This deck doesn’t appear to be serious on the surface. I mean, your goal is to take the turns? In competitive Modern? But it has put up good results in Grand Prix and other tournaments around the world, and I know at least one person sleeving it up for GP San Antonio. Maybe there’s something there after all.
The deck is designed to take the turns. Maybe not all of the turns, but most of the turns. This isn’t super easy to accomplish in a format that doesn’t have Time Walk, but there are some more expensive options this deck can utilize. One way to take the early turns is through the power of miracles and Temporal Mastery. Revealing Mastery gives you an actual Time Walk for the price of just 2 mana. The fact that you’re taking so many turns means 7 mana is far from out of the question, so these are definitely not dead cards in your hand. You can also draw cards at instant speed on your opponent’s turn for extra opportunities to be miraculous.
Time Warp is the old standard of taking turns. Tried and true, it was deemed that the correct mana cost for Time Walk was supposed to be 3UU. This card is still powerful and a high pick in a format like Cube Draft where powerful cards abound. While its 5 mana price tag means you won’t have much mana to access your other spells, you’ll still be able to use planeswalkers or effects that draw extra cards to put yourself further ahead—and you’re only going to be taking more turns after that.
Walk the Aeons can really make sure you’re taking all the turns, but Part the Waterveil is the real MVP. Part is slightly more expensive than Time Warp, but awaken can also give you a kill condition. A 6/6 attacking turn after turn as you chain together Time Walks should get the job done.
You’re going to need to draw extra cards to make sure you can keep the chain of extra turns going. Dictate of Kruphix is the best possible option a deck with tons of Islands and that can take advantage of the flash. With Howling Mine and Jace Beleren also available to continually draw extra cards, your hand can get out of hand fast. Jace Beleren can even act as a kill condition by ticking up continually, since you don’t care much about your opponents drawing cards when they have no turns.
Exhaustion isn’t quite taking another turn, but it’s close enough. Players tap out in Modern all the time, and this gives you a Fog effect, or just makes sure that they can’t do much with their lands and the extra cards they’ve drawn. Cryptic Command can counter a spell, but it can also tap down their team for a Part the Waterveil to win the game.
Remand is great for a deck just trying to rely on tempo to set up a loop later. You can even hit a Temporal Mastery during your opponent’s turn for cheap. Spell Snare provides some additional early insurance against tough-to-beat spells.
The final kill conditions are a singleton Thassa, God of the Sea and an Elixir of Immortality. Elixir is great once you’ve hit all your lands, taking turns to start taking more turns, even if many of your spells will exile themselves. This can also lead to decking. Thassa will set up your draw steps every turn before turning the corner with some Dictates or a Jace in play to end the game on her own.
This deck is more competitive than many believe, and a blast to play. While there is definitely some tuning to do, such as adding some specialty lands, this is a powerful shell with real potential.