I'm gonna go on and point out all the problems you are going to encounter.
Let's start by setting things straight. If you play a time walk deck, don't use decking as a win condition. You need to be in control at all times. Thats the point of playing on your turn. You must never give your opponent a chance to respond to any decision, much less give him a decision to make.
Using the urzatron is a bad idea. You need colored mana early and in the late game, you never have mana problems so they are useless.
Panoptic mirror as a win-condition is also a very bad idea as it gives possible outs for your oponent in the form of removal, bounce or even, needle. He even get's to untap.
Crucible of worlds brings on the same problems as panoptic mirror by giving your opponents outs, but, this time, in form of graveyard hate, which is, very rampant in the format.
Talking of graveyard hate, I assume your sideboard is filled with graveyard hate hate :P. Turn 0 leyline stops you pretty well. Don't rely on graveyards, they are too easily disrupted and, if you run into random extirpates, you are in deep trouble.
Jace beleren is all nice but I would much rather prefer Kami of the Crescent Moon as it comes down one turn earlier and is unnaffected by the needle.
As for the question of draw, 11 draw-permanents is a minimum. You don't ever want to pass a turn without having one on board. I personally run 2 maindeck eternal witnesses to fool the enemy. G2, he sides in graveyard hate and I side them out for cards that will help the matchup.
As for lists, i'm currently in france so I don't have my updated lists but here's the last one I posted a while ago on the boards.
The goal of the deck is to play a locket, then draw your deck. Once you've done that, grapeshot for ~~25 damage each. My draw engine seems great.
I can usually win on turn four but I find myself trying the turn 3 kill often (which sometimes works BTW) and drawing too many lands so I "split" the kill on turns 3 and 4. I'm also not sure whether I should maindeck 4 gigadrowse and/or add some maindeck counterspells/bounce. Leyline of the void is annoying although not impossible to play around. Extirpates are annoying too but not so much thoughtseize and duress unless plentyful.
Also, to those who might try this, beware of blue mana. It's very crucial but hard to get. Be sure to have used chromatic spheres/stars early so you can drop a locket of yesterdays and fix your mana later on for free stormcount cantrips.Also, the manamorphose should almost always add blue unless you are very short on red mana. Keep in mind, you should try comboing every turn and take three/two life for untapped lands under every circumstance (except death :P). If you wait to get a "good hand" then you're gonna lose as you don't have any locket abuse.
I realized both slithermuse and swans of the brynn argol required me to have six mana before playing them so I swapped them for mind's desire. The deck is much more consistent at winning early and way faster than it first was.
All comments, suggestions are appreciated!
Heres a turn 2 (draw) kill
It is now turn 4 (Opponent)
It is now the Beginning Phase, Untap Step
Opponent untaps his/her permanents
It is now the Beginning Phase, Upkeep Step
It is now the Beginning Phase, Draw Step
Opponent draws a card
It is now the Precombat Main Phase
Opponent plays Polluted Delta from Hand
Opponent taps Polluted Delta
Opponent puts Polluted Delta to Graveyard from Play
Opponent's life total is now 17 (-3)
Opponent is looking its Library...
Opponent puts Steam Vents into play from Library
Opponent untaps Steam Vents
Opponent shuffles library
Opponent stops looking its Library...
Opponent puts Simian Spirit Guide to RFG from Hand
Opponent puts Simian Spirit Guide to RFG from Hand
Opponent puts a 0/1 storm token into play
Opponent plays Rite of Flame from Hand
storm now has 1 (+1) counters.
Opponent puts Rite of Flame to Graveyard from Play
Opponent plays Seething Song from Hand
storm now has 2 (+1) counters.
Opponent puts Seething Song to Graveyard from Play
Opponent taps Shivan Reef
Opponent taps Chromatic Star
Opponent untaps Shivan Reef
Opponent puts Chromatic Star to Graveyard from Play
Opponent draws a card
Opponent plays Vision Skeins from Hand
storm now has 3 (+1) counters.
Opponent draws a card
Opponent draws a card
Opponent puts Vision Skeins to Graveyard from Play
Opponent plays Rite of Flame from Hand
storm now has 4 (+1) counters.
