Magic: the Gathering
By Thiago, 07/22/20
This article belongs to the series The most popular archetypes of the cEDH:
THE COMBOAs in Modern, the concept of Taking Turns comes from the cards that allow us to play extra turns. Our idea is to achieve, through multiple moves, a victory condition which would be slower than normal. Usually, multi-turn decks require multiple spells with the "take an extra turn" effect and a way to find them, such as a massive draw source or an effect to use the cards directly from the library.
COMMANDERSAs stated earlier, Taking Turn decks are common to aid slower strategies, changing the notion of symmetry during the game. For that, we will need a commander to assist the strategy either by allowing us to dig extra turn spells from the deck or imposing a win condition which is aided by the multiple turns.
Narset, Enlightened Master. Even though currently she is not played that much, for a long time the general from Tarkir integrated the hall of the most played on the format. With her as your commander, the strategy involves high CMC cards, such as
Approach of the Second Sun,
Enter the Infiniteand
Omniscience, making her effect of casting spells for free very useful. The extra turns here come in to allow for new Narset attacks, leading to new exiles and a new chance to find what we are looking for.
Mist-Cloaked Heraldto fill those gaps.
VARIATIONSAs you have seen, most of the effects involving extra turns are consistent with the idea of exploring the new combat phases. Playing a new turn does not always mean that you have to explore the extra attacks, since new turns also provide new draws and new untap phases. Also, there are cases where we get new combat phases without extra turns. This will be discussed in my next article.
HONORABLE MENTIONSIn the history of Magic, we had several cards that allow us to play an extra turn, each with a specific mechanic. These are usually associated with the fact that a lore character travels in time, thus representing a temporal change or a time-rift left by their journey. Among all the cards, however, there are two that should be highlighted for their unique effect:
Beacon of Tomorrowsand
Nexus of Fate. These corroborate the idea of playing infinite turns, thanks to the fact that they go back to the library after use.
BUDGET ALTERNATIVESUnfortunately, the type of magic used here is powerful enough to have a higher price than it should; extra-turn magic ends up unbalancing the game curve, causing its monetary value to be high. With that in mind, I suggest using extra combat stages for those who want an alternative, but that is a topic for our next article.
CONCLUSIONWe have already seen many ways to break the symmetry of the game, from tap and untap effects to hate-cards against specific strategies. But, without a doubt, taking extra turns is one of the most efficient and universal one. I see many players ignoring the option of playing a Taking Turns simply because this is a less popular strategy compared to others, but even if it requires a different playing style and different decision making, we can conclude that it is as valid as any other. That's it for today. I ask you to leave your feedback so that we can always improve. The series aims to address only part of an entire sphere that covers an extremely diverse format, so I invite you to subscribe to my channel on YouTube, where I talk about Commander, not only competitive, but also in other varieties, as well as about other formats. Until next time, my friends!