Created: Sat Oct 19 07:38:52 UTC 2019 Design philosophy: Capable of explosive turns (Fastbond), but mainly tries to win with one of deck's multiple combos, or then by a lucky win with Oath against creature decks. Another angle is to go for Academy and Draw 7s which help to refuel against discard and counters. Deck's problem is: Control can point targeted counter/discard to that draw7 before we get to deploy it = plan is dead and it is hard to recover. Problem 2: Games in HL are increasingly won with established board control and recent planeswalkers are problematic when they grind value in opposing control shells. Legend: 1: part of the initial build (Created) +1: added/to be added to the build -1: removed/to be removed from the build ?1: maybe to be removed Mana (33): 1 Arid Mesa 1 Bayou 1 Bloodstained Mire 1 Flooded Strand 1 Glimmervoid 1 Marsh Flats 1 Misty Rainforest 1 Polluted Delta 1 Savannah 1 Scalding Tarn 1 Spire of Industry 1 Taiga 1 Tropical Island 1 Tundra 1 Underground Sea 1 Verdant Catacombs 1 Volcanic Island 1 Windswept Heath 1 Wooded Foothills 1 Ancient Den 1 Darksteel Citadel 1 Great Furnace 1 Seat of the Synod 1 Tree of Tales 1 Vault of Whispers Utility + Mana (7): 1 Academy Ruins (Slaver lock) 1 Deserted Temple (infi manas with Rings) 1 Minamo, School at Water's Edge 1 Inventors' Fair 1 Tolaria West 1 Tolarian Academy 1 Wasteland +1 Karakas (Reanimator is tier1 and as a faster combo deck difficult for this deck to handle. Also nature of highlander is that since legendary creatures can be pushed a little bit for four-of-formats (legendary is a slight restriction there), similar restriction in HL does not apply because this is a one-of-format --> format has higher share of legendary creatures). Combo (2): +1 Dark Depths (the deck has many avenues into Academy, so experiment with these two) +1 Thespian Stage Mana artifacts (17): 1 Lotus Petal 1 Mox Diamond 1 Mox Opal +1 Jeweled Amulet 1 Chromatic Sphere 1 Chromatic Star 1 Chrome Mox 1 Everflowing Chalice 1 Fellwar Stone 1 Grim Monolith 1 Mind Stone 1 Prismatic Lens 1 Talisman of Curiosity 1 Talisman of Dominance 1 Talisman of Impulse 1 Talisman of Progress 1 Talisman of Unity Oath + Creature (2): 1 Oath of Druids 1 Emrakul, the Aeons Torn Planeswalker (6): +1 Teferi, Time Raveler (In, because lots of counterspells in meta) 1 Jace, the Mind Sculptor 1 Nahiri, the Harbinger ?1 Narset Transcendent 1 Narset, Parter of Veils 1 Tezzeret the Seeker Enchantments (1): 1 Fastbond Artifact disruption (5): 1 Engineered Explosives 1 Ensnaring Bridge 1 Pithing Needle 1 Pyrite Spellbomb 1 Tormod's Crypt Utility artifacts (8): 1 Welding Jar 1 Zuran Orb 1 Candelabra of Tawnos 1 Wishclaw Talisman 1 Crucible of Worlds 1 Rings of Brighthearth 1 Memory Jar 1 Mindslaver Card draw / filtering (8): 1 Brainstorm 1 Ponder 1 Preordain +1 Thoughtcast 1 Dig Through Time 1 Timetwister 1 Wheel of Fortune +1 Diminishing Returns 1 Echo of Eons 1 Time Spiral Utility spells (2): 1 Life from the Loam 1 Sevinne's Reclamation Tutors (13): 1 Crop Rotation +1 Gamble (into Echo of Eons, Loam, Sevinne's Reclamation) 1 Enlightened Tutor 1 Entomb (Echo of Eons, Loam, Sevinne's Reclamation) 1 Expedition Map 1 Imperial Seal 1 Demonic Tutor 1 Sylvan Scrying 1 Transmute Artifact 1 Intuition (Echo of Eons, Loam, Sevinne's Reclamation) 1 Reap and Sow 1 Wargate ?1 Whir of Invention Extra turns (1): 1 Nexus of Fate (Can shuffle top card of library with Entomb, combo with second activation after Emrakul in -> infi turns. Also as Instant, unique time walk that can be sequenced/baited in against most problematic deck: blue control with counterspells). SB: 1 Ancient Stirrings 1 Azorius Signet 1 Badlands 1 Basalt Monolith 1 Cephalid Coliseum 1 City of Brass 1 Commit // Memory 1 Dack Fayden 1 Defense Grid 1 Fabricate 1 Future Sight 1 Griselbrand 1 Izzet Signet 1 Mana Drain 1 Mystical Tutor 1 Reforge the Soul 1 Reshape 1 Scrubland 1 Talisman of Indulgence 1 Teferi, Time Raveler 1 Temporal Trespass 1 Terminus 1 Tezzeret, Agent of Bolas 1 Thoughtseize 1 Time Reversal 1 Toxic Deluge 1 Treasure Cruise 1 Ugin, the Spirit Dragon -1 Capture of Jingzhou (Time walks don't solve this deck's problem, which is acccess to draw7 and getting it to resolve). -1 Temporal Manipulation -1 Temporal Mastery -1 Time Warp -1 Walk the Aeons -1 Mikokoro, Center of the Sea (Combo with Narset, helps to deck opponent/find win con when Crucible/Orb/bond is out, but otherwise this is redundant) -1 Teferi, Temporal Archmage (too expensive, doesn't advance the plan) -1 Will Kenrith +1 Time Reversal (if current draw7s are not enough) +1 Oko, Thief of Crowns (synergy with Oath) +1 Quiet Speculation (Loam, Sevinne's Reclamation, Echo of Eons) +1 Lier, Disciple of the Drowned (wins with Oath and Breach)