Walking the Aeons

Posted in Feature on November 12, 2013

By Luis Scott-Vargas

Luis Scott-Vargas plays, writes, and makes videos about Magic. He has played on the Pro Tour for almost a decade, and between that and producing content for ChannelFireball, often has his hands full (of cards).

It looks like Modern took a walk on the wild side recently, as this awesome deck went 4–0 in a Daily Event. I haven't seen a successful Howling Mine deck in a long time, and never one with quite this many copies of Time Walk.

Walk the Aeons

As with most Howling Mine decks, this deck reallyneeds Howling Mine in play to operate. It does have two Jace Belerens, putting the Mine count to six, and seven cheap cantrips, but games where it doesn't have a turn-two Howling Mine can be tough. Once you do get a Howling Mine out, the fun begins. Casting an extra turn spell is very strong once each of those turns draws you two+ cards, and with four Temporal Mastery, Time Warp, and Walk the Aeons, you can get to full-on recursion fairly soon.

Once you've played enough lands and taken enough turns, Elixir of Immortality does what its name suggests and lets you live forever, or in this case, long enough to ultimate Jace Beleren. One Howling Mine isn't usually going to get you to the end state, but the first Mine will often let you chain into the second, then third, and from there you likely won't need to let opponents take their turns until they have no cards in their libraries.

Sometimes you will have to undertake the unpleasant task of interacting with your opponent, but that's where Remand and Cryptic Command come in. Remand is cheap and efficient, and with a Howling Mine in play, putting a card back in your opponent's hand is almost as good as killing it (because opponents are never playing all their cards anyway). Cryptic Command is the secret extra Time Warp, as it can Fog attackers as effectively as any extra-turn spell, although it doesn't draw extra cards off Howling Mine.

If you've never played a Howling Mine deck, I'd recommend trying it out. It's not the sort of thing I want to play all the time, but it's so different from other decks that it can give you access to a whole new range of experiences. That, and I like the idea of playing twenty-two Snow-Covered Islands (despite there being no mechanical reason to play Snow lands).

Farfishere's Howling Warp

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