CottonRhetoric's picture
By: CottonRhetoric, Cotton Rhetoric
Jun 08 2016 12:00pm
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You've seen those decks with tons and tons of Time Walk effects in them. What if we did that with Timetwister effects?

Deck 1 Timetwisters

Day's Undoing  Diminishing Returns  Time Reversal

All of the ones worth considering in the casual room are printed above. (Temporal Cascade and Sway of the Stars I omit for mana reasons, and Time Spiral I omit for money reasons.) Then there is the tier-two type of Timetwister, cards that shuffle and replenish the hand not to seven but to its previous size:

Winds of Change  Whirlpool Warrior  Molten Psyche

And tier three would be Wheel of Fortune effects (which go to seven but do not shuffle):

Wheel of Fate  Magus of the Wheel Reforge the Soul

The question now becomes, why would we want so many of these effects? I can think of a few reasons:

This is too much for one deck, so we have to pick a direction. And for today's article I choose... shuffle effects. Why? Because there are so many other ways of making the opponent shuffle their library (even if Wizards STILL hasn't brought Soldier of Fortune online. C'mon Wizards, get with it! Eternal Masters 2 mythic rare!). Breaking it down color by color:

And again we must pick a path, so I will go blue-red. (Although I did once see a pretty sweet mono-black Psychogenic Probe deck.)

Speaking of Psychogenic Probe, is it really worth running? The way I figure it, if it were to trigger once every turn, it would be above the curve. Once every other turn, below the curve. So with enough shuffle effects, yes it is totally worth running. 

Here's my list!


The Winds of Change are card disadvantage... but when we keep casting Timetwisters, we can live with that. Especially since the Winds help us get to the real Timetwisters in the first place.


Deck 2 Snakes

Sosuke's Summons

I saw this card in action in a Kamigawa flashback draft, and knew I had to try it myself. But I knew if I was going to make a tribal deck, I would have to do something interesting with it. I skimmed through snakes, looking for patterns to capitalize on, when I noticed that a lot of snakes have deathtouch. This was all the theme I needed. For you see:

  • Peregrine Mask on a deathtouch creature makes them the ultimate defender.
  • Sword of Vengeance makes them the ultimate attacker.
  • (OK I'm being hyperbolic, but it does make them quite good.)
  • Since our opponent will not want to block our creatures, Edric, Spymaster of Trest can trigger quite often. Plus he works great with the many tokens we get from Sosuke's Summons.

Peregrine Mask  Sword of Vengeance  Edric, Spymaster of Trest

    Wasteland Viper

All we need to do now is flesh out the deck. For which deathtouch snakes to use, I recommend the cheap ones. And really, with playsets of each, Pharika's Chosen and Wasteland Viper are likely all you need. Don't even bother with Ambush Viper, Skullwinder, Winged Coatl, or Voracious Cobra. (Or the mighty Ohran Viper, whose templating doesn't pair well with first strike, a key strategy of this deck.)

We are trying to activate Sosuke's Summons as much as possible, so we'd be foolish not to use a few general goodstuff snakes. Sakura-Tribe Elder, Coiling Oracle, and Mystic Snake are as obvious choices as you can get, but... I can be quotidian every now and then. My rationale is that I'll use a powerful card if it's an enabler for an unpowerful strategy much more readily than a powerful card that wins the game on its own. (For instance, I am okay with Impulse more so than Hero of Bladehold.)

Since we will have swarms of creatures, we can make good use of Beastmaster Ascension and Coat of Arms. And since we're in three colors, I pick the versatile Sultai Charm as my removal of choice.

The only problem with this deck is its hand can get clogged with redundant pieces of half of a combo. (All creatures and no equipment, or vice versa.) We are already in blue, so I'll enlist the tried-and-true Merfolk Looter to help with that. As an added bonus, you can sometimes discard a Sosuke's Summons and get it right back.

Well! Let's just get to the list.



Deck 3 Hidetsugu's Second Rite

Hidetsugu's Second Rite

This deck was a journey! I went through five different versions before I settled on this one (which is a hybrid of the last two).

The obvious question is, how do we get our opponent at ten life? Sorin Markov is precise, but he's also slow, inflexible, eggs-in-one-baskety, (arguably) overpowered for the casual room, anticlimactic, and uninteractive. So, no thank you, Mr. Markov!

Gradual bleeding/pinging is an option, but it seems ineffectual to me. Red burn spells could work, but then why not just run a regular burn deck? I think a better strategy is to start off with some regular ol' aggro, and then when you start getting near the magic number, drain the exact amount you need with a XR spell.

This means we're running a lot of XR spells, and this means we're running a certain underappreciated oaf, Rosheen Meanderer!

Rosheen Meanderer

The upside of this strategy is that each XR serves double duty as creature removal when needed. There are so many XR's to choose from, and indeed too many to list. But remember to include a healthy amount of sweepers, like Earthquake and Hurricane. The mass removal is often necessary, and the burn to ourselves is often irrelevant. If we're winning with a Second Rite, we effectively have twice as much life as our opponent, so we can lose a few to our own spells and still be fine.

Next question, how do we get a Second Rite when we need it, and only when we need it? To me the best options are Bring to Light and Cunning Wish. And by all means tinker around with your favorite numbers of each (I certainly have), but in the end I chose the (admittedly odd) 3 Lights, 3 Wishes, 1 maindeck Rite, and 1 sideboard Rite. You must agree it allows for some versatility.

Bring to Light  Cunning Wish

If we're running Wish, we'll need some other toolbox cards in the sideboard, and here's a whole article of suggestions about that. Really just pick your 14 favorite. And since we're running Bring to Light, we'll also need some other targets in our deck. Bring to Light is already pushing us into a 4-color deck, so let's just make it a 5-color deck and run a singleton Last Stand! This is a fun surprise.

Stalling comes in the form of Wall of Blossoms, Wall of Reverence, and the XR-loving Tamanoa. Adding some sift and accel, we get this ponderous beast: 

Rite On
4 Wall of Blossoms
2 Tamanoa
1 Wall of Reverence
4 Rosheen Meanderer
11 cards

Other Spells
2 Tormenting Voice
2 Fertile Ground
2 Destructive Revelry
3 Cunning Wish
2 Monastery Siege
1 Hidetsugu's Second Rite
3 Bring to Light
1 Last Stand
4 Crater's Claws
3 Earthquake
2 Hurricane
2 Clan Defiance
27 cards
22 Alpha duals
22 cards

1 Hidetsugu's Second Rite
14 Wish targets of choice
15 cards



1, Even though most Alpha duals cost only a couple of bucks each these days, it adds up quickly when you buy 22 of them, so you may not want to do that. THE ONLY reason to use them is for the sake of Last Stand, which is not even integral to the deck's strategy. If you wanted, you could easily take out that one card and run a much cheaper multicolored manabase. (It wouldn't even need to be five colors anymore, only four. That was the only black card in the deck.)

2, Cunning Wish was $1.50 each when I bought mine and now it is $6.50 each. You could easily save some cash and cut them out entirely (along with the entire sideboard). If you do this, just add a fourth Bring to Light and a second Second Rite.

Have fun, and see you next time!