Opponent puts Rite of Flame to Graveyard from Play
Opponent plays Locket of Yesterdays from Hand
storm now has 5 (+1) counters.
Opponent taps Shivan Reef
Opponent taps Steam Vents
Opponent's life total is now 16 (-1)
Opponent plays Mind's Desire from Hand
Opponent puts Cephalid Coliseum into play from Library
Opponent puts Chromatic Sphere into play from Library
Opponent puts Grapeshot into play from Library
Opponent puts Chromatic Sphere into play from Library
Opponent puts Seething Song into play from Library
Opponent puts Seething Song into play from Library
Opponent puts Mind's Desire to Graveyard from Play
storm now has 6 (+1) counters.
Opponent puts Seething Song to Graveyard from Play
storm now has 7 (+1) counters.
Opponent puts Seething Song to Graveyard from Play
storm now has 8 (+1) counters.
storm now has 9 (+1) counters.
Opponent taps Chromatic Sphere
Opponent taps Chromatic Sphere
Opponent puts Chromatic Sphere to Graveyard from Play
Opponent puts Chromatic Sphere to Graveyard from Play
Opponent draws a card
Opponent draws a card
Opponent plays Words of Wisdom from Hand
storm now has 10 (+1) counters.
Opponent draws a card
Opponent draws a card
Opponent puts Words of Wisdom to Graveyard from Play
Opponent plays Vision Skeins from Hand
storm now has 11 (+1) counters.
Opponent draws a card
Opponent draws a card
Opponent puts Vision Skeins to Graveyard from Play
Opponent plays Chromatic Star from Hand
storm now has 12 (+1) counters.
Opponent taps Chromatic Star
Opponent puts Chromatic Star to Graveyard from Play
Opponent draws a card
Opponent plays Manamorphose from Hand
storm now has 13 (+1) counters.
Opponent draws a card
Opponent puts Manamorphose to Graveyard from Play
Opponent plays Words of Wisdom from Hand
storm now has 14 (+1) counters.
Opponent draws a card
Opponent draws a card
Opponent puts Words of Wisdom to Graveyard from Play
Opponent plays Rite of Flame from Hand
storm now has 13 (-1) counters.
Opponent puts Rite of Flame to Graveyard from Play
Opponent plays Manamorphose from Hand
storm now has 14 (+1) counters.
Opponent puts Manamorphose to Graveyard from Play
Opponent draws a card
Opponent plays Manamorphose from Hand
storm now has 15 (+1) counters.
Opponent draws a card
Opponent puts Manamorphose to Graveyard from Play
Opponent plays Vision Skeins from Hand
storm now has 16 (+1) counters.
Opponent draws a card
Opponent draws a card
Opponent puts Vision Skeins to Graveyard from Play
Opponent plays Chromatic Star from Hand
storm now has 17 (+1) counters.
Opponent taps Chromatic Star
Opponent puts Chromatic Star to Graveyard from Play
Opponent draws a card
Opponent puts Simian Spirit Guide to RFG from Hand
Opponent plays Locket of Yesterdays from Hand
storm now has 18 (+1) counters.
Opponent plays Grapeshot from Hand
Opponent puts Grapeshot to RFG from Play
Opponent puts Grapeshot into play from RFG
<Opponent> 19+20=39 damage
Yeah or they have Wilt-Leaf Liege and they use the ability to get a free 4/4 booster. If they have more then 2 in hand.. ouch you lose.
So I'll stick to the inkfathom infiltrator.....
Actually, it doesn't work that way. Since he plays the ability and pays the cost, the opponent is the one who controls the ability. Wilt-Leaf liege (or even dodecapod for that matter) will only be discarded. You are safe from that kind of interaction.;)
As for your manabase, it seems fine to me. I sometimes even play three urborg, tomb of yawgmoth in some decks, but two is perfect for a discard deck. As for Pendelhaven two is maybe a stretch but can work. If you have a meta that runs them, you should definitely play two though.
i was also wandering if you tried morsel theft in this deck if you wanted some life gain. but if you dont dont use it its not good unless you do damage and have untaped lands. but i dont think this would be a good idea if you were to add the hammer. it just doesnt seem right in this deck.
i cant help but wander a discarding lifegaining GOYF!!!!
