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Thread: Timewalk Control

  1. #1
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    klaus's Avatar
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    Timewalk Control

    Obviously this deck revolves around:


    The basic idea is to cast as many Temporal Masteries (hence TM) as possible, providing enough CA/CQ to comfortably dash through most scenarios.
    When packing the full set it is very likely to draw at least one in your starting 7 --> undesirable scenario. However, there are two spells, which solve that issue neatly: Jace and Brainstorm, with Snapcaster Mage doubling the latter's numbers.
    Ponder is a natural fit, setting up TM for the next draw step as well as finding BS, allowing you to put that Timewalk back on top.
    Chrome Mox seems like a natural fit too allowing you to accelerate pseudo T1 style. Most other cards are self-explanatory, but feel free to ask if any choice looks questionable to you.

    UPDATE:
    4 TM
    4 Brainstorm
    4 Sensei's Divining Top
    4 Ponder

    4 Jace
    4 Snapcaster Mage
    4 Lingering Souls


    4 STP
    4 Force of Will
    4 Counterbalance

    4 Chrome Mox
    18 Land

    SB:
    under construction

    Looking forward to your crits!
    Last edited by klaus; 04-11-2012 at 03:18 AM.

  2. #2

    Re: Timewalk Control

    How about this as a good start:

    4 Delver
    4 Snapcaster Mage
    4 Brainstorm
    4 Ponder
    4 Temporal Mastery
    4 Force of Will
    4 Daze
    4 Stifle or Spell Snare (leaning towards Stifle)
    4 Jace, the Mind Sculptor
    4 Swords to Plowshares

    4 Wastelands
    4 Flooded Strand
    4 Tundra
    4 Misty Rainforest
    4 Island

    Maybe swap the 4 Delvers for 4 Predicts to fight against opposing Masterys?

    Edit: Actually we may even skip on Swords to Plowshares...and just add Predicts/Snares/Repeals?

  3. #3
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    Re: Timewalk Control

    You definitely want a number of both Personal Tutor and Noxious Revival in there. TM can be a 4-of if there are enough ways to shuffle them away should there be one in your starting 7. Also, Sensei's Divining Top wants to have a word with you. As a final suggestion, although this might turn out to be bad, I just remembered playing Lat-Nam's Legacy a decade ago.
    Last edited by Blitzbold; 04-09-2012 at 11:38 AM. Reason: Typos.
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  4. #4
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    Re: Timewalk Control

    Quote Originally Posted by Blitzbold View Post
    You definitely want a number of both Personal Tutor and Noxious Revival in there. TM can be a 4-of if there are enough ways to shuffle them away should there be one in your starting 7. Also, Sensei's Divining Top wants to have a word with you. As a final suggestion, although this might turn out to be bad, I just remembered playing Lat-Nam's Legacy a decade ago.
    Personal Tutor: see edit.
    @ Top: seems to slow imo and doesn't pitch to FOW and Mox, which ultimately is a minor issue, but at the end of the day what makes me lean towards Ponder.

  5. #5

    Re: Timewalk Control

    I could be misunderstanding the point of noxious revival. I believe Temporal Mastery says you have to EXILE it after playing it.
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  6. #6
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    Re: Timewalk Control

    Quote Originally Posted by baghdadbob View Post
    I could be misunderstanding the point of noxious revival. I believe Temporal Mastery says you have to EXILE it after playing it.
    Could be an okay out in case it gets countered/discarded.
    Anywho, I think it's too narrow too.

  7. #7

    Re: Timewalk Control

    Ahhhh I see. Yes I agree in that case it is much too narrow.
    Quote Originally Posted by thefringthing View Post
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  8. #8

    Re: Timewalk Control

    It's going to get banned anyway, so why do you actually bother?

  9. #9

    Re: Timewalk Control

    What is this deck doing with it's extra turns? Ticking up Jace and swinging with Delver? Is that really enough?

    I get that you'll win the resource war early because you're getting more land drops when things go well. But remember, you're not actually getting any CARD advantage out of Mastery because you cast it from the top of your library, negating your draw for that turn. So, say you go off turn 3 and get 2 extra turns. You're probably up a Jace and some land on the board, but you've still only got the two counterspells you started with.

    I don't know that accelerating into Jace isn't good enough, but I question whether this deck does enough with the card.

  10. #10
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    Re: Timewalk Control

    Still waiting for Doomsday updates. :/

  11. #11
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    Re: Timewalk Control

    Why would you build a deck that revolves around taking at most 4 extra turns in a deck that can barely abuse the attack phase with 1/1 flyings? Unless you are doing something Nasty with Burning Wish that I haven't thought of after they get exiled upon resolution.. I don't see the point. Its going to be better in UR Delver where they can actually abuse the attack phase. Decks with heavy deck manipulation are often slow and therefore don't benefit much. Hell against decks like these, I EOT Meditate. Take your extra turn. Its usually just, land go. Maybe throw in a ponder.
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  12. #12
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    Re: Timewalk Control

    While I'm sure TM has potential to be broken I'm just not seeing it here. So many cards just to interact with it leaves very few threats, basically only jtms. Maybe we will find this to be the case with most miracle cards, forcing decks to reduce card quality and threats to try and abuse miracle? Idk. I've been testing wrath and its ok as a 2-of in Canadian, clunky sometimes and worse in higher amounts. I know TM is different but the concept is the same, except you take another turn to draw a bazillion cantrips to look for a threat.

