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Treasure Cruisin' Amulet's End
 
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  • posted a message on Taking Turns
    Quote from Dubarrini »

    I'm playing with it too.
    How many copies are you testing?
    I'm stuck on 1, opponent seize it one time but it's not my only wincon so I'm not tempted by a second copy.


    Right now I run 2 copies of the new jace, 1 JtMS
    Then 4 dictate, 2 howling mine
    4 time warp, 3 temporal mastery, 3 part the waterveil

    I find that the build spirals really fast into a win as you're drawing 5 extra cards a turn and using his +1 to mill and draw each turn
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  • posted a message on Taking Turns
    Yeah fluster storm really isn't huge in this deck. I'm really hoping they print something relevant for us! lol
    Btw I am loving the new Jace! I have done a lot of testing against spirits/control/phoenix/hardened scales in the past few weeks
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  • posted a message on Taking Turns
    Okay here's my sales pitch!


    Started testing this as soon as the set comes out and it brings back the nostalgia of the original Taking Turns! Winning the game with the new Jace feels a lot more smooth then having to worry about attacking or using bolts. With the mono blue I've also been able to go back to playing Chalice in the side and I really like the list with the use of the new Kefnet and Thing in the Ice.!
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  • posted a message on Taking Turns
    I can speak to that.. The reason to use different types of fetches is for the niche chance that your opponent uses a pithing needle-styled effect to turn off your fetches. It really isn't super important unless that is something you see often in your area.

    Also - I like the idea of going back to mono blue turns now. I've been doing the same. Phoenix has a tough time against us from my play testing and since that's the top deck in the format I feel like now's the time.
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  • posted a message on Taking Turns
    So several things to touch on:
    • I put myself at 25 lands when testing a deck to guarantee that it runs with a safe amount of lands and cut once I figure out the curve. I think 24 is the safe amount for this list. 23 gets to be kind of dangerous.
    • Boseju was originally a test to overcome mausoleum wanderer in the spirits matchup, but after testing it the past few nights, I don't like it as much as I thought I would..
    • Dispel is super strong in the format right now because a lot of decks have adapted to an instant speed style. From when I first started playing the deck, it always felt like one of the strongest cards in the burn matchup other then a Chalice of the Void (which I may try to work into the sideboard at some point)
    • 3 Cryptic is one of the best parts of the deck in my opinion.. It is such a blowout card right now with what decks are tier 1. It's the one card that has made Wilderness Reclamation at all competitive IMO.
    • The snapcaster mage thing is more so that in a deck where you are trying to mill yourself out and win, it is super important you can dig quickly for mine effects and lock it up.. Mission briefing wins over Snapcaster Mage because of it's surveil. That's been my thought at least in testing
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  • posted a message on Taking Turns
    So right now I'm looking at a list like:


    It's super loose right now in it's build but it's because I'm testing several things at once..
    Boseju hasn't ever been a card played in this deck but I figured it could be super useful in guaranteeing the Jace resolves or stays protected..
    But will continue working on this

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  • posted a message on Taking Turns
    I really like him too! Makes mono blue more of a viable thing again!
    Couple suggestions in that I could definitely see cutting the 2 snapcaster and instead going to an additional mission briefing, and a second Jace potentially
    Also - I think Opt may be nicer then Serum visions since you are running Terminus. I played UW extensively in the past and always felt it performed better with miracles

    lastly, this may be super niche.. but if you are going heavy on the self mill plan then I could see walk the aeons going in place of the part the waterveil. I've never been a HUGE fan of the card, but having a guaranteed way to keep time walk effects going seems solid!

    ~Just suggestions! But I too am having a blast brewing around it!
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  • posted a message on Taking Turns
    I think everyone uses the term "sideboard option" way too nonchalantly lol
    You only get 15 cards and they have to encompass everything in modern

    Idk.. just seems like a card has to be very powerful to compete with what we already have available. And for me the only card that really competes in this set is Kefnet Eternal
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  • posted a message on Taking Turns
    How does a card like that work with cryptic command exactly? As in: if you cast a spell and your opponent casts a cryptic with the modes "counter target spell & draw a card" can you change the modes with the copy to be like "bounce target permanent and draw a card"?

