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BMoor's Magic The Gathering Deck Garage
Tempus Fugit
July 11, 2007

Atmospheric difficulties have been tampering with my satellite connection lately, so it's eye time I got around to fixing this deck!

*crickets*
Hi, BMoor!
I have been trying to get this deck to work for several months but no matter how much testing and adjusting I do the deck just doesn't seem to work. I was hoping you could help in bringing it up to speed.
 
Messin' With Time
Creatures: 12
4x Gelectrode
4x Wee Dragonauts
4x Storm Entity
 
Other Spells: 28
4x Time Stop
4x Eye of the Storm
4x Nix
4x Electrolyze
4x Telling Time
4x Obsessive Search
4x Words of Wisdom
 
Lands: 20
2x Teferi's Isle
2x Deserted Temple
4x Shivan Reef
4x Steam Vents
4x Karplusan Forest
4x Izzet Boilerworks
 
The idea's real simple. Activate Eye of the Storm and follow it up with a Time Stop then play low cost instants on my opponents turn to reactivate Time Stop and end their turn every turn.

That's great and all but thereal trouble is getting Eye of the Storm out before turn seven or eight. Drawing isn't a problem with Telling Time, Obsessive Search, and Words of Wisdom. I used to run Perilous Research but I just couldn't afford to sacrifice a permanent. The lands I think are fine, though they do hurt with all that lost life. Deserted Temple combo's well with Izzet Boilerworks and Teferi's Isle for extra mana but this deck won't be going anywhere before late game.
 
The creatures all function similarly. Gelectrode providing decent damage and untapping often thanks to all the instants. Wee Dragonauts provides a nice bit of flying and Storm Entity ties it up with big damage when combined with Eye of the Storm. As for the other spells, Nix may seem like an odd choice but it works wonders if my opponent tries to use my own Eye of the Storm against me. Finally, Electrolyze is just awesome in this deck and can really do some damage when removed thanks to Eye of the Storm.
That being said the deck still has problems. Besides being slow, creature intensive decks mow over it with no problems as well as aggressive decks with turn three or four win conditions and if anything happens to Eye of the Storm or Time Stop I'm pretty much screwed. I was thinking about taking out two Time Stop and two Eye of the Storm for more draw power, countering, or perhaps even adding in Jhoira of the Ghitu and going the suspend route but I just don't know if it would do any good.
 
I'm drawing a blank here and really need some advice. Thanks in advance for your time and help.
~Echo

What can I say?  I'm a sucker for obscure comic combos.  And using Eye of the Storm to stop all your opponent's turns sounds like a riot.  That is, until...

Well, you see, Echo, of all the "infinite" combos in Magic, the ones that give you infinite turns are some of the rarest to see simply because they create an unfun situation.  Let me give you an example I heard about (and was fortunate enough to not witness firsthand): In an eight-man multiplayer game, this one fellow set off an infinite turn combo.  Now, nobody saw the combo and conceded, because there have been instances in Magic where a player began to go off with a combo and tapped his mana wrong or something, and thus actually cost himself the game.  So everyone made him actually prove he could win, and wasn't bluffing.  As a result, the whole group sat there for a half hour while this person took turn after turn.  Untap, upkeep, draw, do something to do a little damage, do something to give myself another turn, and so forth.  After thirty minutes of everyone sitting around watching this guy essentially play Solitaire, he finally realized he couldn't actually win.  He could take out at most three of his seven opponents before decking himself.  You don't want that to happen, do you?

Of course not.  And Gelectrode and Electrolyze are good starts at preventing it.  With then, every time you play an instant or sorcery and put it on the Eye of the Storm, you're scoring big damage.  Ideally, you shouldn't be taking more than five of your extra turns.  But we want to maximize the amount of damage you can do once the Storm hits, as well as help you get the combo going as fast as possible.  So, here's my plan.  We're going to fix your deck with the following goals in mind:

1) Each card must be useful to you before teh Eye comes online as well as after.
2) When we're finished, you should be able to handle faster decks and creature rushes.
3) We want to shore up the combo as tightly as possible.

Let's start with that third one for the moment.  Now, you mention Nix is in there to stop your opponent's Eyed Time Stop if he or she gets to play an instant on your turn.  This has two problems: one, if your opponent can still play spells, the combo isn't going off as strongly as it could.  And two, Nix is almost useless pre-Eye.  Let's replace it.  With what?  Well, if we can get a Time Stop to go off during your opponent's upkeep (the earliest we can hope for), then she'll get an untap step and an upkeep, but that's it.  The untap step will ensure she has mana, but by denying her a draw step, we can completely lock your opponent out of ever playing a spell.  All you have to do is A) wait until your opponent's hand is empty before going off, and B) playing an instant during each of your opponent's upkeeps.

