Timeshift Paradigm 2.2

9 years by unreachable, for scrolls version: 0.131.0, with a Score of 3
Deck as image (WIP)
50
2 17 25 0 1 3 0 2 0
1 2 3 4 5 6 7 8 9
1 Blessing of Haste x2
2 Pother x2
2 Tethered Recruit x3
2 Grisly Graft x1
2 Languid x3
2 Roasted Bean Potion x2
2 Blade Husk x1
2 Wings Warder x2
2 Loyal Darkling x3
3 Callback x2
3 Speed x2
3 Harvester x3
3 Tempo Theft x3
3 Pillar of Fatigue x3
3 Vigor Extraction x3
3 Eager Scryer x3
3 Righteous Partisan x2
3 Infiltrate x2
3 Blightseed x2
5 Irva, Voice of the Dead x1
6 Halls of Oum Lasa x2
6 Arbalestier x1
8 Nuru, Flesh-seamstress x2

CD manipulation. Mid/late-game. Combo/card synergy-centric. Sparse deck.

 

There's no end game (OTK) combo per say; assessing the situation is required up untill the very last turn.

Since it's a sparse deck, it's going to be more difficult to play than a regular (dense) deck. However, because of it's potential, I believe, makes it worthwhile.

Can be played in ranking, but doesn't get that competitive yet.

 

Weakness: low late-game damage output and no destruction cards

(next iteration will attempt to fix this)

 

How to play: ramp first. You should be able to get to 2,2,2 relatively easy without dying. It's all judgement call after that. Ideally, try to minimize idol damge without slow down.

 

 

*This deck is my attempt to go beyond mono-resource and splash deck in a competitive setting.

42% Creatures (21) 6% Structures (3) 44% Spells (22) 8% Enchantments (4)
46% Order (23) 54% Decay (27)