speaking of UWR this is the list I've been testing, with 1 Sphinx's revelation and an elixir of immortality it is possible to go infinite with time warps, I took it to FNM last week and went 3-1. 2-1 against Grixis Twin, 2-0 against UR Delver 2-1 against BW tokens and 1-2 against Jund. the side board needs a lot of work but 4 Leylines really make a difference in BGx match ups to protect from Discard. the others there is enought spot removal to protect yourself until you get to combo then you pretty much just get value until your opponent can't keep up. the other thing I like about this version of the deck is that about 75% of the non-land cards cantrip or offer versatility giving you options against almost anything.
Table of Contents:
I: Origins: What is Transcending Time?
II: Reasons to play Transcending Time
III: Sample Lists
IV: Card Selections
V: Matchups
VI: Side boarding
I] I: Origins: What is Transcending Time?
Transcending Time is a deck based off of the taking turns deck originally designed be a player known as Farf. The idea of the original deck was to chain together extra turn spells with added draw effects until you milled your opponent or had enough mana in play to cast a game winning spell like Emrakul, the Aeons Torn. That build however was all in on Time walk effects plan. If you missed a Time walk spell or failed to get one cast, you pretty much just died. In Transcending Time the core idea is still there but the engine is very different. In Farfs version he ran 12-16 Time walk effects however in Transcending Time we only run 4 Time walk effects. Then we use Planeswalkers to copy and duplicate those Time walk effects to take an absurd amount on turns in a row.
The core engine in Transcending Time is Time Warp/Narset, Transcendent which allows you to cast Time Warp with rebound giving you an extra turn and during the upkeep of Extra Turn #1 you cast Time Warp again for free off of rebound giving you Extra Turn #2. There is also Chandra, The Firebrand who’s -2 ability does a very similar effect of Narset, Transcendent in the next instant or sorcery you cast copies it and casts the copy for free essentially giving you 2 extra turns.
I] II: Reasons to play Transcending Time
Three reasons to play Transcending Time:
You like to take a lot of turns in a row while building up a critical mass of spells and planeswalkers to overwhelm your opponent.
You like to play heavy control telling your opponent when and if they get to cast any spells.
You like to play spectacular combos that are sure to draw a crowd when you saw “I cast Time walk and copy it X times.”
Narset Transcendent your main combo Engine she starts at a ridiculas 6 loyalty for only 4CMC that on top of the fact that 80% of the time your going to play her and +1 her looking for more action. Giving her effectively 7 starting loyalty.
Time Warp is the second piece to your main engine. This is the card that really gives the deck an edge. By copying Time Warp using your planeswalkers it allows you to stack turns which in turn allows you to + your planeswalkers and overwhelm your opponent in card advantage or straight up lock them out of the game.
Serum Visions a staple in every version. Always run 4.
Anticipate is a useful card as it digs 3 deep and lets you pick the best of the three. Its not Dig Through Time but it draws and filters nicely and most importently its instant speed, so it allows you to hold up counter magic and then cast this EoT if you have mana open.
Telling Time much like Anticipate digs 3 cards deep and lets you take 1 and then put 1 on top and bottom of your library.
Remand arguably the second best counter spell in modern it doesn’t permanently counter your opponents spell but if they tap out for something big you can bounce it back to they’re hand and you get to draw a card. Acts as another pseudo Time walk.
just a suggestion if your using CotS for a board sweeper instead of a strived target removal I would suggest replacing it with Whelming Wave its a 4CMC Board Wipe that also causes your opponent to to expend more mana on they're turn as well as setting it up for you to use counter spells on they're stuff. just a thought
"2BlackBlack, Tap: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate this ability only any time you could cast a sorcery."
Rescue from the Underworld reads:
"As an additional cost to cast Rescue from the Underworld, sacrifice a creature.
Choose target creature card in your graveyard. Return that card and the sacrificed card to the battlefield under your control at the beginning of your next upkeep. Exile Rescue from the Underworld."
So my question is does Rescue overrule Whip on the Exile effect at the beginning of the next upkeep?
