Precognition | Precognition Precognition is a funny little card, and a relatively new addition (since December). It has two main abilities: 1) Look at your opponent's hand and 2) Draw a card. Both are worth the cost by themselves; electrum hourglass costs 2 time unupped and 1 time upped to draw a card. And the hourglass does not get the ability to see the opponent's hand. The precognition part of it helps to know when to play cards and when to hold back, while the card drawing part is a different monster entirely. The card drawing aspect can actually be used to make 24 card decks, in effect, because the idea is that your draw a precog, play it, and then draw something else. Making the card really not even there.
What decks do well with precognitions?
- 30 card rush decks with ample time towers do best with it, since it speeds the deck up by so much.
- Decks that require rushing through a deck very fast (though not false god farmers; hourglass is better for them) do very well with this card. For instance, it is an alternative to rewinds for a quicksand/graboid rush, or a deck based solely on 6 unstable gasses would do well with them since you draw through a deck so much faster.
- Actually, any mainly time deck with more than the bare minimum of time towers would do well to include a few, maybe 2-3, in the deck. Since, as before said, they are essentially a free card, the only negative effect they have is a no pillar draw where you can't play them. This is why you should only add them if you are confident you will still draw some towers. Anyway, though in this instance they don't serve to make the deck size smaller since you're only adding them, they don't make it bigger either and provide the benefit of seeing your opponent's hand
So any "pro" strategies I could use with this card?
- Be careful not to use it with 0 cards left; you'll lose. This goes for 1 card left too unless you'll win this turn or can rewind a creature directly after-wards.
- Don't try to include time in a deck solely for the use of precognitions. It ends up being a worse deck.
- Keep in mind that, when playing a deck upped, a time tower drawn after the precognition nullifies the precognition's cost. So you may want to take the risk to play it before another card. For instance, you have 4 time, a precognition, and a turtle shield. You could play the shield but then the precognition would be a waste. Instead, you may want to take the risk and play the precognition, hoping you draw a time tower next. If you do, you gain that time tower AND you can still play the turtle shield.
- Use it to determine whether or not to play a card. For instance, if the opponent has no creature control, go ahead and spam those dragons! If he/she has some though, you *may* want to hold back on the dragon. Or if it is a big mass creature control card, you should just play two or so dragons at a time.
What synergies does this card have?
- Time towers: Drawing it after-wards nullifies the cost.
- Silurian dragon: A staple for rush decks, and precogs make rush decks faster!
- Electrum hourglass: Increase the speed of hourglasses even more!
- Pharaoh/Scarab: Know what to do: rewind scarabs or keep them out, play them or not.
Reverse Time | Rewind Many people think that rewind pales in comparison to eternity. I beg to differ. In fact, in many aspects, rewind/reverse time is MORE powerful than eternity. It has the surprise factor; your opponent won't know it's coming. And they can't stop it from coming. Also note that each of them costs your opponent a single draw, which can make or break the game.
What decks do well with rewinds?
- Probably the best deck is one that uses graboids and quicksands. Quicksands means your opponent will be forced to use their limited quanta supply to replay a card, or maybe even make rewind become an instant kill card and draw delay since they won't be able to replay it.
- Other forms of quanta denial do well with it too; maybe pests, discords, black holes, or any combination thereof.
- It even helps slow down rush decks without creature control; rewinding a dragon and costing them a draw can be a hinderance. Therefore, some mono time decks can make good use for them. Be careful though; in rush decks, it may be better to not use them and instead take more cards for making the deck faster.
So any "pro" strategies I could use with this card?
- Each can be used to rewind a card, keeping you from decking out one turn each.
- Rewind your own creature to take off any negative buffs like antimatter, fire storm, plague, and such.
- Try to target buffed creatures to rewind something, if possible.
What synergies does this card have?
- Mummy: Better than eternity since you don't have to have an eternity in play, and amummy actually requires a reverse time effect. Obvious, ain't it?
- Quicksand: Deny opponent's quanta generation, then deny them quanta/creatures with rewind. Perfect situation!
- Discord: Spread out their quanta, then rewind a creature and they won't be able to play it.
- Black Hole: Especially against rainbows, once you take the quanta away and rewind it, they may rage quit since their sole creature just got rewinded.
- Pests: This slows down how fast they can replay their creatures by a lot.
- Electrum Hourglass/Precognition: Rewind your own creature to preserve it, and then redraw and replay it that very same turn with an hourglass or precognition!
Devonian Dragon | Silurian Dragon Ah, the dragon. A staple of every element. Time, though, is fun because the names of them are so interesting. If you didn't know, both devonian and silurian are references to earlier time periods, devonian being from 416 to 359.2 million years ago and silurian from 443.7 – 416 million years ago. Both from the Paleozoic era. Now back to the actual card. The upped form is part of a three way tie for the second highest base attack out of all the creatures at a whopping 13. Something you wouldn't really expect from time, but helpful nonetheless.
What decks do well with these dragons?
- Obviously, they are a necessity in any mono time rush deck.
- Control decks lacking damage can make use of them too, just a couple though. (Maybe an anubis too if possible). For instance, immortal flying eternities is very slow; add a dragon to make it faster.
So any "pro" strategies I could use with this card?
- Not really. I mean, it's a dragon...
- Immortalizing these dragons, especially, is very useful. Gravity shield won't stop it, and then it isn't vulnerable to creature control. Also, time has better synergy with aether than fire's ruby dragon .
What synergies does this card have?
- Anubis: Immortal 13 attack dragons is scary. And both are time!
- Precognition: Rush decks are made faster with precognition, and precognition either helps draw a time tower, meaning getting the dragon out faster, or helps draw a dragon you need to be able to play.