Arcane FoundryCommanders › Ojer Pakpatiq, Deepest Epoch // Temple of Cyclical Time

Ojer Pakpatiq, Deepest Epoch // Temple of Cyclical Time

Ojer Pakpatiq, Deepest Epoch // Temple of Cyclical Time

Legendary Creature — God // Land · {2}{U}{U} · Blue commander

Flying Whenever you cast an instant spell from your hand, it gains rebound. (Exile it as it resolves. At the beginning of your next upkeep, you may cast it from exile without paying its mana cost.) When Ojer Pakpatiq dies, return it to the battlefield tapped and transformed under its owner's control with three time counters on it. (Transforms from Ojer Pakpatiq, Deepest Epoch.) {T}: Add {U}. Remove a time counter from this land. {2}{U}, {T}: Transform this land. Activate only if it has no time counters on it and only as a sorcery.
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What Ojer Pakpatiq, Deepest Epoch // Temple of Cyclical Time actually does

Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.

What an Ojer Pakpatiq, Deepest Epoch // Temple of Cyclical Time deck wants

The plan the Forge derives for this commander: the roles it fills and how many of each.

Best cards for Ojer Pakpatiq, Deepest Epoch // Temple of Cyclical Time

Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.

Put haste on the commander the turn it resolves — a tap ability is unusable otherwise

  1. Thousand-Year Elixir3 mana
  2. Lightning Greaves2 mana
  3. Swiftfoot Boots2 mana
  4. Akroma's Memorial7 mana
  5. Super State7 mana
  6. Lavaspur Boots1 mana
  7. Sting, the Glinting Dagger2 mana
  8. Krang, Utrom Warlord9 mana

Untap the commander so the tap ability is an engine, not a one-shot

  1. Sword of Feast and Famine3 mana
  2. Amulet of Vigor1 mana
  3. Freed from the Real3 mana
  4. Pemmin's Aura3 mana
  5. Retreat to Coralhelm3 mana
  6. Sting, the Glinting Dagger2 mana
  7. Umbral Mantle3 mana
  8. Genji Glove5 mana

A card that is CAST to trigger the commander — reanimating or blinking it does not count

  1. Pact of Negation0 mana
  2. An Offer You Can't Refuse1 mana
  3. Brainstorm1 mana
  4. Mystical Tutor1 mana
  5. Opt1 mana
  6. Pongify1 mana
  7. Rapid Hybridization1 mana
  8. Swan Song1 mana

Instants and sorceries — for a magecraft/prowess commander the spell COUNT is the engine

  1. Pact of Negation0 mana
  2. An Offer You Can't Refuse1 mana
  3. Brainstorm1 mana
  4. Mystical Tutor1 mana
  5. Opt1 mana
  6. Ponder1 mana
  7. Pongify1 mana
  8. Preordain1 mana

Sacrifice a creature for no mana, repeatably

  1. High Market0 mana
  2. Lazotep Quarry0 mana
  3. Miren, the Moaning Well0 mana
  4. Ulamog's Dreadsire10 mana
  5. Stitcher's Apprentice2 mana
  6. Volrath's Curse2 mana
  7. Marjhan7 mana
  8. Altar of Dementia2 mana

Actually remove one problem permanent — preventing its damage is not removing it

  1. Reality Shift2 mana
  2. Pongify1 mana
  3. Rapid Hybridization1 mana
  4. Resculpt2 mana
  5. Suspend1 mana
  6. Snap2 mana
  7. Into the Flood Maw1 mana
  8. Planar Incision2 mana

Answer a whole board at once

  1. Thing in the Ice // Awoken Horror2 mana
  2. Displacement Wave2 mana
  3. Filter Out3 mana
  4. Aligned Hedron Network4 mana
  5. Coercive Portal4 mana
  6. Whelming Wave4 mana
  7. Consuming Tide4 mana
  8. Llawan, Cephalid Empress4 mana

Answer a spell or ability before it resolves

  1. Pact of Negation0 mana
  2. Counterspell2 mana
  3. Three Steps Ahead1 mana
  4. Long River's Pull2 mana
  5. Force of Will5 mana
  6. Abjure1 mana
  7. Archmage's Charm3 mana
  8. Cancel3 mana

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