    As for it's place in Taking Turns, I could see it being played in the more turbo fog styled decks that run more at instant speed. I may be wrong.
    Lots of cards from this set are going to need testing Wink
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  • posted a message on Taking Turns
    @4nTi0cH_Gh0sT I like the list a lot! I ran UW for a really long time but never went the route of Detention Sphere. Seems solid though! My only recommendation is that you could essentially cut the two snapcaster mage in place of a second Part the Waterveil and to allow for a fourth Dictate of Kruphix. The reason being that it would allow your rest in peace to be far more one sided in their hate.

    One of the big problems UW does have is that it can feel like it durdles though. That is the primary reason Daniel Wong and a lot of people have moved toward UR. There definitely has to be a way to get around that, but just a forewarning that you may feel like you're winning against decks like Izzet Phoenix but then they regain control of the board and win. That was my personal experience at least


    But welcome to the deck and the forum!
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  • posted a message on Taking Turns

    [quote]God-Eternal Kefnet
    2UU
    Legendary Creature - Zombie God
    Flying

    You may reveal the first card you draw each turn as you draw it. Whenever you reveal an instant or sorcery card this way, copy that card and you may cast that copy. That copy costs 2 less to cast.

    When God-Eternal Kefnet dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.

    4/5


    OMG Timewalkinonsunshine, I saw this card earlier today at work and was like.... now that is a Taking Turns spoiler haha... so insane
    Definitely wouldn't fit into the mainboard.. but I think you and I share a similar sideboard strategy of going less combo and more value, and this fits perfectly.
    I really like to trim on dictates and extra turn effects after sideboarding, and having access to a solid creature who is hard to get rid of and allow you to cast copies of things like exhaustion for only 1 blue mana is insane... PLUS you can use Jace to brainstorm cards back to the top of the deck for recycled value... seems nuts! UGH IM SO EXCITED.... MY BODY ISNT READY haha
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  • posted a message on Taking Turns
    @doc.brown I was thinking the same thing, seems pretty good. But the main problem becomes: is it better then Jace as the four mana planeswalker spot and I don't think so because card selection is better then "win more"
    That being said I could see cutting a time warp effect to hopefully run him as a one of. Who knows lol
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  • posted a message on Taking Turns
    UW looks like it may be getting a boost from War of the Spark
    Teferi Time Reveler could be good against control matchups and other decks that work at instant speed and it allows us to cast exhaustion and warp effects on our opponent's turn which is nice.. plus it has evasion
    Also Dovin's Veto is just a better negate for the sideboard which is awesome.. but im secretly hoping they make counterspell modern legal with Horizon's haha
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  • posted a message on Taking Turns
    @TheRematcher, I would cut the reclamation entirely then.. to me it seems like way too many enchantments for ramp but not enough payoff
    I can get behind doing reclamation and going instant speed or the rites/utopia turbo turns style but they don't get along together haha
    That's all I was getting at!


    Also - Timewalkinonsunshine
    Think you may be interested in this.. Was brainstorming with the Discord on a possibly mono blue variant or UB self mill styled turn deck that utilizes the new Jace as a win condition.. Still a work in process but seems cool. Would finally make mission briefing sound better then snapcaster for a deck.. and then thought scour in place of serum visions...
    Just the early workings of an idea! Also could justify something like Temporal Trespass as a one of

    Id personally still play UR over any other version at a big tournament obviously.. The deck has felt really good lately.. but I do like my experiments haha

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  • posted a message on Taking Turns
    @TheRematcher! Hey just looked at your list and it seems sweet, but I have one suggestion

    I would cut the Utopia Sprawl and Rite of Flourishing entirely and use that space to add more interaction, like being able to go to 3-4 gigadrowse and maybe add remand.. I've been playing Sultai Reclamation a lot lately and have noticed that Wilderness Reclamation is only super powerful when the deck is functioning at instant speed.
    Also - for the sideboard, you should try Tireless tracker.. seemed like one of the coolest green sideboard creature options to utilize the power of tons of mana.. It's really strong against discard decks which we usually have a tough time against
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