phazonmutant
04-11-2012, 02:22 PM
So I hear they reprinted Time Walk. After brainstorming what decks really want the hassle of setup for the reward of extra turns, only two really came to mind: an aggro-control deck like Delver or Loitering souls, and combo.
Pyromancer Ascension seems like a natural place to start copying time walk, so let's try to make a deck that abuses Temporal Mastery. As always, I want the deck to do something when it doesn't draw Ascension or Mastery.
Here's where I'm at after a couple of iterations playing against myself.
2 Lion's Eye Diamond
4 Lotus Petal
4 Pyromancer Ascension
4 Brainstorm
4 Cabal Ritual
4 Dark Ritual
3 Past in Flames
4 Ponder
4 Rite of Flame
4 Tendrils of Agony
4 Thoughtseize
4 Temporal Mastery
2 City of Brass
1 Island
2 Underground Sea
2 Volcanic Island
4 Scalding Tarn
4 Polluted Delta
Some thoughts:
-Playing only 2 LEDs looks super janky. I just want to try to make the deck as fast as possible and I think Lotus Petal does a better job at that, but it's also absurdly powerful in a Past in Flames deck
-The manabase looks like Wasteland does a number on it. City of Brass maybe should be basics or more duals.
-Playing 4 Tendrils allows for interesting lines like playing Tendrils for 10 after they counter one of your important spells like Ascension or Mastery
-Don't try to go for the turn 2 Mastery. Save it for when you can try to go off through a counter.
I'm not sure if the deck needs more disruption or not. It seems like it has the power to slug through multiple counterspells based on a couple of games of testing just because of inherent 2-1s (Force of Will and Past in Flames) and must-answer threats.
What do you think?
Pyromancer Ascension seems like a natural place to start copying time walk, so let's try to make a deck that abuses Temporal Mastery. As always, I want the deck to do something when it doesn't draw Ascension or Mastery.
Here's where I'm at after a couple of iterations playing against myself.
2 Lion's Eye Diamond
4 Lotus Petal
4 Pyromancer Ascension
4 Brainstorm
4 Cabal Ritual
4 Dark Ritual
3 Past in Flames
4 Ponder
4 Rite of Flame
4 Tendrils of Agony
4 Thoughtseize
4 Temporal Mastery
2 City of Brass
1 Island
2 Underground Sea
2 Volcanic Island
4 Scalding Tarn
4 Polluted Delta
Some thoughts:
-Playing only 2 LEDs looks super janky. I just want to try to make the deck as fast as possible and I think Lotus Petal does a better job at that, but it's also absurdly powerful in a Past in Flames deck
-The manabase looks like Wasteland does a number on it. City of Brass maybe should be basics or more duals.
-Playing 4 Tendrils allows for interesting lines like playing Tendrils for 10 after they counter one of your important spells like Ascension or Mastery
-Don't try to go for the turn 2 Mastery. Save it for when you can try to go off through a counter.
I'm not sure if the deck needs more disruption or not. It seems like it has the power to slug through multiple counterspells based on a couple of games of testing just because of inherent 2-1s (Force of Will and Past in Flames) and must-answer threats.
What do you think?