Eternal Nightmare
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The idea of this deck was to combine two established Darkness/Time synergies, Nightmare GotP and Devourer/Eternity. Devourers slows them down, Eternity locks down them down, then Nightmare GotP finishes it by stopping them from drawing the rewound cards.
Well that's what's suppose to happen. It's fairly effective but I'm having some trouble with early creature control, particularly Otyughs, Plagues and Pandemoniums. Eternities often arrive late. I'd also like to make room for early Steals at possible, but at the same time I'm thirsty for Time quanta. Slow Rainbows can also give this deck some trouble, though its manageable.
Pharaoh's Feast
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A bit more similar to what Time used during War. This deck drops the Nightmare GotP for Pharaohs and Scarabs which omnom any creature the opponent plays.
This deck also has problems with creature control and rainbows and is even less flexible than the first deck. I'd like to make it bigger with Hourglasses so I can add Steals and Catapults/Chimeras but that would mean even less of a chance of pumping out early Devourers. Can I fit in more stuff?
Shrieking Ghosts
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I think this is a fairly typical deck, with Graboids + Earth/Time control. Though I haven't really seen a deck exactly this, Graboid decks with Earthquakes or Reverse Times are common, so I imagine it's been done.
I like this deck quite a bit, but certain strategies just kill it straight. Dimensional Shield chains and denial are major problems. Denial in particularly is exacerbated by the lack of quanta- not getting at least three pendulums early slows this deck down by at least two turns, due to the swing. Should I drop some other cards? Is there a good way of circumventing dim shields?
If you could give me some tips or show me some similar, more effective decks, that would be great.