1. I assume you mean one that has some sort of synergy, is not cliche (Darkness Domin/Cloaked Ghosts/Dev+Vamp) and is not a pure rush (Ghostgoyle). Which leaves me with few options. One that could work well as a counter to CCless rushes would be:
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Simple and elegant. Put LS on one of the biggest creatures in the game, speed through the deck with Hourglasses and enjoy the ride.
2. No, golden nymph is not balanced. Compare it to Ghost of the Past and I would rather have Golden Nymph in almost any circumstance. Its ability is useful in almost any situation and its HP makes up for having one less attack than Ghost of the Past. Given that GotP is considered fairly balanced, I would say that Golden nymph is slightly overpowered. Keep in mind, however, that many if not most of the nymphs are very powerful or overpowered and I doubt that Zanz will nerf them.
3. Yes, I do think drawing and subverting the 30 card limit was meant to be precognition's main effect. It fits in perfectly with Time's theme of control - having more control over the size of your deck seems only natural.
This deck uses Precognitions to try and gauge when to start a Silence chain and/or when to Fractal Recluses:
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4. Poison is the best splash card overall for Time. It provides a way to get around shields without relying on creatures, which is often crucial for Time considering its weakness to CC. In addition, as Time will almost never deck out with an Eternity or even a handful of RTs, Poison gives time an alternate win condition even if Time's creatures all die. Of course, Momentum would be a better splash card with Dune Scorpions but considering that it only works well with one creature Poison is a better overall choice.
5. Time duos best with
because of ghostmare and the danger it implies. Even if one runs a darkness domin without a single nightmare, the fear of a ghostmare will often keep an opponent from emptying their hand. In addition, Steal is great PC easily worked into a devourer/RT deck and Vampire Dagger is simply amazingly cost-efficient.
After that, Time duos very well with
. From Silurian PUgons to Ghostal to a Silenced Ghosts rush, Aether gives Time stallbreaking capacity and versatility that it lacks with other elements.
Finally, Time duos well with
. Light gives Time Reflective Shield, an excellent shield to stop UGs and Fire Bolts from ruining your day. Blessing works OK with Dune Scorpion, although not quite as well as Momentum. Sanctuary and Miracle combine with Sundial to allow Time to stall better than it can with any other element, and lastly Crusaders with Eternities are surprisingly underrated. Oh, and Deja Vu/Luci/Hope can work sometimes, but not enough for it to be reliable.
6. Anubis is underused because it's bad. Its attack is lower than GotP's with a useless ability, and yet it costs more than GotP. While one would think that being able to add immortality to a creature would solve Time's problems with CC, Anubis's high cost and duo requirement combined with mediocre attack slow down a rush or even a break to the point where the use of the CC resistance is negligible. Its only real use is as a medium attacker when one knows one will go against large amounts of damage-CC (not Freeze, BB, RT, etc.). As such, the deck I chose to make use of its high HP was:
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Overdriven Anubii
This deck exploits the high HPs of Pharoah and Anubis by using Overdrive and pushing out Scarabs to gain ridiculous amounts of total board attack power. Thus, it works well as a break. Using it against a rush, however, is ill-advised.