ever since timestream navigator got spoiled, I've wanted to try to brew up some sort of infinite turns deck. This is my favorite thing to do in edh, and we finally get an extra turn card doesn't self exile in idk how long (as long as ive been playing). So naturally I wanna upset someone in standard
This is a deck I've been playing for awhile, and I'm going to be altering it to fit infinite turns instead of approach. Cutting the big cards in exchange for the combo pieces, keeping the ramp and removal, and utility cards.
Apparently there's two ways to go infinite (that i know of). One being 2x skyship plunderer, timestream navigator, and saheli rai. The other being Planar bridge+time stream navigator and 12 mana. I'm going to be doing the bridge route, so ramping into it seems the only possible solution. I'm thinking 2 timestream, 1 planar bridge, and 2 or 3 Mastermind's Acquisition and having 1 time stream and 1 bridge in my side. To actually win the game, I'm considering having an Approach of the second sun in my side as well as commit//memory to recycle my torment of hailfire if i choose to keep it.
any ideas on how to build this deck and if it would be possible at an fnm level?
Another possible way to go infinite is with Ajani, Valiant Protector and Timestream Navigator as the only creature in your deck. Each turn you activate the Navigator and then plus Ajani to get another one out of your deck and replay it. Then after Ajani gets enough counters you can use his ultimate and swing for lethal with a Navigator (but you can really win however you like at this point). It is quite mana intensive so the combo probably wants to be in a ramp shell with disruption to get to the late game.
I've been playing a deck abusing the Saheeli Rai + Timestream Navigator combo through some friendly leagues on MODO. The main difference is I'm not going for infinite turns just like 3-5 which is enough for me to win in the air. Deck list:
Yes! I've been brewing a Bant super friends list with this exact combo and ramp spells to get it going. Idea is to use Nissa activations for beating down once turns are going, ramp, enchantment based removal and some tokens for getting ascend. Slow, but grindy, so it can get there.
-1 contempt from side board, + crook of condemnation. -1 Land mainboard, +1 archs of orazca. Still wanting to add that oketras last mercy in there but idk what I'd cut. Same with a lost legacy :/. Maybe cut the side navigator? Idk tho
okay so been playing this list a few weeks at fnms and showdown today. Winning record every time so far. The deck is very fun to play if you like slow grindy decks. Playing against slower decks i feel like you have an advantage in most situations if they let you ramp. Search for azcanta and the draw land get ya theree. Red is hard but winnable games 2 and 3 if they don't have a great start. Getting to 8 mana and planar bridge lets you just start bringing out cats and gift of paradise from your deck.
Approach is annoying because you gotta respect censor, so can't really hour on 4/5. I don't mind jamming out spring or gift of paradise into a censor tho. Vehicles is a hard matchup but luckily nobody plays it in my area. only played vs grixis once and the game took forever but I'm sure the matchup isn't too great since abrade. Tokens and GPG I'm pretty sure are near auto wins due to the sweepers and scavenging grounds. Rekindling phoenix is annoying af and I've only played against it once, couldn't draw a cast out or settle. Have to play against one of those decks more.
Having a ton of fun playing the deck, would recommend to anyone who likes playing grindy magic, drawing, winning 1-0, and playing playable jank.
Masterminds Acquisition is insane tho. Honestly love this card
Another possible way to go infinite is with Ajani, Valiant Protector and Timestream Navigator as the only creature in your deck. Each turn you activate the Navigator and then plus Ajani to get another one out of your deck and replay it. Then after Ajani gets enough counters you can use his ultimate and swing for lethal with a Navigator (but you can really win however you like at this point). It is quite mana intensive so the combo probably wants to be in a ramp shell with disruption to get to the late game.
I've been playing a deck abusing the Saheeli Rai + Timestream Navigator combo through some friendly leagues on MODO. The main difference is I'm not going for infinite turns just like 3-5 which is enough for me to win in the air. Deck list:
The game one set up is eventually building the infinite thopters for lethal, but the deck does generate a bunch of energy so even a module and saheeli in play will stick, means copy module + virtuoso can flood the board (effectively 1 energy per Thopter). Swooper is also good at being an early body that no one wants to remove that ends up being a bitterblossom late in the game.
The deck has timestream navigators to go for the pseudo haste or just general beats in the air.
Plan C is just the grixis glorybringer/scarab god route. the single mainboard black spell is easy enough with 8 B producing lands. I haven't had any issues.
