CheshirePlaysGames's picture
By: CheshirePlaysGames, Albert Caynes
Jul 23 2018 12:00pm
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When Nexus of Fate was first spoiled as the buy a box promo, a lot of players and MTG Finance people were rightly apprehensive of the power level the card would likely produce. I saw it as a way I could try and leverage a really cool deck that harkens back to the now Modern format Awaken Taking Turns deck. But seeing as we don't have Awaken, what's the next best way to make an extra turns kills deck? Behold, Rashmi Loves Turns!


Lands kill during comboing off stage of free turns using Sylvan Awakening, a three mana sorcery that makes all your adorable little lands into fierce 2/2 haste beat sticks.

Multani, Yavamiya's Avatar is a Legendary Creature elemental Avatar for four generic and two green mana for an X/X Reach, Trample creature that reads: each land you have in play and each land in your discard gives Multani X/X. Multani kills by sheer mass of lands, making for a fearsome and often one turn kill. Not only that, for one generic and one green mana, you may take two lands in play back to your hand and return Multani from your discard pile back to your hand. That means your opponent can waste counterspells on him all day long and you can just keep replaying him back to the field every turn.


Mana acceleration:

Thaumatic Compass allows you to tutor for a basic land, Wayward Swordtooth allows you to play an additional land on your turn meaning that an extra land drawn is usually not redundant.

At three mana you have the excellent Spring//Mind that allows you to fix your lands and search out a basic land to place in to play tapped.

Hour of Promise not only helps to accelerate your mana, it should always net 2 Zombie tokens that you can use for chump blocking, never block with Rashmi, Eternities Crafter or Tatyova, Benthic Druid unless absolutely necessary. Not only does Hour of Promise fuel Tatyova, Benthic Druid to draw extra cards and replenish life, the additional lands also increase the ever growing size of Multani, Yavamiya's Avatar.

Card advantage

With every great deck, there is a way to get ahead on the number of cards you see against the number of answers your opponent sees. Spring//Mind is going to sit around in the graveyard for a while, but it is played as an instant and pairs extremely well with Rashmi, Eternities Crafter to provide overwhelming advantage.


River's Rebuke provides a great clutch play to sweep out all of your opponent's non-land permanents so we can force through maximum damage or bounce a troublesome Cast Out that was likely played on a key creature.


Karn's Temporal Sundering looks like one of the hardest cards to play, but actually it's very easy in this deck. For four generic and two blue it's a sorcery that reads if you have a Legendary Creature or Planeswalker, target player takes an extra turn, you may return a nonland permanent to a player's hand. We have multiple permanents that allow us to use this expensive extra turn giver and it even helps us push our damage through due to it's ability to bounce a non-land permanent. Pure value. Sadly though, it exiles itself.

What doesn't exile itself? Our two copies of Nexus of Fate sure doesn't, in fact, when it hits the discard pile you shuffle it back on in to your deck. This means it also has the unintentional value of making it so you can never be milled out. Did I mention this is cast as an instant? That's just gross. At least it carries a hefty price tag at five generic and two blue.


  • This is a very fun deck and can be extremely rewarding when you take four extra turns in a row and then kill your opponent in one turn with a massive Multani.
  • The deck is currently not on anyone's radar, even though it really should be. This is likely due to the amount of Red Black aggro decks we are seeing currently at high level tournaments.
  • No one can ever mill you out. Ever.


  • This deck can be extremely slow to start and will make you panic every time, you have to have a cool head.
  • Can stall out in the early game leading to being defeated by aggro decks.
  • You need to learn the deck and the line of plays to understand certain match ups. A River's Rebuke used at the right time against a control deck will make all the difference.

That's it from me today, I hope you liked this deck tech and please let me know what changes you would make below. Personally as much as I love Rashmi, I may have to take her out and see if we can get something in that can stabilise the early game against aggro a little better.


Thanks for this interesting by MichelleWong at Tue, 07/24/2018 - 08:53
MichelleWong's picture

Thanks for this interesting deck tech.

May I ask you two questions:

1. If you could choose 8 cards in the sideboard dedicated to the aggro matchups, what 8 cards would you recommend to us and which 8 cards from the main do you recommend we take out (let's say against BR Aggro)?

2. For the purpose of your choice above, could I suggest you assume that your aggro opponent will remain as low-to-the-ground as possible post-board rather than to increase his curve (which I think would be a mistake and one which most decent aggro players would probably not fall into when facing against this Taking Turns deck).

I can only think of making by CheshirePlaysGames at Tue, 07/24/2018 - 10:05
CheshirePlaysGames's picture

I can only think of making the sideboard Turbo Fog, so against aggressive decks, we change to a stall turns deck and keep the same win conditions.