@Cire: immediately -3 Mystic Sanctuary, add 3 Daze, then make room for a 4th Daze. Question with Foil becomes what you're pitching that advances gameplan by virtue of being in the yard (or madness-enabled). Secondary to that, you're playing a lot of blue and you're going to have to answer a lot of questions with your remaining slots. You have to be able to either not care about or stop C. Priest, RiP, Choke, Narset - and this is just the short list.
You have ~12 slots left, and you need an instant/sorcery-based CA engine. You need a way to win the game. That way to win the game has to be reliable against things like Depths and Vial. Your deck has to reliably survive until turn 4 (but really, turn 5) and prefer playing long games.
UB Mill is probably a better launching point, but even this deck has Islands on board issues as they will play more aggressive land counts with GQ/Field of Ruin. They do at least have this idea of Archive Trap turning on Visions of Beyond, and Sanctuary picking up either piece of this synergistic combo with value stapled on.
one really janky combo would be with trade routes and temporal mastery.
-rob
The thing that I mis-read was that it's top-deck rather than to hand.
That said, there are decks that cheat on land count. This could be pretty good in egg decks if Second Sunrise gets a fetchland back and a free draw into play, and then sanctuary puts Second Sunrise back on top. Of course eggs is pretty awful in legacy. (Maybe they're trying to support that kind of deck with sanctuary and Brought Back.)
I think the biggest Legacy sleeper of the set is going to be Vantress Gargoyle.
A 5/4 flyer for 1U is stupid beyond belief, and it's pretty much always going to be able to attack vs. any kind of Xerox deck, and vs. pretty much anything except stax if the decks running it just put in Thought Scour as one of their cantrips.
The fact that it positively trades with Delver even without being able to attack is pretty key I think.
Yeah the Gargoyle is pretty solid in a format where graveyards fill up very quickly and he dodges bolt as well and pitches to Force.
You're Tin Fins going for the Plan C non-Grisel Tendrils kill because there's a Needle on Grisel and Abrupt Decays are for chumps not trying to turn 1 people, but you forgot that you need 4 Islands in play.
OR
You're a 27+ land deck who decided not to get Life from the Loam to troll Surgical Extraction for days.how exactly are you going long in a deck with Entomb
These are the only 2 cases I can think of....
The "winning" part is challenging given that your combo costs 6 mana per turn (Time Warp is the next cheapest one), and building up more mana is challenging since you spend each land drop replaying Mystic. So you can get infinite turns with 0 land drops and -6 mana, but what do you do with them?Any other Time Walk effect works, provided you can actually win.
Then there's the matter of surviving until you hit 6 lands and assemble a 2-card combo (Trade Routes + Time Warp). If the rest of your deck is capable of keeping you alive until that, why not win right away with RiP+Helm or Exarch+Twin or other 2-card combos...
Gargoyle looks amazing. The drawback is cards like Gurmag Angler and Dreadhorde Arcanist actively sabotage your efforts to fill their yard. It needs the right home to support it.
It's a Ptermander with better game against RUG (dodges Bolt & Wrenn, blocks turn 1 Delver, flies to kill Wrenn).
But it's awful against Swamp. Hymn to Tourach and friends stop you from blocking, Gurmag Angler and friends stop you from attacking.
Unfortunately red can just use Abrade and Cindervines to deal with it, so it's only a temporary metagame solution.
If the Mystic Sanctuary / Time Warp thing has any traction, it will be in modern where taking turns is already borderline viable.
I'm also stuck wondering about interactions with Gush and (newly unrestricted) Fastbond in vintage.
The requirement to have three other islands in play is pretty significant. It's a card that you don't want to draw. I imagine that mystic sanctuary will see some testing as a 1-of to be used with fetchlands in games that run long in miracles, and possibly other grindy brainstorm decks.
the iceberg is Mystic Sanctuary
Gush evaporates it
Time Warp will not have any traction in a world where the topdeck plays 3 Pyroblast, 4 Wasteland 4 Daze 3 Spierce 4 FoW 2 FoN
in order to have a combo you need a way to retrieve Sanctuary every turn. How do you do it in modern?
I'm not saying it's good enough, but Trade Routes was printed in both 8th and 9th Editions.
"The Ancients teach us that if we can but last, we shall prevail."
—Kaysa, Elder Druid of the Juniper Order
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