Aftersideboard I bring in hearts for anything with fliers/control, I bring in nicol bolas for control, I bring in negate for approach, I bring in sweepers for creature decks. The battle at the bridge is for red decks. If you can make a few copters and the improvise it, you can put the game well out of reach for them. The only flier they have is glorybringer, and thecopters get in on Chandra just fine. Target stuff like hazoret with battle so they can't kill it in response.
The masterminds acquisition swap out with a mainboard navigator and 1 virtuoso or two virtuosos to protect from dispossess/lost legacy style cards.
Matches so far:
I eat UW auras up, they can't punch through that many thopters.
I have pretty good game one card approach because they don't have a ton of cast outs to stop the artifact lock. I also sandbag my counters for the approach. Game 2 they have to deal with heart into saheeli for a 4 turn clock (5 effective damage a turn) while I just deploy my late game stuff while they dig for outs. Also, negates and rebuke give me plenty of ways to cheaper protect my stuff.
I can go over the top of the BW token soft locks. I just sandbag counters for marrionette master. If they gain a bunch of life off priests I just infinite damage them.
Snake deck felt like a 50/50 match up. If they hit t2 snake into T3 rishkar and just remove everything relevant then I am forced to quickly build the lock. They run enough removal that the deck can run into an issue of drawing the wrong half at the wrong time. Gearhulk is all that tramples here. Ballista is an issue, and I kill them on sight. Everything else I can counter/lightning in response to the etb (jadelight, gearhulk, rishkar, etc.). I have not played against the hadanas climb version yet.
Red and RB feel much better after sideboard. Swooper scan potentially make more dudes if they hang around. virtuoso, pia and maverick all come with friends so I can block for days.
Out of 20 or so games I've dropped two to Dino's (t4 ghalta g1, t4 tyrant g2), one to grixis midrange (mana flood) and 2 to UW sram (nut draws and I didn't see interaction). Approach has felt great. There's a good chance harvester and 1 glimmer will become search for azcanta, I almost never flip it in testing but search into saheeli let's me rip through my deck to assemble my lock.
https://tappedout.net/mtg-decks/5-color-desert-approach/
This is a deck I've been playing for awhile, and I'm going to be altering it to fit infinite turns instead of approach. Cutting the big cards in exchange for the combo pieces, keeping the ramp and removal, and utility cards.
Apparently there's two ways to go infinite (that i know of). One being 2x skyship plunderer, timestream navigator, and saheli rai. The other being Planar bridge+time stream navigator and 12 mana. I'm going to be doing the bridge route, so ramping into it seems the only possible solution. I'm thinking 2 timestream, 1 planar bridge, and 2 or 3 Mastermind's Acquisition and having 1 time stream and 1 bridge in my side. To actually win the game, I'm considering having an Approach of the second sun in my side as well as commit//memory to recycle my torment of hailfire if i choose to keep it.
any ideas on how to build this deck and if it would be possible at an fnm level?
1. Timestream Navigator
2. Play Saheeli's Artistry on the Navigator making the copy an artifact
3. Play Mechanized Production on the artifact copy
4. Sacrifice the original Navigator on the turn where your first Mechanized Production copy has summoning sickness
5. Sacrifice a copy made by Mechanized Production each turn following and take all the turns.
1. Fraying Sanity
2. Timestream Navigator x2
3. Fleet Swallower
4. Connect with Fleet Swallower, make target player yourself
5. Pop Timestream Navigator x2, only cards left in your deck, re-draw it, play it down
6. Draw other Navigator, rinse/repeat
GL with it!
here's what I'm trying so far
I've been playing a deck abusing the Saheeli Rai + Timestream Navigator combo through some friendly leagues on MODO. The main difference is I'm not going for infinite turns just like 3-5 which is enough for me to win in the air. Deck list:
https://www.mtggoldfish.com/deck/912209#online
This inspiration for this deck mostly came from Peter Ingram here: http://www.starcitygames.com/article/36528_Dont-Stay-Stuck-In-Standards-Past.html
Needs moar Delver.
Jeskai Humans with Timestream Navigator, Captain Lannery Storm, Pia Nalaar, Radiant Destiny. This idea is just "Out of the Blue"
Though its more of a "Get to Ascend" quickly ASAP, with some counters and what-nots... Will be thinking a bit more onto this build
-1 contempt from side board, + crook of condemnation. -1 Land mainboard, +1 archs of orazca. Still wanting to add that oketras last mercy in there but idk what I'd cut. Same with a lost legacy :/. Maybe cut the side navigator? Idk tho
okay so been playing this list a few weeks at fnms and showdown today. Winning record every time so far. The deck is very fun to play if you like slow grindy decks. Playing against slower decks i feel like you have an advantage in most situations if they let you ramp. Search for azcanta and the draw land get ya theree. Red is hard but winnable games 2 and 3 if they don't have a great start. Getting to 8 mana and planar bridge lets you just start bringing out cats and gift of paradise from your deck.