Scenario 1
I have Whip of Erebos on the field, and 2 Siege Rhino in my graveyard. I use the ability on Whip to return 1 Rhino to the battlefield, then I cast Rescue from the under World choosing to Sacrifice returned Rhino to pay the additional cost. now when I sacrifice the Rhino and exile it instead of putting it in my graveyard per whips text, then I choose the second rhino in my graveyard for the target of Rescue. at the beginning of my next upkeep Rescue trigger returning the Rhino from my graveyard to the field do I also return the exiled Rhino because Rescue does't specify both creatures have to be in the graveyard, simply that I return both from any zone to the field.
I'm lead to believe that I get both Rhinos back simply because Rescue doesn't specify graveyard so it will return one from exile and 1 from graveyard. i would be greatful if someone can confirm or disprove me thanks.
so I've Never played in Legacy but I play a lot of commander and standard, so I decided to try Legacy and this is the deck I came up with, again this is my first Legacy deck list ever. so any constructive criticism would be welcome. also I'm barely on this forum so I'm not sure how to format the deck list properly, so any help with that would also be nice. anyways, here is the deck. UW Prison Term.
Lands:
]4 Tundra
4 Flooded Strand
4 Waste Land
4 Island
4 Plains
4 winswept heath
Creatures:
3 True-name Nemisis
Other spells
4 Brainstorm
4 force of will
4 Swords to Plowshares
3 Propaganda
4 Island Santuary
3 Jace TMS
1 Sword of Feast and Famine
1 Umezawa's Jitte
3 Supreme Verdict
3 Mana Leak
3 Flusterstorm]
I don't have a SB yet but I figured something along the lines of 4 Lay lines of Sanctity and some extra support for dealing with match ups. anyways, look forward to hearing your comments. Thanks for all the help.
How bout this for some cheap removel/burn
4 Swan Song
4 Searing Blood
you counter anything but a Creature, then searing blood the token to both remove it and burn your opponent for 3 just an idea
I think Deflecting Pal, has a very good spot in RWx decks for 2 CMC you prevent all damage from 1 creature but also get a burn effect off of it. I would suggest at least 2 in a RW deck, especially late game when your opponent can swing for 6+ on 1 creature.
6 Island
4 Flooded Strand
4 Scalding Tarn
3 Hallowed Fountain
2 Steam vents
1 Glacial Fortress
1 Sacred Foundry
1 Plains
1 Mountain
2 Faerie Conclave
Creatures:
4 Snapcaster Mage
1 Keranos, God of Storms
4 Serum Visions
4 Lightning Bolt
3 Cryptic Command
4 Time Warp
4 Remand
3 Path to Exile
1 Electrolyze
2 Izzet Charm
1 Elixir of immortality
1 Sphinx’s Revelation
Planeswalkers:
2 Narset Transcendent
4 Leyline of Sanctity
2 Wear//tear
2 Timely reinforcements
1 rending Volley
1 Celestial Purge
1 izzet Staticaster
1 surgical extraction
1 Jace, Architect of thought
2 Supreme Verdict
this is the first time I've taken the deck for more then goldfishing so its pretty promising and still needs lots of work I'm sure.
I: Origins: What is Transcending Time?
II: Reasons to play Transcending Time
III: Sample Lists
IV: Card Selections
V: Matchups
VI: Side boarding
Transcending Time is a deck based off of the taking turns deck originally designed be a player known as Farf. The idea of the original deck was to chain together extra turn spells with added draw effects until you milled your opponent or had enough mana in play to cast a game winning spell like Emrakul, the Aeons Torn. That build however was all in on Time walk effects plan. If you missed a Time walk spell or failed to get one cast, you pretty much just died. In Transcending Time the core idea is still there but the engine is very different. In Farfs version he ran 12-16 Time walk effects however in Transcending Time we only run 4 Time walk effects. Then we use Planeswalkers to copy and duplicate those Time walk effects to take an absurd amount on turns in a row.
The core engine in Transcending Time is Time Warp/Narset, Transcendent which allows you to cast Time Warp with rebound giving you an extra turn and during the upkeep of Extra Turn #1 you cast Time Warp again for free off of rebound giving you Extra Turn #2. There is also Chandra, The Firebrand who’s -2 ability does a very similar effect of Narset, Transcendent in the next instant or sorcery you cast copies it and casts the copy for free essentially giving you 2 extra turns.
