"Its About Time"
A Discussion of Temporal Control
By Omeed Dariani

Hymn to Tourach, Balance, Strip Mine, Winter Orb and Armageddon are excellent examples of powerful control cards. Five cards people hate to play against and with good reason. These five spells are very strong control cards, allowing a player to dictate when his or her opponent has cards, lands or creatures. To those who have experienced Balance at its very best, or worst, depending upon which side of the table you sit, control is paramount. Balance allows the regulation of every aspect of your opponent's functionality. In Standard, Type Two, there is, thankfully, no Balance, which helps balance the environment (ironic?). The loss of this card in the environment has been a major factor in the newest trend in control decks. We can call this new concept Temporal Control.

Temporal Control is an idea first brought to light by the Forgotten Orb and other similar decks. The idea is simple and best summed up in the Latin phrase, "carpe diem," seize the moment. To keep an opponent from mounting a successful defense, a temporal control player seeks to seize the moment, knowing that every turn in which he or she goes unchecked is commensurate to 4-8 more damage. The temporal control deck aims to make its opponent waste time casting spells repeatedly while defeating him or her with a small creature horde. Some temporal control decks win by obtaining enough mana to gain a lock, such as Capsize.

Indications of a temporal control deck are Memory Lapse, which causes an adversary to waste both mana and a draw recasting a spell. The now staple creature, Man'O'War, which simultaneously increases creature advantage, removes a potential blocker, wastes an opponent's mana and gives the creature summoning sickness again appears in almost any deck that wishes to use temporal control. Frequently played is Boomerang and, more importantly, Capsize, doing much the same thing as Man'O'War to creatures and significantly slowing mana production, especially when Capsizing Diamonds. Flood becomes a deadly creature control device, allowing the Temporal Controller to freeze creatures rather than send them away. This is a very useful way to coerce an opponent to play a second creature, leaving them a ripe target for Undo or Legacy's Allure. These advantages appear small, but when coupled with an Ophidian or even a Jayemdaye Tome, each Memory Lapse is somewhere between a Time Walk and an Ancestral Recall. The black version uses Winter Orbs to press the advantages gained by temporal control. The Forgotten Orb style continues its presence in the environment. A lethal combination of a classic strategy blended successfully with temporal control.

Other Temporal Control cards that could appear more forcefully on the tournament scene are Undo and Time Ebb; both force an opponent to spend large amounts of mana while allowing him or her to accomplish very little. Disrupt and Force Spike are also becoming popular. The Temporal Control deck forces players to spend most or all of their mana each turn to be productive and/or stay alive, leaving them a ripe target for the cheapest of countermagic. Propaganda forces a heavily occupied duelist into a catch-22. Is it better to waste mana, attack and watch the Capsizes fly, or to hold back and consolidate resources, hoping to amass more permanents than cards in hand?

Whatever shape, size or color deck its opponent plays, the Temporal Control deck will continue to whittle away at its defenses. It accomplishes this by returning critical blockers to defenders' hands, Lapsing diamonds, disrupting Wraths and generally annoying opponents. Remember, though, it is this disruption that gives the Temporal Control deck its strength.

While writing this article, the question came to mind: "why is this deck such a recent phenomenon, most of these cards have been around for months or, even, years? Why now?" I think the answer lies in the timing. The play environment has shifted considerably with the inclusion of Tempest and the losses of Ice Age, Homelands and Alliances. Faster decks with more quick damage and creature control, have shifted into dominance, leaving less room to set up a slow, creature-based defense. With the losses of "quick kills" such as Swords to Plowshares and Lightning Bolt, fast creatures are a much more consistent source of damage. By the time the typical control deck has the mana to Wrath of God the weenie horde, it is too late; ofttimes, a small creature deck has all but finished off a slow deck by turn four. With the exit of "classical control," something new has to defeat the weenie decks. That something is Temporal Control. By slowing a fast deck's offense while strengthening one's own, fast creatures become not-so-fast. Spending the 1B to cast a Fallen Askari is acceptable to most players, but after the Temporal Control deck gets hold of it, the casing cost looks more like that of Ishan's Shade. If, by the time the Fallen Askari sticks, the Temporal Control deck has amassed six or more mana, as it often does, staging a victory is very difficult. The "Capsize Lock," is almost impossible to circumvent in a creature-based deck without counterspells.

