There are few things more fun in Magic than the first three steps of your turn. Untap. Unkeep. Draw. Magic is, fundamentally, a game of resources. Each draw step represents not only the exciting potential to swing the game, but an additional resource. Each turn is an opportunity to spend more mana than your opponent. Through that lens, it only makes sense that one of the most powerful things you can be doing is taking extra turns, since that directly translates into a means of generating and spending far more resources than your opponent. We’ve seen a couple of variants on the Time Warp deck in Modern, but none quite like this one from Ali Aintrazi:
Bant Turns ? Modern | Ali Aintrazi
- Creatures (11)
- 3 Jace, Vryn's Prodigy
- 4 Courser of Kruphix
- 4 Noble Hierarch
- Planeswalkers (8)
- 2 Garruk Wildspeaker
- 2 Jace Beleren
- 2 Narset Transcendent
- 2 Nissa, Steward of Elements
- Instants (5)
- 1 Fog
- 1 Sphinx's Revelation
- 3 Cryptic Command
- Sorceries (10)
- 1 Seasons Past
- 2 Serum Visions
- 3 Walk the Aeons
- 4 Time Warp
- Enchantments (4)
- 4 Utopia Sprawl
- Lands (22)
- 4 Forest
- 4 Island
- 1 Faerie Conclave
- 1 Hallowed Fountain
- 1 Mikokoro, Center of the Sea
- 1 Temple Garden
- 1 Treetop Village
- 2 Flooded Strand
- 3 Breeding Pool
- 4 Misty Rainforest
- Sideboard (15)
- 1 Celestial Purge
- 2 Ensnaring Bridge
- 1 Fog
- 1 Gigadrowse
- 1 Grafdigger's Cage
- 1 Rest in Peace
- 3 Rule of Law
- 3 Spreading Seas
- 2 Stony Silence
The goal here is the same as it has been for every other Time Warp deck: you want to spend your early turns hitting land drops and sculpting your draw with Serum Visions and Jace, Vryn's Prodigy. Then, you can resolve a Planeswalker on the third or fourth turn. Once you start casting Time Warps, each turn will net your an abundance of extra cards, mana, and card selection to help you start chaining Time Warps together.
There are a lot of things that I like about this variant of turns over the other versions we’ve seen. Unlike other variants, this one plays into Lightning Bolt quite a bit rather than trying to blank it. You’ve got Jace, Vryn's Prodigy and a plethora of other Planeswalkers that are vulnerable to Lightning Bolts, but if any of them ever stay in play, your game becomes much more straightforward. Planeswalkers are fundamentally unfair in conjunction with Time Warps, since each additional turn puts you further ahead, even if your Planeswalkers didn’t have game-ending ultimates.
Garruk Wildspeaker helps to ensure that you have enough mana to continuously develop your board while casting Time Warps, particularly in conjunction with Utopia Sprawl. Nissa, Steward of Elements helps you pull further ahead on lands while also clearing the top of your deck for Narset Transcendent. Narset digs you deeper toward Time Warps and other key interaction. Jace Beleren pulls you ahead on cards while also helping you dig toward card types that let Nissa and Narset give you more value.
One of the key cards for this deck is Courser of Kruphix. It buys you a ton of time against aggressive decks while making your Nissas and Narsets much better since you’ll know the top card of your deck ahead of time. The ability to not only see the top card of your deck, but filter it toward effects you care about, is absolutely huge.
The most exciting card for me is Seasons Past. This haymaker single-handedly gives you inevitability against all manner of decks. They’re obligated to spend counterspells and discard spells fighting over early Time Warps and Planeswalkers, which means that when you find Seasons Past and re-buy all your most powerful spells, it’s reasonably likely to resolve and put the game out of reach.
If you’re looking for a way to take turns that’s backed up by a reasonable midrangey, value-oriented gameplan, I think this build does the best job of that. If you want to cast Time Warps in Modern, I think this is one of the better shells to try to do it in.