Talir Combo with a decent amount of ramp and solid midrange units.
I've played this list in two ECQs for 19-9 and 18-10 finishes, but I unfortunately lost in the first round of the top 64 both times.
For anyone unfamiliar with the combo:
- Talir gives time units destiny.
- Last Chance allows you to draw a merchant from you void which is played immediately because it has destiny.
- The merchant allows you to draw Vodakhan from the market, and it is played immediately because it has destiny.
- With Talir + Vodakhan you can draw your entire deck. Last Chance and Devour don't have destiny, but they can be used to draw cards that have destiny.
- Once you have drawn your whole deck, you should have a full board and have Grinva in hand. it was not played automatically because it is not a time unit. You can play Grinva, and when asked what to sacrifice because the board is full, sacrifice Vodakhan. When vodakhan dies, Grinva will deal more than 25 damage to the opponent. You can also use devour to kill additional units if needed.
- Having an empty deck doesn't cause you to lose until the turn ends, and you can reliably win before the end of the turn.
I cut Initiate of the Sands during testing because of how often it was killed by Vicious Highwayman, Torch, Snowball, or other similar cards. If those cards are not popular, it can be played instead of something like Moonstone Vanguard, Talir's Favored, or Friendly Wisp.
Also you can curve Auralian Merchant > Eternity Core > Ravid, Insect Master to clog up the board while you ramp.
One question:
I don't have Ravid and would like to avoid crafting such a narrow card. What do you think a useful replacement would be? I am not completely sure I understand the role of this card in the deck.
Thank you in advance!
Edit: Nevermind, saw your answer in an earlier thread below
You brought it back. And it's firing on all cylinders.
<3
For temporal control, you can beat face aegis by killing a small unit before killing vodakhan, and you can beat fast removal by starting the combo with talir + merchant so that there is no response window, and then if you get a second merchant before the board is full you can grab stand together from the market. But if your combo hits spells too soon you can still have trouble vs fast removal + harsh rule.
That said, Mystic Ascendant is a good card if it survives, and it's true that it helps the consistency of the no-response window combo. I just worry that it will die before you can draw more than 1 card with it.
It would be really cool if you streamed some games with the deck - it would make learning the lines of play a lot easier haha.
Thanks again for sharing
How do you feel about 3 Lunar Magus?
I haven't had much of a problem with the turn timer, since you draw through the deck pretty quickly once you know what's going on. For combo turns, I like to count how many "extra" draws I have at the start of the combo from things like Temple Scribe or Friendly Wisp. As long as I have +1 draw I won't fizzle from drawing Grinva so I can confidently draw the whole deck and go for the Grinva kill. Then, while it's going through animations I can think about how many units I need to sacrifice to kill the opponent. Grinva + 2-3 spells left in hand after drawing the whole deck means that you can usually kill 3-4 of your units if you need to. As long as the opponent doesn't have harsh rule, you can usually get away with stopping mid combo if you are unsure about how to finish the combo.
If you end up with Last Chance instead of devour and need to kill extra units, you sac Talir when you play Grinva and then use Last Chance to return time units to hand.