Version 1.3 (older versions can be found on MtG Sally)
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*How to Play
Turns 1 to 3: Set up mana the first few turns. The ideal opening hand includes a Forest, an Arboreal Grazer, and a Simic Growth Chamber|Dissension. That way, you can accelerate to a very fast turn two Reality Acid ready to be bounced by turn three. It also helps that Arboreal Grazer, Wall of Roots|Mirage and Dream Stalker|Time Spiral have large butts to act as speed bumps to aggro decks as well as edict fodders to various control match ups.
Turns 4 to 6: Analyze if you need to prioritize blowing up opponent's lands or pick off impact creatures/enchantments/artifacts using Reality Acid. Attack with the 'Derm. If Blastoderm|Nemesis is fading away the next turn, tuck him in with Wormfang Drake. Check the Deck Tricks below for some of the things you can do during these turns.
Turns 7 onward: If the game goes long, you should be able to maximize most of your creatures' ETB effects using Teferi's Time Twist and Withdraw.
*Deck Tricks
1) Bouncing and blinking Reality Acid with Dream Stalker|Time Spiral/Invasive Species/Teferi's Time Twist for a repeatable Vindicate|Apocalypse.
2) Resetting the counters on Blastoderm|Nemesis and sideboard powerhouse Serrated Arrows either by bounce, flicker, and/or Wormfang Drake trigger.
3) Re-using the ETB lands either by Teferi's Time Twist, Simic Growth Chamber|Dissension, or Invasive Species, to gain 2 more life or arrange the top three cards of your library.
4) Exiling the various ETB creatures with Wormfang Drake and then blinking or bouncing it to bounce another permanent (preferably a Reality Acid in play), create another 1/1 scion to gum up the board or draw 2 more cards. Not to mention the Drake returning as a 4/5 flying nightmare.
5) If you have and two , you can evoke Mulldrifter|Lorwyn and then casting Teferi's Time Twist while the sacrifice trigger is on the stack to net you a 3/3 flyer and 4 cards. Yep, stack stuff.
6) When opponent is tapped out, you can use Withdraw to bounce 2 of their creatures. You can also bounce 1 of your opponent's creatures then target 1 of your own as the second target (not paying the , of course).
*Deck Strengths
The deck can go big aggro in a pinch with multiple ways of releasing a Blastoderm|Nemesis on turn 3, or it can go Ponza-style using Reality Acid as a recurring Stone Rain|Fourth Edition. Its also resilient to creature removal as Teferi's Time Twist and Withdraw can be used to sort of "counter" a Doom Blade|Magic 2010 or a Bolt. Will add more to this soon
*Deck Weaknesses
In playtesting, the deck usually has trouble with the very fast starts of Elves, Affinity, Burn and RW tokens. Most cards on the sideboard (Fade Away, Healer of the Glade, Pulse of Murasa|Oath of the Gatewatch, and Echoing Truth|Darksteel) are geared to combat these deck archetypes. Will add more to this soon