U/R As Foretold Turbo Turns by truckis on MtGO
4 Simian Spirit Guide
Modern’s various combo decks all operate in very different ways. Some like to kill you in one turn, some like to put impressive power on the board and let beefy creatures finish the opponent off, but some are a little more unique. The deck we’re featuring today is the Extra Turns deck that has been on the fringes of the format for a long time, but a new unique enchantment might make it viable.
The core of this deck is the extra turn spells, as they can be chained together to eventually win the game through a couple of means. The extra turn spells in the deck are Temporal Mastery and Time Warp. Temporal Mastery varies between being 2 mana and being 7 mana, but either are good enough for it to see play in this deck. The goal of this deck is to chain many of these together, as each one is effectively neutral or positive on mana, and always replace themselves, as taking an extra turn always affords you a new card.
In order to get through cards quickly and refill your hand after depleting it through playing lands and extra turn spells, this deck plays both Day’s Undoing and Wheel of Fate. While Day’s Undoing is generally terrible in Storm decks since it immediately ends the turn, it’s fantastic in this deck. You get to keep the fresh, new 7 card hand Day’s Undoing gives you, while ending the turn isn’t a big deal when you’re gaining another one immediately. Wheel of Fate similarly gets you a new 7 card hand, and the Suspend cost on it isn’t a big deal when you’re taking extra turns. It’s also very powerful when you get to cast it for free whenever you want, due to this card:
As Foretold is the new and exciting piece of this puzzle that gives it the extra power it needs to compete. Because your combo technically takes place over many turns, the downside of time counters on the enchantment are limited, and in the late game it turns into Omniscience for one spell per turn. It also makes Wheel of Fate a reliable draw 7, and allows Ancestral Vision to be a free draw 3. To win, this deck uses Chandra, Torch of Defiance. The first +1 ability lets you draw an extra card on each of your turns, or dealing 2 damage per turn, while the -7 ability ends the game very quickly.
Here are the changes I would make going forward:
This is day 205 of Spellsnare.com’s 2017 Deck of the Day column, where each day we’ll feature a different Standard, Modern, or Legacy deck that caught our eye. You can read day 204 here, where we featured a Modern prison deck that uses a 4 mana enchantment to lock the opponent out of the game.
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