The only reason I propose the hammer is that you guys play bitterblossom. The hole point of equipment is that it can change creatures when the wearer dies. Also, you don't equip a goyf unless you have no other creatures(unless your playing against burn). You equip your tokens because your opponent will have to waste cards on the token gaining you net card advantage in the process and, in the process, your goyf will live another day. As for Morsel theft, I have never tried it, but it seems like filler to me.
uhh, some lifegain? Seriously though, discard decks need sidealong lifegain to win a major tournament. Loxodon Warhammer has continuously proved itself in discard and should always be considered. It costs a lot but works wonders. There is also life gain removal which helps.
Hehe, I'll go against the popular vote.
I believe bitterblossom to be format Warping and so I would ban it :D. The fact that everybody plays enchantment hate for that card and only that makes it annoying. Let's face it, If you play black, be it aggro, control or even combo, you should add Bitterblossom to the list. This is most definaltly not true for tarmogoyf and, because all removal that takes care of him, also takes care of many many other played cards. The deck is never the problem, some individual cards are. The best play of faeries is turn two bitterblossom. I love winning but when I play bitterblossom, I always feel like an ass. In short, I don't think the card is underrated but overrated and, if it isn't banned or restricted, it should be included in every deck :P.
P.S. I just took three of my non-black decks and splashed black for them
If I need mana, I fetch lands.
If I need a doubling cube, I fetch it.
If I need a Mana Reflection, I fetch it. (although this one is hard)
If I need a Kill, I fetch profane command.
If I see Islands, I fetch Vexing Shusher :P.
Thats about how it helps me.
I've been meddling around with doubling cube for a while and thought to make a combo deck around it. Here's how it works, amass a lots of mana, play then play Profane Command. Simple!
Discard annoys the deck but I don't really care as it's not played.
Good points: Lots of ways to have alot of mana. One spell countered doesn't kill the deck. Doubling cube +Mana Reflection quadruples ( at least, I think it does) the amount of mana in your mana pool.
Bad points: Need more draw. The deck generally doesn't run out of steam but draw would be great.
All Comments are appreciated. Please post suggestions. I've only just thought it out so I have no play stats.
EDIT:
I've updated the build but I still don't have much time to playtest it. The lone Dark Depths is an alternate win condition against heavy counterspell decks :P.
You start your first turns playing draw cards and accelerating your mana. Then, you start time walking and as you do so, you must continue to play draw cards and add lands. this part takes alot of time. You have to adjust your turns to draw your deck without decking you. This is done through land search, addition of other card drawing permanents and, sometimes even, gigadrowsing your mines. Once you've drawn your deck, you add roughly 30-40 mana and you cast, upheaval, 3 heartbeat of springs, either sakura-tribe elder or eternal witness, a few beacon of tomorrows and then you play an island (keeping one in hand). The next turn, you play your second island, then attack and finally, play a drawn beacon. You can do infinite damage with this although I doubt that would be necessary.
Anywho, the gigadrowse sometimes act as time walks, but their main purpose is to protect the combo. Also, if you see that you can't go off, you can Upheaval early and reset everything. The problem in the deck is that disruption is a pain in the neck. I need help for finding answers. As for play results, I didn't really keep track of them :/ . However, the deck is better than it looks and it can win against good decks. Mostly, people don't know what they are dealing with and make mistakes accordingly. All comments and/or suggestions are appreciated .
EDIT: can a mod help me with the deck tags. I'm not sure why some cards don't show.
Here's how I see things:
1 - god isn't actually involved in our lives (except in mtg as a board cleaner).
2 - if there is a "creator" then I believe he/she/they/it would resemble the earth gods in stargate(a different, more evolved race) :D.
3 - However, if he/she/they/it exists as an unknown present form, there is no way to calculate god(this reminds me of the book Calculating god by J.K. Sawyer which is quite good) and so he/she/they/it becomes a random element in the universe. This brings me to this conclusion: god as a presence would only remove free-will and independence of the human race as whatever we would do, everything would be due to god.
