Temur Monsters V.2.0 75 cards, 15 sideboard 2 {Mountain} 4 {Frontier Bivouac} 2 {Temple of Mystery} 2 {Island} 2 {Mana Confluence} 5 {Forest} 2 {Yavimaya Coast} 1 {Wooded Foothills} 4 {Temple of Abandon} 24 lands 4 {Stormbreath Dragon} 2 {Rattleclaw Mystic} 4 {Sylvan Caryatid} 4 {Savage Knuckleblade} 2 {Sagu Mauler} 4 {Polukranos, World Eater} 4 {Courser of Kruphix} 24 creatures 1 {Nissa, Worldwaker} 2 {Xenagos, the Reveler} 2 {Stoke the Flames} 2 {Kiora, the Crashing Wave} 2 {Temur Ascendancy} 3 {Temur Charm} 12 other spells Sideboard 2 {Stubborn Denial} 3 {Polymorphist's Jest} 1 {Temur Charm} 3 {Hornet Nest} 2 {Surrak Dragonclaw} 4 {Anger of the Gods} 15 sideboard cards Notes: Breakdown 2x {Rattleclaw mystic} and 4x {Sylvian Caryatid}- obvious ramps. I chose 6 total 2 drop ramps because 4-5 is too inconsistent and 7-8 flooded my hand with lands and cheap ramps too often. The {Rattleclaw mystic} is set to 2 while the {Sylvian Caryatid} is set to 4 because as they are both exceptional ramps, {Sylvian Caryatid} has hexproof and a bigger butt as to keep it around longer. 4x {Courser of Kruphix}- 5 in 1. A 3 drop creature with a butt, card advantage, mana ramp, life gain, and can give you information about what's coming next. Since the deck has little life gain, 4 is the best number here. 4x {Savage Knuckleblade}- a 4/4 for 3. That's amazing enough to run here. The fact that it can gain +2/+2 until the end of the turn for 3, evade and bounce to your hand for 3, or gain haste for 1 makes it one of the most flexible and powerful cards for this deck, let alone the set. Any less than 4 is crazy. 4x {Polukranos, World Eater}- a 5/5 for 4 that can fight a creature and get bigger. Duh... 4x {Stormbreath Dragon}- with all of the junk, mardu, and jeskai this'll be a great card against all of them. The flying, haste, monstrous, and burn are just a bonus. I could probably play 3 here, but play testing has proven otherwise. 3x {Temur Ascendancy}- the deck's draw engine. Drop a stormbreath, polukranos, or a Knuckleblade and draw a card and attack with them that turn. This also makes caryatid and Rattleclaw gain haste too. 4 is too much, and since there isn't much draw power, 2 would be too few. 2x {Temur Charm}- fight, counter, or mow down the little guys. The first 2 are the ones you care about the most. Any more than 2-3 is over doing it a bit. 3x {Stoke the Flames}- I chose 3 to hit players, most planeswalkers, and most of the creatures that we will be seeing since a lot of creatures have a butt of 4. Since there isn't a lot of removal in RUG, this found its way in the deck because it can be a cheap instant due to the convoke. Surprise! 1x {Dissolve}- counter spells aren't very big this set, but dissolve is still dissolve. Since there's only 1, no one will be expecting it. 2x {Xenagos, the Reveler}- the +1 is the main reason it's here. There's usually 3 creatures out at a time, plus a ramp, so dropping him on turn 4 or later is going to rock some socks. He can throw a bunch of creatures out, or throw all of the mana into a polukranos, stormbreath, or knuckleblade. The 0 will not be used much unless you've got nothing else to do. -6 will combo well with a courser and/or temur ascendancy on the battlefield. Have fun with the life gain/card advantage. 3-4 would probably work better here, but I don't have them. 2x {Kiora, the Crashing Wave}- fog and smash or draw and ramp. Either way, she's pretty swear here as a win condition. Her ultimate plays well with ascendancy. 1x {Nissa, Worldwaker}- +1s will make more dudes than untapping the 6 forests you might have. Her ultimate only has access to 10 lands, but that's enough for the win. Forest Mountain Island 3x {Temple of Mystery} 4x {Temple of Abandon} 1x {Yavimaya Coast}- sometimes less tapped lands are better. 2x {Mana Confluence} 4x {Frontier Bivouac} |
Quote from: Agrus Kos, Enforcer of Truth on October 02, 2014, 11:07:44 PM
{Polukranos, World Eater} is a legendary creature, so I'd cut to a 3-of. Possibly up the {Xenagos, the Reveler}
Quote from: VQMracing on October 03, 2014, 01:12:47 AM
In my opinion, with the land base; I have a deck similar, fewer tap land can be a huge advantage. The lands that enter tapped are just so slow
Quote from: VQMracing on October 03, 2014, 01:23:15 AM
Maybe pull temple of mystery for {yavimaya coast}?