Because the trials played such an important role in the story, the Design team made a cycle of uncommon enchantments that cared about another part of the set, the Cartouches
08: PSN (The poison will wear off when you turn off the GameShark switch) 0f: PSN + SLP (wears off when you turn off the GameShark switch) 10: BRN (wears off when you turn off the GameShark switch) 17: BRN + SLP (wears off when you turn off the GameShark switch) 20: FRZ (wears off when you turn off the GameShark switch) 30: FRZ + BRN (wears off when you turn off the GameShark switch) 40: PAR (wears off when you turn off the GameShark switch) Want to see this content

[deck title=Mono-Blue Extra Turns] [spells] *1 Elixir of Immortality *2 Howling Mine *2 Gigadrowse *4 Serum Visions *3 Sleight of Hand *4 Spreading Seas *4 Dictate of Kruphix *4 Cryptic Command *4 Time Warp *2 Part the Waterveil *2 Walk the Aeons *4 Temporal Mastery *1 Temporal Trespass [/spells] [land] *19 Island *1 Oboro, Palace in the Clouds *1 Minamo, School at Waters Edge *2 Radiant Fountain [/land] [/deck] The Sideboard There are several directions to go with the sideboard, and Ill caution that mine is currently very experimental
In a wide-open format where you dont know what youre up against it is a good idea to focus your energy on known factors such as your own strategy, rather than trying to find the most suitable answers to everyones different brews
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