So, your goal now is to empty your opponent's hand.  Out comes Nix, and in goes Dismal Failure.  it's a little more expensive, but at least now you can play it pre-Eye as well as post-Eye to counter anything untoward your opponent might do.  And of course, out comes Words of Wisdom-- the last thing we need is to be letting the opponent draw more cards.  We'll find better card draw spells.

A quick aside here: another counterspell you might want to look at is Spellshift.  Spellshift and Eye of the Storm combo quite well together, and would give you a plan B in case your Time Stop plan looks shaky.  If you're not familiar with it, all you have to do is play the Eye, play a spell on it, then Spellshift your own spell.  The Spellshift will turn your spell into another spell in your deck, which you will then play.  The Eye will remove said spell from the game and give you copies of your first spell, this new spell, and Spellshift.  Spellshift one of your spells and play the other one, and you'll Spellshift into yet another spell which will then get played an dput onto the Eye, and give you more copies of all your spells, including Spellshift.  This continues until every instant and sorcery in your deck is removed from the game on the Eye, at which point hopefully you've played about 13 Electrolyzes, or untapped Gelectrode at least 30 times, or what have you.

Anyway, back to the matter at hand.  In order to ensure that you can reliably play an instant on each and every upkeep of your opponent's, you'll need a lot of them in your deck.  You'll draw one card each turn, and most likely at least one card for each time the stack of spells on the Eye go off, since you'll almost certainly have an Electrolyze on there at least.  This means that if half your deck is instants, you're almost guaranteed to draw one each turn if you're drawing two cards a turn.  This means that any non-instant cards are immediately suspect.  First to go are Wee Dragonauts and Storm Entity.  Their usefulness is diminished anyway when you realize that most often you'll be playing these big groups of spells on your opponent's upkeep, and then ending the turn right then and there.  For Storm Entity, we'll replace it with an instant that's coming back in 10th and costs the same amount: Incinerate.  This little number makes a great addition, keeping creatures at bay pre-Eye and going to the dome ad nauseum post-Eye.  In exchange for Wee Dragonauts, let's try Research//Development, since you're already inexplicably running four Karplusan Forest.  Pre-Eye, Development makes great card draw or 3/1 blockers to scare away a weenie rush.  And post-Eye, Research could be useful to get excess spells out of your Eye and back into the deck to increase your chances of continuing to draw instants (and to prevent you from decking yourself).  Just remember that if you Research a spell back into your deck, the Eye won't make copies of it anymore.  Also remember that each time the Eye makes a copy of Research//Development, you get to choose whether to play Research or Development.

Now, we dropped Words of Wisdom, so let's also drop Obsessive Search.  You don't need a card with Madness.  What would help is a card with Flashback-- let's add in 4 think Twice.  Pre-Eye, you can play Think Twice to dig for combo pieces.  Post-Eye, you can flash it back and the Eye will RFG it and make copies.  Normally any flashed-back spell can't be messed around with: Flashback is very strict about removing your spells from the game.  But since EotS removes things from the game anyway, Flashback is satisfied and you can get an extra card off each instant.  That should be enough card draw to get you all the cards that you need, so our next replacement will sadly have to speed you up in another way.  Since we've got 4 empty slots currently, add in 4 Izzet Signet.  I know, I know, it's not an instant.  But it is a mana source, which Eye of the Storm is also very good with.

So, you started with 24 instants.  I took out Obsessive Search, Nix, and Words of Wisdom in exchange for Dismal Failure, Think Twice, Incinerate, and Research//Development-- bringing you up to 28.  That'll have to be enough, since I doubt you can cut any more lands.  Twenty is barely enough, but I'll let it go considering you have 4 Izzet Boilerworks.  Twenty lands, four of which are Ravnica bouncelands, is practially 24 lands except that you can't keep a hand of nothing but bouncelands.  And what's with Teferi's Isle?  I think I get it, you use Deserted Temple to untap a land that taps for more than one mana, then re-tap it for two more mana.  That gets you three mana off of two lands.  Well, guess what?  Tapping a Boilerworks and any other land would give you three mana too!  Take out Teferi's Isle and the Deserted Temple for Islands and Mounatins.  You say you have trouble surviving to the late game?  You might have less trouble if your lands didn't do so much damage to you.  In fact, Steam Vents can probably become basic lands, too.  You don't want to have to bounce back a Steam Vents with your Boilerworks and have it come into play again.  And that still leaves you with 8 lands that provide both colors, plus the Izzet Signet as well.  And then if you sell the Steam Vents, you can then buy every other card I've suggested and still have enough left over to take your whole family to dinner or something.

That's just about everything I can do to get this deck running to the point where near-infinite turns are within your grasp.  Now get out there and seize the day, Echo!

~BMoor
 


 


 

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