4 - I'm studying science and the amount of laws, rules and types of forces we are seeing is astronomical(no pun intended). Why would that god create the universe and it's structure. To watch humans? Would we be the "friends" or the "greys anatomy" of his worlds. I don't think so. If he truly would be infinite, then he could know past, present and future and watching us continuously would be useless to him. Also, to "entertain himself" continuously he would have to create infinite numbers of universes in an infinitely small fraction of time. Reminds me of the many-worlds interpretation.
5 - If god actually created the many-worlds, then he wouldn't be almighty in all of them. In fact, I don't believe he would have any control over the world.
These were the first of many ideas that popped into my head (but I don't have time or the will to write them all down) which all help me believe that there is no surveying god.
EDIT: I just realized I kindof went off topic a little. So here's what I have to say about this. Long ago, to become a christian you had to actually meet people and prove your convictions and worthiness. But as time progressed, the clergy decided that to few where becoming christians and so, to quickens things up, they started baptizing babies. No matter how I look at this it makes me think of this: get em' while they're young!
Teferis in maindeck? Maybe side. Teferi is kinda dead. Mouth of RonomSudden Death. They are everywhere. Say maybe two or three but certainly not 4...
Well you are kind of proving my point here, sudden death doesn't deal with teferi until you turn and if you go of (and you do) any removal is completely irrelevant. Mouth of ronom requires 6 mana so it pretty much taps out your opponent which stops him from intervening. What hurts are decks that mouth your teferi and counter your buybacked walk the aeons with a pact of negation on turn 5-6.
I actually played a timewalk deck similar to this one at my champs too but I didn't have all the cards so I went 2/3 drop but one thing is for sure: You absolutly need 4 teferi main deck. Teferi is a god against any matchup. If your mana base can support it, it's the deck's gigadrowse. Also, if you play this deck then good luck with the pickles matchup, if a willbender passes, you are totally screwed and, the problem is, you don't know which morph it is so what to counter or bounce is a hard choice. I lost 2 rounds to well timed willbenders :/
Let's start by setting things straight. If you play a time walk deck, don't use decking as a win condition. You need to be in control at all times. Thats the point of playing on your turn. You must never give your opponent a chance to respond to any decision, much less give him a decision to make.
Using the urzatron is a bad idea. You need colored mana early and in the late game, you never have mana problems so they are useless.
Panoptic mirror as a win-condition is also a very bad idea as it gives possible outs for your oponent in the form of removal, bounce or even, needle. He even get's to untap.
Crucible of worlds brings on the same problems as panoptic mirror by giving your opponents outs, but, this time, in form of graveyard hate, which is, very rampant in the format.
Talking of graveyard hate, I assume your sideboard is filled with graveyard hate hate :P. Turn 0 leyline stops you pretty well. Don't rely on graveyards, they are too easily disrupted and, if you run into random extirpates, you are in deep trouble.
Jace beleren is all nice but I would much rather prefer Kami of the Crescent Moon as it comes down one turn earlier and is unnaffected by the needle.
As for the question of draw, 11 draw-permanents is a minimum. You don't ever want to pass a turn without having one on board. I personally run 2 maindeck eternal witnesses to fool the enemy. G2, he sides in graveyard hate and I side them out for cards that will help the matchup.
As for lists, i'm currently in france so I don't have my updated lists but here's the last one I posted a while ago on the boards.
12 Island
4 Breeding Pool
4 Sakura-Tribe Elder
2 Eternal Witness
3 Kami of the Crescent Moon
3 Heartbeat of Spring
4 Beacon of Tomorrows
4 Walk the Aeons
2 Upheaval
4 Rites of Flourishing
4 Gigadrowse
4 Howling Mine
3 Search for Tomorrow
All I remember of the sideboard is some seal of primordiums, some deluges and maybe teferi, mage of zhalfirs and time stops.
This list, by the way, deals infinite damage (althought the loop is long to explain).