Approach is annoying because you gotta respect censor, so can't really hour on 4/5. I don't mind jamming out spring or gift of paradise into a censor tho. Vehicles is a hard matchup but luckily nobody plays it in my area. only played vs grixis once and the game took forever but I'm sure the matchup isn't too great since abrade. Tokens and GPG I'm pretty sure are near auto wins due to the sweepers and scavenging grounds. Rekindling phoenix is annoying af and I've only played against it once, couldn't draw a cast out or settle. Have to play against one of those decks more.
Having a ton of fun playing the deck, would recommend to anyone who likes playing grindy magic, drawing, winning 1-0, and playing playable jank.
Masterminds Acquisition is insane tho. Honestly love this card
Built a list in a similar vein that I've been having great success with, just thought I'd share with the community:
4 spire of invention
4 aether hub
6 mountain
5 island
3 decoction module
1 panharmonicon
1 aethersphere harvester
3 saheeli rai
1 Chandra, torch of defiance
4 harnessed lightning
4 metallic rebuke
2 glimmer of genius
3 aether swooper
3 pia nalaar
4 whirler virtuoso
3 maverick thopterist
2 glorlybringer
1 the scarab god
3 negate
1 sweltering suns
2 hour of devestation
1 nicol bolas, God-pharaoh
3 heart of kiran
1 vizier of many faces
2 mastermind's aqcuisition
2 battle at the bridge
The game one set up is eventually building the infinite thopters for lethal, but the deck does generate a bunch of energy so even a module and saheeli in play will stick, means copy module + virtuoso can flood the board (effectively 1 energy per Thopter). Swooper is also good at being an early body that no one wants to remove that ends up being a bitterblossom late in the game.
The deck has timestream navigators to go for the pseudo haste or just general beats in the air.
Plan C is just the grixis glorybringer/scarab god route. the single mainboard black spell is easy enough with 8 B producing lands. I haven't had any issues.
Aftersideboard I bring in hearts for anything with fliers/control, I bring in nicol bolas for control, I bring in negate for approach, I bring in sweepers for creature decks. The battle at the bridge is for red decks. If you can make a few copters and the improvise it, you can put the game well out of reach for them. The only flier they have is glorybringer, and thecopters get in on Chandra just fine. Target stuff like hazoret with battle so they can't kill it in response.
The masterminds acquisition swap out with a mainboard navigator and 1 virtuoso or two virtuosos to protect from dispossess/lost legacy style cards.
Matches so far:
I eat UW auras up, they can't punch through that many thopters.
I have pretty good game one card approach because they don't have a ton of cast outs to stop the artifact lock. I also sandbag my counters for the approach. Game 2 they have to deal with heart into saheeli for a 4 turn clock (5 effective damage a turn) while I just deploy my late game stuff while they dig for outs. Also, negates and rebuke give me plenty of ways to cheaper protect my stuff.
Dinosaurs destroy me. I have a serious issue with ghalta and tyrant. I may neee a bontu's last reckoning or a slaughter the strong in my side.
I can go over the top of the BW token soft locks. I just sandbag counters for marrionette master. If they gain a bunch of life off priests I just infinite damage them.
Snake deck felt like a 50/50 match up. If they hit t2 snake into T3 rishkar and just remove everything relevant then I am forced to quickly build the lock. They run enough removal that the deck can run into an issue of drawing the wrong half at the wrong time. Gearhulk is all that tramples here. Ballista is an issue, and I kill them on sight. Everything else I can counter/lightning in response to the etb (jadelight, gearhulk, rishkar, etc.). I have not played against the hadanas climb version yet.
Red and RB feel much better after sideboard. Swooper scan potentially make more dudes if they hang around. virtuoso, pia and maverick all come with friends so I can block for days.
Out of 20 or so games I've dropped two to Dino's (t4 ghalta g1, t4 tyrant g2), one to grixis midrange (mana flood) and 2 to UW sram (nut draws and I didn't see interaction). Approach has felt great. There's a good chance harvester and 1 glimmer will become search for azcanta, I almost never flip it in testing but search into saheeli let's me rip through my deck to assemble my lock.