot of people running Bant spirits and if they have a wanderer in play you can't safely combo off - so taking care of their board is priority
And in regards to UB vs. UR.. It's extremely difficult to say.. Another reason for switching to jeskai was because Anger to the Gods and pyroclasm aren't as strong as they used to be.. UB definitely has the stronger sideboard in that you can play: Leyline of the Void, Thoughtseize and other hand disruption, damnation, etc.. and fatal push takes the place of bolt in the mainboard
Quote from Grim_Flayer »I’ve been away from the archetype for a bit now, and I don’t have any real experience on UR Turns, buuuuuttt...
This enables Ancestral Vision (which I’ve always felt is a reasonable card in Turns generally) at Instant speed and immediate resolution, and so far as using the card itself to keep the board clear or go upstairs, you could do worse. Intriguing!
I also just saw the spoiler of this card.. I didn't even think about the ancestral visions idea but I was thinking about instant speed exhaustion on their end step which sounds awesome haha. I don't think the card would actually play as well as we think though haha
I am interested by a simic style though.. some of the leaked cards definitely seem to fit nicely into a taking turns shell
Jan 3, 2019Thank you Timewalkinonsunshine! I was running 23 lands for a while and it felt like it was almost too many but I could see running another glacial fortress... One of my problems in the buddy lands has been that by reducing the number of islands I find a lot more hands only have sulfur falls/glacial fortressPosted in: Modern Archives - Established
I Think I may cut spell pierce as you said though! Does seem kind of variable
Also with TiTi, the reason I went with geist and vendilion over him was that I also run terminus in the sideboard as a sweeper for aggressive decks and the two don't work out well with one another.. I've also found that it takes quite a while to flip him as opposed to phoenix decks that can do it almost always in one turn.
I may have to try TiTi again though... Would you recommend running both Terminus and Thing?
Jan 2, 2019Would you guys mind critiquing the decklist above ^^Posted in: Modern Archives - Established
I have edited it to the current version I am running at the moment and would like some feedback hopefully before Worcester next weekend!
I know the solo spell pierce seems strange but it has been working really well lately as I've noticed in play testing that a lot of decks in the format need to tap out for their big payoff.. It's why UR Phoenix has started running it in the sideboard as well.. I find that it allows for game one protection while performing the early turns of the combo. Obviously in the remaining games it gets weaker but can be replaced by stronger sideboard hate
**It may just become a 4th bolt or path to exile by next weekend though... I am not 100% convinced since I haven't practiced against Humans/Spirits yet
Jan 1, 2019Was wondering if anyone has played Steamkin in the place of anything and what their opinions were? I imagine a mono red phoenix forum would be the better place to ask but I didn't see that listed under established lists so I'm guessing they are one and the same here?Posted in: Aggro & Tempo
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