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Decks (Magic The Gathering) => Standard => Topic started by: Crossed on October 02, 2014, 09:12:23 PM

Title: Temur Monsters V.2.0
Post by: Crossed on October 02, 2014, 09:12:23 PM

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}

Title: Re: Temur Monsters V.2.0
Post by: Crossed on October 02, 2014, 09:17:54 PM
This is the new and improved version. Let me know what you guys think
Title: Re: Temur Monsters V.2.0
Post by: Ekann1 on October 02, 2014, 09:48:45 PM
I would go with 3/3 split caryatid-mystic. The mana ramp from the mystic is insane, letting you play a 6 drop turn 4...
Title: Re: Temur Monsters V.2.0
Post by: 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}
Title: Re: Temur Monsters V.2.0
Post by: Crossed on October 03, 2014, 12:57:16 AM
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}

In that case, how about {nylea, god of the hunt}?
Title: Re: Temur Monsters V.2.0
Post by: 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
Title: Re: Temur Monsters V.2.0
Post by: Crossed on October 03, 2014, 01:17:26 AM
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

I get you. I've been working on that. As of now I'm 11 tapped to 13 untapped and I'm trying to find that healthy balance without mana screwing myself. The only option I can see is pulling out a bivouac and a forest and adding 2 fetch lands. But I'm having trouble picking those up.
Title: Re: Temur Monsters V.2.0
Post by: VQMracing on October 03, 2014, 01:23:15 AM
Maybe pull temple of mystery for {yavimaya coast}?
Title: Re: Temur Monsters V.2.0
Post by: VQMracing on October 03, 2014, 01:26:40 AM
That and I would maybe pull a carytdid for another mystic, the ramp the mystic. An give you early and late game is worth more In my opinion
Title: Re: Temur Monsters V.2.0
Post by: Crossed on October 03, 2014, 02:10:32 AM
Quote from: VQMracing on October 03, 2014, 01:23:15 AM
Maybe pull temple of mystery for {yavimaya coast}?

I can do that. I suppose If it's still too slow, I could pull a bivouac for a confluence as well. Some more play testing to go I see.
Title: Re: Temur Monsters V.2.0
Post by: Crossed on October 04, 2014, 03:51:00 PM
What are some opinions on {polis crusher} in the side board? It can't be blocked by gods, targeted by {suspension field} or {banishing light}, it can't be blocked by {courser of kruphix} or {Nyx-fleece ram}, and, if monstrous, can destroy ascendancies and any other enchantment that isn't a god. Also it's a 4/4.
Title: Re: Temur Monsters V.2.0
Post by: Crossed on October 05, 2014, 12:20:44 PM
Updated with a sideboard and minor changes to main deck.