Quote Originally Posted by rufus View Post
Except for some strange stuff like Serra Avenger, cards that aren't in play (or suspended) don't really have any positive interaction with Time Walk or its friends. To get something out of it, you really need some kind of a board presence. In Vintage, I would expect, it's all about plopping down a bunch of mana sources that can then be untapped and reused - a bit like a [cards]Reset[/card] that cantrips, and that you can cast on your own turn.

An issue here is that the Miracle mechanics interact relatively poorly with most of the card advantage engines people like to use - more or less by design. Because you only get one chance to Miracle per turn, a deck with heavy hand filling power will probably tend to choke on them.



Based on that, I'd be looking at decks that don't draw heavily, and tend to have a significant board presence to work well with Time Walk 2.0. More turns also means more chances to miracle. Since miracle will work on the opponent's turn too - light card draw works well with it. Finally, there are a couple of cards that can allow you to recover some value from a 'dead drawn' miracle card -- Brainstorm,Chrome Mox and, for Time Walk 2.0 Force of Will come to mind - though there are also some more obscure possibilities like Scroll Rack.

This suggests that the decks best-positioned to take advantage of Time Walk 2.0 will be ones that play 2 or 3 of Brainstorm, FoW, and Chrome Mox, and like to establish a board position.
What Legacy decks *do* draw heavily? Seriously, name one draw spell that's played on any sort of regular basis? Standstill and Ancestral Visions see marginal play, but they're not exactly common. The rest is deck manipulation. Thought Scour sees some play, but it's primarily Ponder, Brainstorm and Sensei's Divining Top. Those are cards you use to set it up. Decks that run a bit more to the controlling side still don't really run draw. I play BUG and I run Gifts Ungiven, but not a single actual "draw" spell. Just fixing cantrips.

On this whole concept of "win more" cards. This is probably the dumbest concept that people outside of card advantage theory. The idea that because Time Walk is at its best when you already have board presence it's not worth running is so illogical that I can't understand how anyone spouts it with a straight face. If I've got board inevitability in the form of a 5 turn clock and I can play something that speeds that clock up, I'm absolutely going to do it. Every turn I deny my opponent before he's dead is one less turn for him to draw into something that turns the game around. You people understand that, otherwise you wouldn't run disruption in your Delver decks, you'd just drop a turn 1 Delver and try and race. So how you can have a disconnect between the idea that tempo matters and the idea that taking an extra turn is the best tempo there is is beyond me. That's like saying that Ancestral Recall is a win more card in control mirrors because if you can resolve Ancestral Recall, you were going to win anyway. You know what? Maybe, sometimes, that's right. I don't care. I'm going to cast it anyway, because it gives me that many more tools to deal with my opponent's bullshit. And I'm going to run it because sometimes it's going to save my ass.