Three reasons to play Transcending Time:
6 Island
4 Flooded Strand
4 Scalding Tarn
3 Hallowed Fountain
2 Steam vents
1 Glacial Fortress
1 Sulfur falls
1 Plains
1 Mountain
2 Faerie Conclave
1 Keranos, God of Storms
4 Serum Visions
4 Lightning Bolt
4 Cryptic Command
4 Time Warp
4 Remand
3 Path to Exile
3 Anticipate
1 Telling Time
1 Chandra, The firebrand
Combo Pieces
- Narset Transcendent your main combo Engine she starts at a ridiculas 6 loyalty for only 4CMC that on top of the fact that 80% of the time your going to play her and +1 her looking for more action. Giving her effectively 7 starting loyalty.
- Time Warp is the second piece to your main engine. This is the card that really gives the deck an edge. By copying Time Warp using your planeswalkers it allows you to stack turns which in turn allows you to + your planeswalkers and overwhelm your opponent in card advantage or straight up lock them out of the game.
- Chandra, The Firebrand achieves the same result as Narset Transcendent its useful to note that having a different named card that does the same thing is extreamly useful opposed to having an additional copy of Narset Transcendent as it gets around hate such as pithing needle.
Cantrips
- Serum Visions a staple in every version. Always run 4.
- Anticipate is a useful card as it digs 3 deep and lets you pick the best of the three. Its not Dig Through Time but it draws and filters nicely and most importently its instant speed, so it allows you to hold up counter magic and then cast this EoT if you have mana open.
- Telling Time much like Anticipate digs 3 cards deep and lets you take 1 and then put 1 on top and bottom of your library.
Counter Magic
- Cryptic Command arguably one of the best blue spells in Modern. This can function as Time Warp 5-8 as you can tap down your opponents creature and either return a land to set them back, draw a card to dig closer to your combo or counter a spell from your opponent. Run 3-4.
- Remand arguably the second best counter spell in modern it doesn’t permanently counter your opponents spell but if they tap out for something big you can bounce it back to they’re hand and you get to draw a card. Acts as another pseudo Time walk.
Removal
- Path to Exile
- Lightning Bolt
WIP.WIP.
"2BlackBlack, Tap: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate this ability only any time you could cast a sorcery."
Rescue from the Underworld reads:
"As an additional cost to cast Rescue from the Underworld, sacrifice a creature.
Choose target creature card in your graveyard. Return that card and the sacrificed card to the battlefield under your control at the beginning of your next upkeep. Exile Rescue from the Underworld."
So my question is does Rescue overrule Whip on the Exile effect at the beginning of the next upkeep?
Scenario 1
I have Whip of Erebos on the field, and 2 Siege Rhino in my graveyard. I use the ability on Whip to return 1 Rhino to the battlefield, then I cast Rescue from the under World choosing to Sacrifice returned Rhino to pay the additional cost. now when I sacrifice the Rhino and exile it instead of putting it in my graveyard per whips text, then I choose the second rhino in my graveyard for the target of Rescue. at the beginning of my next upkeep Rescue trigger returning the Rhino from my graveyard to the field do I also return the exiled Rhino because Rescue does't specify both creatures have to be in the graveyard, simply that I return both from any zone to the field.
I'm lead to believe that I get both Rhinos back simply because Rescue doesn't specify graveyard so it will return one from exile and 1 from graveyard. i would be greatful if someone can confirm or disprove me thanks.
Lands:
]4 Tundra
4 Flooded Strand
4 Waste Land
4 Island
4 Plains
4 winswept heath
Creatures:
3 True-name Nemisis
Other spells
4 Brainstorm
4 force of will
4 Swords to Plowshares
3 Propaganda
4 Island Santuary
3 Jace TMS
1 Sword of Feast and Famine
1 Umezawa's Jitte
3 Supreme Verdict
3 Mana Leak
3 Flusterstorm]
I don't have a SB yet but I figured something along the lines of 4 Lay lines of Sanctity and some extra support for dealing with match ups. anyways, look forward to hearing your comments. Thanks for all the help.
4 Swan Song
4 Searing Blood
you counter anything but a Creature, then searing blood the token to both remove it and burn your opponent for 3 just an idea