This deck came about when I took one of my previous 4F temporal control shells and switched out fire for shadow (If you're interested in that deck look up "temporal Instinct"). The lack of good unconditional counterspells initially put me off this combination, until I realized that
Azindel's Gift protects the deck's win-cons by deleting the opposing hand! TJPS also has access to the best merchant body against aggro,
Hidden Road Smuggler. I also added in two copies of
Ebon Dune Smuggler as extra ways to access the market, block relic weapon hits, and ambush units inside combat. Ebon Dune, alongside
Desert Marshal are the only way the deck has to kill a site that isn't telegraphed a turn in advance, making them extra valuable against an opposing
Regent's Tomb.
The other big draw to play this color combination is obviously
Display of Knowledge. This card allows the deck to have a clean answer to any unit that dares to attack and also provides 4 more maindeck tutors on top of the 6 merchants the deck runs.
****************************************************************
Lets breakdown the relic package:
Adjudicator's Gavel: Maindeck void hate that can be grabbed at fast speed is pretty spicy. Being tutored protects it against discard effects and makes it more likely that you draw it when you want it in relevant match ups. Gavel also serves as a way to break face aegis for one power, making way for more impactful spells.
Staff of Stories: Tutor-able card draw after the deck has stabilized is pretty good. This specific relic has a downside of being able to be burned off your face, but it does gain your four life until then. It also doesn't cost 5+ power per turn to draw and it doesn't cost a life while drawing your opponent a card for free.
Martyr's Chains: This card is messed up. It turns power drops into kill spells and allows you to win with merchants and marshals. Expensive inclusion that I think is worth it for the value and alternate win conditions it enables. If you find this slot too expensive or influence heavy to hit, consider
Avigraft in this slot.
Sword of the Sky King: Tutor this up and smack face until you win. Its also a good kill spell against threats like Xo, of the Endless Hoard if you don't have power+Chains available. Sword is also very good against opposing relic weapons, which can give the deck problems if its caught without specific cards in hand.
Temporal Distortion: Namesake of the deck and my favorite card in the game. Equipping temporal lets the deck use tons of power to find ways to eventually kill the opponent while locking their board down with large amounts of resources acquired by drawing disgusting amounts of cards.
Pit of Lenekta: This is the deck's primary grindy win condition. Its slow, but demands an answer. Units played by the opponent will heal you as they get mowed down by kill spells or thrown under the
Sand Wurm bus. Pit and chains play well together and turn every power into a must answer board state with a kill spell stapled on for value.
****************************************************************
Defiance,
Vanquish, and
Hailstorm make up the rest of this deck's early interaction. These cards keep you alive versus aggro and are not dead against midrange decks either. They kill smaller threats and buy large amounts of time for the deck to find the appropriate answer and a way to get ahead.
The Black Market:
Scheme: The big downside of a shadow market is that there is no good way to draw cards that fits temporal's game plan. Since temporal lives and dies by how many cards it draws, I decided scheme was the best card to fit into temporal's traditional card draw market slot. It sees a full 4 cards deep to find whatever you need or want at time of casting, which I think is more of an upside than 3 life or costing one less power.
Slay: Extremely good unconditional removal. This was main in earlier iterations, but justice removal is good and efficient while non-slay shadow removal is very bad and clunky. Slay is the cheapest universally good shadow removal so it was relegated to the market.
Burglarize: Great shadow relic hate, but be mindful of the double shadow requirement. Fetch double shadow early on if you expect to need this card in a match up.
The Great Parliament: Market finisher! Cast it end of turn with temporal and win the game. Also serves as away to get a blocker or two against a refueled aggro board in a pinch.
Azindel's Gift: A way to make people extremely mad and protect your game plan. Relegated to the market because of its high cost and, more importantly high influence requirement for the "splash" color. This slot could possibly be a Regent's Tomb but I don't own a copy so I have no idea if it'll be good or not. A Sabotage that turns into a 8/4 lifesteal flying revenge does sound sweet, but it is weaker as a win-con due to having to protect the site for 3 turns.