Thanks for the feedback TPmanW.
This deck is built around Hallar, I'd like to keep him as a 4 of. It's supposed to be efficient and low to the ground, with the ability to explode sometimes.
Reviewing my ramp package:
4 x
Llanowar Elves2 x
Dowsing Dagger1 x
Grow from the AshesThe elves shouldn't need explanation in either version of the deck. They're too efficient to not include.
The dowsing daggers are admittedly a little cute, but they actually play both modes. If I have something I want to ramp into, I'll flip them, otherwise I'll take advantage of the fact that the transformation trigger is optional and just use them to beat face. Take note that the
Untamed Kavu and
Hallar both have trample, and
Steel Leaf Champion has daunt, so the two 0/2's the Dagger makes for my opponent aren't really a problem for my primary early game beaters.
Grow from the Ashes I will concede may well not right for this deck. I put it in because I can kick it if the game is late enough to get another Hallar activation. It's also one of the cheapest kicked spells I could find in my color combined casting+kicked cost. But really, it doesn't affect the board in any meaningful way. And actually, if I were going to keep it I should really put a pair of mountains in the mana base so I can actually color fix with it.
I was all set here to defend the Allosaurus because, even if the kick is expensive, it kills things, but frankly, if I want to kill something that size
Fight with Fire does it cheaper, and even unkicked a vanilla, 4 mana, 5/5 just isn't going to cut it.
I will admit that I didn't consider that the
in Verix may give me trouble. Perhaps I should have some basic mountains in the mana base anyway. I skewed so green heavy because I wanted to maximize my chances of getting
Steel Leaf Champion down ASAP, because he's an incredible source of pressure that will make sure my opponent is in range to die to Hallar triggers.
I guess Ghalta still gives me a giant green dino. I may not be able to turn 3 it, but it still should't be too hard to drop.
I agree with you on the shame of
Blink of an Eye being out of color because a 4 casting+kicked cost would be amazing for this deck. I don't think I want to try adding a third color though. The deck would shift hard from being an aggressive deck to a controlling one by adding blue to the mix I think. I don't think the standard mana selection allows for a fast Temur deck.
I mean, I suppose technically there's
Gift of Growth, but that's just asking to be 2-for-1'd in constructed. I think that card is probably relegated to limited use only.
Whatever. Deck still has 18 kicker spells after removing the allosaurs and grow from the ashes. It's probably fine.
Another thing I was looking at is how to deal with
The Scarab God. I do have two
Scavenger Grounds but I don't think that's enough. I was originally considering some number of
Puncturing Blow, but now that you mention the
potential issue I'm hesitant. There is
Magma spray, but that would require me to 2-for-1 myself since the spray doesn't cut it on its own (unless the opponent is using The Scarab God to block Ghalta, but I really shouldn't rely on that).
Out:
2 x
Territorial Allosaurus2 x
Abrade1 x
Grow from the Ashes2 x
ForestIn:
2 x
Ghalta, Primal Hunger2 x
Puncturing Blow1 x
Magma Spray2 x
MountainI'd love to hear more feedback on this conversation.
Thanks so much!