| Standard : Classic Time Warp | |||
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The real joy in this deck is just trying to figure out what the hell it does. In fact, a lot of the times, it does a whole lot of nothing and dies not-so-gracefully. In the current stages, it's just an investigation of the various "Time Walk" cards that exist in the pre and post 6E environment - cards which invalidate all or part of an opponent's turn. It bears a striking resemblance to the old Turbo Abeyance deck. Nostalgia aside, the play is very simple. Get out a Howling Mine and a Medallion or two. Exhaustion them when they tap land and Turnabout them when they don't. Time Warp while they're tapped out and draw lots of extra cards. Recall the cards to do it again. Lather, rinse, repeat. Just like TurboStasis, use the Feldon's Cane when you get low on cards. Eventually draw a Capsize with 18 land in play and 4 Medallions on the board. Watch your opponent concede and promise never to play you again. Post 6E, it might be more intelligent to add white to this deck for Enlightened Tutor. Without the artifacts early, this deck doesn't do anything worth mentioning. It also has a known weakness to many slivers when a Crystalline Sliver is in play. Cathy Nicoloff |