  13. #13
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    Re: Timewalk Control

    Quote Originally Posted by Vacrix View Post
    Why would you build a deck that revolves around taking at most 4 extra turns in a deck that can barely abuse the attack phase with 1/1 flyings? Unless you are doing something Nasty with Burning Wish that I haven't thought of after they get exiled upon resolution.. I don't see the point. Its going to be better in UR Delver where they can actually abuse the attack phase. Decks with heavy deck manipulation are often slow and therefore don't benefit much. Hell against decks like these, I EOT Meditate. Take your extra turn. Its usually just, land go. Maybe throw in a ponder.
    If you take a closer look you will realize TW.control can in fact do plenty of things with that extra turn.
    Ticking up Jace is actually nothing you'd consider in the early/ early mid-game. But powering out a Jace as early as turn 2 (considering Moxen), or just even getting an extra Jace Brainstorm must be nice.
    Those extra land drops, and most experienced U.control players would agree, are actually nothing but pure insanity until about turn 6. Bonus time and mana can further more be spend to comfortably do Snapcaster shenanigans, clogg the board with 4 fliers (turn 2/3) allowing you to gain enough ground to ride the game home from there without much effort. 8 flashbackable cantrips also make sure you'll find Jace when you want him.
    That being said, I haven't tested the list yet, but will do so in the near future.
    I'll post my findings asap!

  14. #14
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    Re: Timewalk Control

    Quote Originally Posted by Vacrix View Post
    Why would you build a deck that revolves around taking at most 4 extra turns in a deck that can barely abuse the attack phase with 1/1 flyings?
    Exactly my issue. I say, why not put it in a deck with real potential to abuse the extra turn? Beating face seems good! I think this goes into a CounterTop Bant shell. Countertop, beaters, this, brainstorm, some personal tutors, and maybe NO as a backup that can be tutored with Personal.
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  15. #15

    Re: Timewalk Control

    Besides, you're not even running the most powerful interaction here. A control deck with 4x Top and 4x Temporal Mastery is threatening to timewalk during its opponent's end step anytime there is 3 mana up.

    Control player leaves mana open to counterspell. Nothing worthwhile is cast. When he gets priority before the enemy's turn ends....

    Pay 1, use top to look at top three. Put Temporal Mastery on top.
    Tap top, draw and reveal Mastery.
    Pay 1U to get two turns.

    Then, the control player can tap out for a massive beatstick or Jace or whatever during the first free turn, secure in the knowledge that the shields will be up again after the next draw and ready to do it again. THIS is what Temporal Mastery looks like, not trying to pull it off of a Ponder.

  16. #16
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    Re: Timewalk Control

    I agree with the above poster, SDT is the stones with the Time Walk and should be in the deck. Personal Tutor seems really awful, though. Here's my (almost) MonoBlue attempt



    4 Snapcaster Mage
    3 Sensei's Divining Top
    4 Force of Will
    4 Brainstorm
    4 Jace, the Mind Sculptor
    3 Dismember
    2 Thirst for Knowledge
    2 Repeal
    2 Back to Basics
    3 Counterspell
    1 Spell Pierce
    4 Temporal Mastery
    1 Vedalken Shackles


    4 Chrome Mox
    4 Polluted Delta
    1 Swamp
    1 Flooded Strand
    1 Misty Rainforest
    2 Scalding Tarn
    1 Underground Sea
    9 Island

    SB: 3 Counterbalance
    SB: 2 Surgical Extraction
    SB: 2 Vendilion Clique
    SB: 1 Perish
    SB: 2 Spell Pierce
    SB: 2 Dread of Night
    SB: 1 Nihil Spellbomb
    SB: 1 Tormod's Crypt
    SB: 1 Back to Basics

  17. #17

    Re: Timewalk Control

    How about another approach:

    NO Bant with Timewalk

    4 Sensei's Divining Top
    4 Brainstorm
    4 Temporal Mastery
    1 Sylvan Library

    4 Noble Hierarch
    4 Goyf
    3 Vendilion Clique

    4 Daze
    4 Force of Will
    4 Swords to Plowshares

    3 Natural Order
    1 Progenitus

    4 Flooded Strand
    4 Misty Rainforest
    3 Tundra
    3 Tropical Island
    1 Savannah
    1 Dryad Arbor
    1 Island
    1 Forest
    2 Verdant Catacombs

    Natural Order is generally seen as one turn too slow for the format at the moment. The new Time Walk alleviates this.

  18. #18

    Re: Timewalk Control

    You're not playing Liliana. That's wrong. After attacking (which you're not really geared to do--UB doesn't have very powerful creatures) activating planeswalkers is the most powerful thing you could do with an extra turn. Even if all you're doing is +1 both turns, you've just made your opponent discard two cards. You replaced both of yours. Also, since you've got liliana now, you could throw in a Cursed Scroll for its synergy.

  19. #19
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    Re: Timewalk Control

    @yutang I was thinking something similar.

    Something like:
    4 Brainstorm
    3 Sensei's Divining Top
    3 Temporal Mastery
    2 Personal Tutor (can find TM, NO, GSZ)

    4 Noble Hierarch
    2 Tarmogoyf
    2 Vendilion Clique
    2 Knight of the Reliquary
    1 Scavenging Ooze
    1 Green Sun's Zenith

    4 Daze
    4 Force of Will
    4 Swords to Plowshares

    1 Garruk Relentless (I just like this card, it's almost certainly wrong, but then again so is trying to play this...)

    2 Natural Order
    1 Progenitus

    4 Flooded Strand
    4 Misty Rainforest
    1 Windswept Heath
    3 Tundra
    3 Tropical Island
    1 Savannah
    1 Dryad Arbor
    2 Island
    1 Forest

    It just seems that this card will be really underwhelming. It requires too much investment when your resources are better spent actually winning.
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  20. #20

    Re: Timewalk Control

    This thread is getting derailed, NO Bant does not belong here. If Progenitus is a turn too slow, Protean Hulk alleviates it.

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