This series aims to bring a few old but powerful magic items to the Time's arsenal. All these cards support Time's ability to stall and slowly take control of the field, slowing down opponent's offensive, gathering forces for the final strike. Cards like Veteran's Amulet or Pyramid Shield can be effectively used with the standard Time's arsenal like Scarabs and Deja Vu decks, while other artifacts like the Scepter or Statue would be less useful without other cards from the series, though still usable in some decks.
The Amulet and Scepter allow you to buff your creatures, but require you to stall and gather
(while you keep Amulets and Statues in your hand) in the meantime the Shield helps you to survive (easily, as you have that many cards for late game).
The Statue synergizes with all permanents, so Orbs both improve your Statues and help in the stall.
Jewels are necessary in a deck heavily dependent on permanents (well,
really needs some permanent protection) and also improve Statue's attack.
Synergies:
Veteran's Amulet has a synergy with the Scepter, which increases it's power, and with the Pyramid Shield, which allows to stall for a long time while keeping Amulets in your hand.
Pharaoh's Scepter has a synergy with Veteran's Amulet and Ancient Statue (as a permanent it increases it's attack by 1).
Pyramid Shield has a synergy with Veteran's Amulet and with any expensive (like the Statue) or excess cards (like additional Scepters or Jewels) you keep in your hand.
Orb of Sandstorms has a synergy with Ancient Statue, as the Statue has no active abilities, but gains attack from additional permanents.
Illusory Jewel has a synergy with all destructible permanents (Pharaoh's Scepter, Orb of Sandstorms) and with the Ancient Statue because it's one more permanent.
Ancient Statue has a synergy with all the permanents, but mostly with Pyramid Shield, as you can keep these expensive creatures in your hand until you have enough quanta to play them, thus increasing your protection.
An example of a deck based on this series:
20 Time Towers
6 Shards of Gratitude
6 Hourglasses
2 Pharaoh's Scepters
4 Pyramid Shields
2 Mirage Jewels
6 Ancient Statues
6 Veteran's Amulets
2 Orbs of Sandstorm
You begin with towers, shields and SoGs to form a defensive. You keep many cards in your hand to have a steady defense while playing hourglasses to draw cards quickly. When you have 8 cards in hand play some permanent (Jewels if playing against permanent control, Scepter or Orb otherwise). Then when you feel ready, play a single statue, boost it with amulets, play the remaining statues and watch 19/20 creatures smithing opponent into ground.
Epitomizes Time's ways of 'waiting and gathering experience, resources and power to become stronger and better informed than opponent'.