HPC
09-27-2006, 02:31 PM
I’ve been trying to get the Time Vault / Mizzium Transreliquat combo working ever since Wizards changed the errata on Time Vault. The inclusion of Academy Ruins from Time Spiral eliminates the problems of having your combo countered, discarded or destroyed and from testing makes the deck extremely resiliant. I’ve been testing extensively and I think the deck has a shot at being a top tier combo. I’d like comments on sideboard and viability.
I've been playtesting this and its ability to slow down other decks until you can just take infinite turns is amazing. There are enough tricks in this deck to handle most situations and Academy Ruins makes the deck extremely resiliant. I’ll post results against Solidarity, Thresh and Goblins when I have a chance.
[Combo]
3 Time Vault
3 Mizzium Transreliquat
[Search]
4 Transmute Artifact
3 Intuition
[Draw]
4 Brainstorm
3 Thirst for Knowledge
[Control]
4 Meddling Mage
4 Tanglewire
4 Swords to Plowshare
2 Engineered Explosives
2 Pithing Needle
[Kill]
1 Cursed Scroll
[Mana]
3 Mox Diamond
4 Ancient Tomb
4 Tundra
4 Flooded Strand
1 Plains
4 Island
3 Academy Ruins
[Sideboard]
4 Disenchant
4 Orim's Chant
2 Pithing Needle
1 Isochron Scepter
1 Winter Orb
1 Cursed Scroll
1 Jester's Cap
1 Trinisphere
[Card Choices]
Academy Ruins: Simply amazing. It turns Intuition into a search card capable of finding your entire combo and protects it against counterspells, destruction and discarding. It allows you to recur Engineered Explosives and Tanglewire as needed as well as your kill condition. It keeps your combo as a constant threat.
Transmute Artifact: Pretty standard. Puts your combo piece directly into play and lets you search for whatever you need. Transmute your Tanglewire as its counters run low and lock up the game.
Intuition: Search for your combo or find whatever you need to stop your opponent. Once you have an Academy Ruins on the board just find your whole combo and win.
Thirst for Knowledge: Many of the artifacts in the deck are situational. Most of the time you only want to hold one Tanglewire, Engineered Explosives, land, or sometimes you need to get rid of Mox Diamonds mid-game. This is why TfK was chosen over Impulse or other hand fixers.
Meddling Mage: Delays your opponent and forces them to find a solution or lose. Blocks lackey and besides the mage turn sideways for a win condition. Infinite turns, combined with Swords and Explosives ensure that they will eventually attack unopposed.
Pithing Needle: Stop annoying things like Wasteland, Vial, Survival, or Sac Lands. Easy to Transmute Artifact for, cheap to play and can be discarded to Thirst if it doesn’t come in handy.
Tanglewire: This card is amazing turn 2 or 3. Gives you time to sculpt your hand while your opponent’s tapped out. Brainstorm, Intuition and Thirst for Knowledge are all instants, so use your mana while your opponent’s locked down.
Engineered Explosives: Your biggest threats for shutdown are Pithing Needle, Chalice of the Void and Null Rod. This eliminates 2 of the 3 and also kills early goblins, vial and a host of other nasty stuff.
Swords to Plowshare: I included this to show how amazing Academy Ruins actually is for this deck. Before Time Spiral this slot was running 4x Orim’s Chant to give me a chance against heavy counterspell decks. Now I’m free to use these slots for creature control.
Cursed Scroll: An artifact based kill condition that you can use all game if necessary. I couldn’t think of a better artifact card for this slot. Although Darksteel Reactor would be a great substitute if you want to assure yourself a win against any deck (*cough* life.dec) and you’d totally get style points :D.
Mox Diamond: Give you an early turn advantage while later letting you turn extra Ruins, Tombs and Sac Lands into painless mana. Also discards to Thirst for Knowledge and sacs to Transmute Artifact.
