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Let's Do the Time Warp Again

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The Modern metagame is in an interesting, polarized spot right now. On the one hand, you have the typical linear decks that have been a dominant presence in the format for years: Affinity, Infect, Tron, and more. On the other, you have midrange decks and control decks, which are grinding harder than ever with the introduction of Ancestral Vision to the format. With the format becoming more extreme, it may be worth it to play a deck which largely ignores one end of the spectrum in order to trump the other. That seems to be what Reid Duke tried to do with this take on the format:


Who doesn’t like the idea of taking all the turns? This deck leans heavily toward beating up the control and midrange decks. The idea is to utilize cards like Remand and Path to Exile to buy time to hit your land drops while sculpting your draw with Serum Visions. Once you have enough lands in play, you can flash in Dictate of Kruphix at the end of your opponent’s turn and get to work.

The way this deck works is that you want to untap with a Dictate in play and cast a Time Warp. This breaks the symmetry of Dictate of Kruphix, allowing you to pull ahead on cards since you take more turns than your opponent. More importantly, the extra turns allow you to hit additional land drops and dig into more Time Warps. Critically, these extra turns also let your Ancestral Visions tick down, which makes it even easier to keep the Time Warp chain going.

Perhaps the most important Time Walk in the deck is Temporal Mastery. This card lets you do all manner of absurd things. Early in the game, it functions as an Explore by helping you amass of lands without falling too far behind. Later in the game, it allows you to keep taking extra turns, but also develop your board by casting something like Narset Transcendent. Additionally, the presence of Serum Visions in your deck means you can set up Temporal Mastery for critical turns, which is just monstrously powerful.

The problem with this style of deck is it largely ignores the more aggressive strategies in the format. But does it really? A huge strength of this build is that it touches White for cards like Celestial Colonnade, Path to Exile, and Narset in pre-board games. On its surface, these cards just give you early interaction and reasonable win conditions, but the White splash is much more important than that. White gives you access to the powerful sideboard cards you need to fight against the linear decks. Everything from Wraths, Timely Reinforcements, Rest in Peace, and Stony Silence; all of these and more are available to you in order to swing these bad matchups drastically into your favor in the post board games.


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