I know you wanted to use decking as a win-con but it just doesn't cut it and is way to easily disruptable. I hope this helped!;)
4 Reflecting pool
4 Steam vents
4 Polluted delta
2 Cephalid coliseum
Dedicated Draw
4 Mind's desire
4 Vision Skeins
4 Words of Wisdom
4 Manamorphose
4 Chromatic star
4 Chromatic sphere
Mana Accelerators
4 Seething song
4 Rite of flame
4 Desperate Ritual
4 Simian Spirit guide
4 Locket of yesterdays
1 Grapeshot
1 BrainFreeze
I can usually win on turn four but I find myself trying the turn 3 kill often (which sometimes works BTW) and drawing too many lands so I "split" the kill on turns 3 and 4. I'm also not sure whether I should maindeck 4 gigadrowse and/or add some maindeck counterspells/bounce. Leyline of the void is annoying although not impossible to play around. Extirpates are annoying too but not so much thoughtseize and duress unless plentyful.
Also, to those who might try this, beware of blue mana. It's very crucial but hard to get. Be sure to have used chromatic spheres/stars early so you can drop a locket of yesterdays and fix your mana later on for free stormcount cantrips.Also, the manamorphose should almost always add blue unless you are very short on red mana. Keep in mind, you should try comboing every turn and take three/two life for untapped lands under every circumstance (except death :P). If you wait to get a "good hand" then you're gonna lose as you don't have any locket abuse.
I realized both slithermuse and swans of the brynn argol required me to have six mana before playing them so I swapped them for mind's desire. The deck is much more consistent at winning early and way faster than it first was.
All comments, suggestions are appreciated!
Heres a turn 2 (draw) kill
It is now turn 4 (Opponent)
It is now the Beginning Phase, Untap Step
Opponent untaps his/her permanents
It is now the Beginning Phase, Upkeep Step
It is now the Beginning Phase, Draw Step
Opponent draws a card
It is now the Precombat Main Phase
Opponent plays Polluted Delta from Hand
Opponent taps Polluted Delta
Opponent puts Polluted Delta to Graveyard from Play
Opponent's life total is now 17 (-3)
Opponent is looking its Library...
Opponent puts Steam Vents into play from Library
Opponent untaps Steam Vents
Opponent shuffles library
Opponent stops looking its Library...
Opponent puts Simian Spirit Guide to RFG from Hand
Opponent puts Simian Spirit Guide to RFG from Hand
Opponent puts a 0/1 storm token into play
Opponent plays Rite of Flame from Hand
storm now has 1 (+1) counters.
Opponent puts Rite of Flame to Graveyard from Play
Opponent plays Seething Song from Hand
storm now has 2 (+1) counters.
Opponent puts Seething Song to Graveyard from Play
Opponent taps Shivan Reef
Opponent taps Chromatic Star
Opponent untaps Shivan Reef
Opponent puts Chromatic Star to Graveyard from Play
Opponent draws a card
Opponent plays Vision Skeins from Hand
storm now has 3 (+1) counters.
Opponent draws a card
Opponent draws a card
Opponent puts Vision Skeins to Graveyard from Play
Opponent plays Rite of Flame from Hand
storm now has 4 (+1) counters.
Opponent puts Rite of Flame to Graveyard from Play
Opponent plays Locket of Yesterdays from Hand
storm now has 5 (+1) counters.
Opponent taps Shivan Reef
Opponent taps Steam Vents
Opponent's life total is now 16 (-1)
Opponent plays Mind's Desire from Hand
Opponent puts Cephalid Coliseum into play from Library
Opponent puts Chromatic Sphere into play from Library
Opponent puts Grapeshot into play from Library
Opponent puts Chromatic Sphere into play from Library
Opponent puts Seething Song into play from Library
Opponent puts Seething Song into play from Library
Opponent puts Mind's Desire to Graveyard from Play
storm now has 6 (+1) counters.
Opponent puts Seething Song to Graveyard from Play
storm now has 7 (+1) counters.
Opponent puts Seething Song to Graveyard from Play
storm now has 8 (+1) counters.
storm now has 9 (+1) counters.