[Sideboard]
The sideboard could probably use a little more work. Disenchants are there against Null Rod and Smoke Stack. Orim’s Chant is for aggressive counterspell decks and to slow down storm combos. The rest is basically one-ofs to slow down random decks. Blue Elemental Blasts are something I would absolutely consider in a red heavy meta.
I've been playtesting this and its ability to slow down other decks until you can just take infinite turns is amazing. There are enough tricks in this deck to handle most situations and Academy Ruins makes the deck extremely resiliant. I’ll post results against Solidarity, Thresh and Goblins when I have a chance.
[Combo]
3 Time Vault
3 Mizzium Transreliquat
[Search]
4 Transmute Artifact
3 Intuition
[Draw]
4 Brainstorm
3 Thirst for Knowledge
[Control]
4 Meddling Mage
4 Tanglewire
4 Swords to Plowshare
2 Engineered Explosives
2 Pithing Needle
[Kill]
1 Cursed Scroll
[Mana]
3 Mox Diamond
4 Ancient Tomb
4 Tundra
4 Flooded Strand
1 Plains
4 Island
3 Academy Ruins
[Sideboard]
4 Disenchant
4 Orim's Chant
2 Pithing Needle
1 Isochron Scepter
1 Winter Orb
1 Cursed Scroll
1 Jester's Cap
1 Trinisphere
[Card Choices]
Academy Ruins: Simply amazing. It turns Intuition into a search card capable of finding your entire combo and protects it against counterspells, destruction and discarding. It allows you to recur Engineered Explosives and Tanglewire as needed as well as your kill condition. It keeps your combo as a constant threat.
Transmute Artifact: Pretty standard. Puts your combo piece directly into play and lets you search for whatever you need. Transmute your Tanglewire as its counters run low and lock up the game.
Intuition: Search for your combo or find whatever you need to stop your opponent. Once you have an Academy Ruins on the board just find your whole combo and win.
Thirst for Knowledge: Many of the artifacts in the deck are situational. Most of the time you only want to hold one Tanglewire, Engineered Explosives, land, or sometimes you need to get rid of Mox Diamonds mid-game. This is why TfK was chosen over Impulse or other hand fixers.
Meddling Mage: Delays your opponent and forces them to find a solution or lose. Blocks lackey and besides the mage turn sideways for a win condition. Infinite turns, combined with Swords and Explosives ensure that they will eventually attack unopposed.
Pithing Needle: Stop annoying things like Wasteland, Vial, Survival, or Sac Lands. Easy to Transmute Artifact for, cheap to play and can be discarded to Thirst if it doesn’t come in handy.
Tanglewire: This card is amazing turn 2 or 3. Gives you time to sculpt your hand while your opponent’s tapped out. Brainstorm, Intuition and Thirst for Knowledge are all instants, so use your mana while your opponent’s locked down.
Engineered Explosives: Your biggest threats for shutdown are Pithing Needle, Chalice of the Void and Null Rod. This eliminates 2 of the 3 and also kills early goblins, vial and a host of other nasty stuff.
Swords to Plowshare: I included this to show how amazing Academy Ruins actually is for this deck. Before Time Spiral this slot was running 4x Orim’s Chant to give me a chance against heavy counterspell decks. Now I’m free to use these slots for creature control.
Cursed Scroll: An artifact based kill condition that you can use all game if necessary. I couldn’t think of a better artifact card for this slot. Although Darksteel Reactor would be a great substitute if you want to assure yourself a win against any deck (*cough* life.dec) and you’d totally get style points :D.
Mox Diamond: Give you an early turn advantage while later letting you turn extra Ruins, Tombs and Sac Lands into painless mana. Also discards to Thirst for Knowledge and sacs to Transmute Artifact.
[Sideboard]
The sideboard could probably use a little more work. Disenchants are there against Null Rod and Smoke Stack. Orim’s Chant is for aggressive counterspell decks and to slow down storm combos. The rest is basically one-ofs to slow down random decks. Blue Elemental Blasts are something I would absolutely consider in a red heavy meta.