Temporal Control is new. Some players have grasped the concept already and, as such, Temporal Control is a factor at major tournaments. Jakub Slemr splashed Temporal Control in his five color black deck. The result? A new world champion is crowned. The impact that this concept is having on Standard play is very apparent. Already, two major Temporal Control decks are being played. One of them is the "Forgotten Orb." This deck plays like mono black weenie with an occasional Man'O'War, until someone tries to stop it. The Wrath or Disk is Memory Lapsed and, next turn, they play a Winter Orb. This is the key to the deck. First, the deck has drawn out a form of mass creature removal. That means it is threatening target opponent greatly. Second, the removal gets a Memory Lapse or, in unfavorable conditions, at least a Power Sink. This taps the player out, as he or she will probably cast the Wrath again when possible. If it gets Lapsed, then the Winter Orb comes into play, the Forgotten Orb has gained two incredible advantages. The other deck will waste a draw drawing the removal spell again and probably cannot cast it for, at least, three more turns. That should be, minimally, twelve more damage for the Temporal Controller and probably enough time to find another disrupter, such as Disrupt. This is a concept that can often win the first game due to a miscalculating or unsuspecting opponent.

The other, newer deck is the "Capsize Lock." It is usually mono blue with many of the same disruption methods as above and additional "real" counterspells. Sapphire Medallions cut the costs of creatures such as Ophidian, Man'O'War and Cloud Elemental, while Floods lock creatures down long enough to build a Legacy's Allure. Undoes and Propagandas slow opposing offense as the Capsizer builds toward its lock. Some variants include Suq'Ata Firewalkers and Air Elementals or Rainbow Efreets for additional firepower. The buildup is slow, quietly stalling toward Capsize recursion. Once the Temporal Controller has the equivalent of six mana (note: Sapphire Medallion), he or she will usually win. During each discard phase in which he or she has enough mana, target opponent's greatest threat goes away. If no great threat exists, the diamonds vanish. If no diamonds are in play, the lands start disappearing. All the while, the offense continues, slowing depleting the adversary, gaining an insurmountable card advantage. Although Winter Orbs are sub optimal in this deck, the truly sick individual could try to use Stasis in its place. No guarantees on this idea, I recommend it only for the truly misanthropic Magic player.

When my friends and I were beginning Magic players, we came up with a formula that seemed to apply to the game. One card is equal to four mana is equal to four life.

It seems to work, consider our evidence:

Jayemdaye Tome: Four mana = one card
Sylvan Library: Four life = one card
Book of Rass: Two mana + Two life = one card
Channel: one life = one mana

So, if one extra card is worth four mana or life, every time Temporal Control forces someone to redraw it or waste it (via Disrupt or Dismiss), it has, essentially, dealt him or her four damage or caused the loss of four mana. Often, it has done both. Herein lies the strength of the Temporal Control strategy, by forcing your opponent to waste cards, mana and life, the Temporal Control deck establishes an incredible advantage in a game. Placing the opposition in a situation that must be expediently handled to survive but deny him or her the means with which to rectify the problem, which is usually you.

Temporal Control is THE definitive new strategy that we will see in the Standard Environment for some time. It is difficult to stop, harder to beat and impossible to deny. As once before, Necropotence took the format by storm, the Temporal Control deck will soon be very strong. All it needs is a motto. I was thinking: Festina Lente, make haste slowly, as that is the deck's descriptor. Make haste slowly and do not turn your back to anyone with a few Islands in play, you may well get Capsized.

Please send comments and critques to Omeed Dariani.

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