Opponent taps Chromatic Sphere
Opponent taps Chromatic Sphere
Opponent puts Chromatic Sphere to Graveyard from Play
Opponent puts Chromatic Sphere to Graveyard from Play
Opponent draws a card
Opponent draws a card
Opponent plays Words of Wisdom from Hand
storm now has 10 (+1) counters.
Opponent draws a card
Opponent draws a card
Opponent puts Words of Wisdom to Graveyard from Play
Opponent plays Vision Skeins from Hand
storm now has 11 (+1) counters.
Opponent draws a card
Opponent draws a card
Opponent puts Vision Skeins to Graveyard from Play
Opponent plays Chromatic Star from Hand
storm now has 12 (+1) counters.
Opponent taps Chromatic Star
Opponent puts Chromatic Star to Graveyard from Play
Opponent draws a card
Opponent plays Manamorphose from Hand
storm now has 13 (+1) counters.
Opponent draws a card
Opponent puts Manamorphose to Graveyard from Play
Opponent plays Words of Wisdom from Hand
storm now has 14 (+1) counters.
Opponent draws a card
Opponent draws a card
Opponent puts Words of Wisdom to Graveyard from Play
Opponent plays Rite of Flame from Hand
storm now has 13 (-1) counters.
Opponent puts Rite of Flame to Graveyard from Play
Opponent plays Manamorphose from Hand
storm now has 14 (+1) counters.
Opponent puts Manamorphose to Graveyard from Play
Opponent draws a card
Opponent plays Manamorphose from Hand
storm now has 15 (+1) counters.
Opponent draws a card
Opponent puts Manamorphose to Graveyard from Play
Opponent plays Vision Skeins from Hand
storm now has 16 (+1) counters.
Opponent draws a card
Opponent draws a card
Opponent puts Vision Skeins to Graveyard from Play
Opponent plays Chromatic Star from Hand
storm now has 17 (+1) counters.
Opponent taps Chromatic Star
Opponent puts Chromatic Star to Graveyard from Play
Opponent draws a card
Opponent puts Simian Spirit Guide to RFG from Hand
Opponent plays Locket of Yesterdays from Hand
storm now has 18 (+1) counters.
Opponent plays Grapeshot from Hand
Opponent puts Grapeshot to RFG from Play
Opponent puts Grapeshot into play from RFG
<Opponent> 19+20=39 damage
Actually, it doesn't work that way. Since he plays the ability and pays the cost, the opponent is the one who controls the ability. Wilt-Leaf liege (or even dodecapod for that matter) will only be discarded. You are safe from that kind of interaction.;)
Oh and about your list, I would recommend this;
-3 inkfathom infiltrator
+1 Bitterblossom
+1 Oona's Blackguard
+1 Nightshade stinger
As for your manabase, it seems fine to me. I sometimes even play three urborg, tomb of yawgmoth in some decks, but two is perfect for a discard deck. As for Pendelhaven two is maybe a stretch but can work. If you have a meta that runs them, you should definitely play two though.
The only reason I propose the hammer is that you guys play bitterblossom. The hole point of equipment is that it can change creatures when the wearer dies. Also, you don't equip a goyf unless you have no other creatures(unless your playing against burn). You equip your tokens because your opponent will have to waste cards on the token gaining you net card advantage in the process and, in the process, your goyf will live another day. As for Morsel theft, I have never tried it, but it seems like filler to me.
I believe bitterblossom to be format Warping and so I would ban it :D. The fact that everybody plays enchantment hate for that card and only that makes it annoying. Let's face it, If you play black, be it aggro, control or even combo, you should add Bitterblossom to the list. This is most definaltly not true for tarmogoyf and, because all removal that takes care of him, also takes care of many many other played cards. The deck is never the problem, some individual cards are. The best play of faeries is turn two bitterblossom. I love winning but when I play bitterblossom, I always feel like an ass. In short, I don't think the card is underrated but overrated and, if it isn't banned or restricted, it should be included in every deck :P.
P.S. I just took three of my non-black decks and splashed black for them
doubling cube + mana reflection = tons of mana
By the way, I think I'm gonna add 4x Damnation maindeck in place of the magus.
If I need mana, I fetch lands.
If I need a doubling cube, I fetch it.
If I need a Mana Reflection, I fetch it. (although this one is hard)
If I need a Kill, I fetch profane command.
If I see Islands, I fetch Vexing Shusher :P.
Thats about how it helps me.
I actually though of putting one sb And fetching it with a Beesech the queen to scare off the player but I don't think that would be effective enough.
Here's the updated decklist!
15 Forest
2 Saltcrusted Steppe
1 Dark Depths
4 Magus of the Candelabra
3 Street Wraith
4 ManaMorphose
1 Vexing Shusher
3 Profane Command
4 Mana Reflection
4 Prismatic omen
4 Beseech the Queen
4 Harmonize
4 Rampant growth
4 Search for tomorrow
4 Doubling cube
4 Thoughtseize
4 HyperGenesis
3 Vexing Shusher
4 Krosan Grip
Discard annoys the deck but I don't really care as it's not played.
Good points: Lots of ways to have alot of mana. One spell countered doesn't kill the deck. Doubling cube +Mana Reflection quadruples ( at least, I think it does) the amount of mana in your mana pool.
Bad points: Need more draw. The deck generally doesn't run out of steam but draw would be great.
All Comments are appreciated. Please post suggestions. I've only just thought it out so I have no play stats.
EDIT:
I've updated the build but I still don't have much time to playtest it. The lone Dark Depths is an alternate win condition against heavy counterspell decks :P.
12 Island
4 Breeding Pool
4 Sakura-Tribe Elder
2 Eternal Witness
3 Kami of the Crescent Moon
3 Heartbeat of Spring
4 Beacon of Tomorrows
4 Walk the Aeons
2 Upheaval
4 Rites of Flourishing
4 Gigadrowse
4 Howling Mine
3 Search for Tomorrow
Anywho, the gigadrowse sometimes act as time walks, but their main purpose is to protect the combo. Also, if you see that you can't go off, you can Upheaval early and reset everything. The problem in the deck is that disruption is a pain in the neck. I need help for finding answers. As for play results, I didn't really keep track of them :/ . However, the deck is better than it looks and it can win against good decks. Mostly, people don't know what they are dealing with and make mistakes accordingly. All comments and/or suggestions are appreciated .
EDIT: can a mod help me with the deck tags. I'm not sure why some cards don't show.
1 - god isn't actually involved in our lives (except in mtg as a board cleaner).
2 - if there is a "creator" then I believe he/she/they/it would resemble the earth gods in stargate(a different, more evolved race) :D.
3 - However, if he/she/they/it exists as an unknown present form, there is no way to calculate god(this reminds me of the book Calculating god by J.K. Sawyer which is quite good) and so he/she/they/it becomes a random element in the universe. This brings me to this conclusion: god as a presence would only remove free-will and independence of the human race as whatever we would do, everything would be due to god.
4 - I'm studying science and the amount of laws, rules and types of forces we are seeing is astronomical(no pun intended). Why would that god create the universe and it's structure. To watch humans? Would we be the "friends" or the "greys anatomy" of his worlds. I don't think so. If he truly would be infinite, then he could know past, present and future and watching us continuously would be useless to him. Also, to "entertain himself" continuously he would have to create infinite numbers of universes in an infinitely small fraction of time. Reminds me of the many-worlds interpretation.
5 - If god actually created the many-worlds, then he wouldn't be almighty in all of them. In fact, I don't believe he would have any control over the world.
These were the first of many ideas that popped into my head (but I don't have time or the will to write them all down) which all help me believe that there is no surveying god.
EDIT: I just realized I kindof went off topic a little. So here's what I have to say about this. Long ago, to become a christian you had to actually meet people and prove your convictions and worthiness. But as time progressed, the clergy decided that to few where becoming christians and so, to quickens things up, they started baptizing babies. No matter how I look at this it makes me think of this: get em' while they're young!
Well you are kind of proving my point here, sudden death doesn't deal with teferi until you turn and if you go of (and you do) any removal is completely irrelevant. Mouth of ronom requires 6 mana so it pretty much taps out your opponent which stops him from intervening. What hurts are decks that mouth your teferi and counter your buybacked walk the aeons with a pact of negation on turn 5-6.