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Magic Duels - Temur (Blue/Green/Red) Decklists http://862838.jrbdt8wd.asia/viewtopic.php?f=52&t=10310 |
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Author: | Garren_Windspear [ Thu Jul 09, 2015 5:52 pm ] |
Post subject: | Magic Duels - Temur (Blue/Green/Red) Decklists |
Temur Decklists
Blue Cards
Green Cards
Red Cards
Multi-Colour Cards
Colourless Cards
Non-Basic Lands
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Author: | Spinotech [ Wed Jul 15, 2015 8:52 pm ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
Hello everyone, I'm new to this forum and look forward to discussing deck builds with other members of this forum. Anyways, here's my attempt at a Temur deck. Burning Harvest Creatures: 20 Faerie Miscreant x4 Welkin Tern x4 Jhessian Thief x3 Scrapskin Drake x3 Soulblade Djinn x2 Ringwarden Owl x2 Darkslick Drake x2 Sorceries/Instants: 16 Titanic Growth x4 Titan's Strength x4 Fiery Impulse x4 Ravaging Blaze x2 Exquisite Firecraft x2 Lands: I haven't decided on the number/distribution of lands. The theme of my deck is flying creatures who avoid the volanic landscape beneath them and empower themselves with the regrowth of nature. |
Author: | storyteller [ Wed Jul 15, 2015 9:00 pm ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
Cool theme. However, playing a bunch of 1-use pumps with these guys, especially playing green just for Titanic Growth, seems wrong. May I suggest going UR and replacing Titanic Growth with Infectious Bloodlust? |
Author: | Spinotech [ Wed Jul 15, 2015 9:06 pm ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
I didn't notice that card until now. Thank you. U/R it is. |
Author: | InFaMoUsGeMiNi [ Wed Jul 22, 2015 7:57 am ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
"URgxx Ceta-Walkers" A deck for Ceta-Walkers 60 Cards. 33 nonlands (8 creatures, 25 spells). 27 Lands (12; 3, 2, and 10 others). Creature 8 -- 3x Sigiled Starfish -- 1x Jace, Vryn's Prodigy -- 1x Chandra, Fire of Kaladesh -- 1x Nissa, Vastwood Seer -- 2x Gaea's Revenge Spell 25 -- 2x Animist's Awakening -- 3x Ravaging Blaze -- 4x Fiery Impulse -- 4x Twin Bolt -- 3x Telling Time -- 2x Evolutionary Leap -- 4x Nissa's Pilgrimage -- 3x Zendikar's Roil Land 27 -- 4x Evolving Wilds -- 2x Rootbound Crag -- 2x Hinterland Harbor -- 2x Sulfur Falls -- 2x Island -- 3x Mountain -- 12x Forest EDIT: - 1x Mountain + 2x Evolutionary Leap |
Author: | HARBiNG3R [ Thu Jul 23, 2015 8:55 am ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
InFaMoUsGeMiNi wrote: "URgxx Ceta-Walkers" A deck for Ceta-Walkers 60 Cards. 32 nonlands (8 creatures, 24 spells). 28 Lands (12; 4, 2, and 10 others). Creature 8 -- 3x Sigiled Starfish -- 1x Jace, Vryn's Prodigy -- 1x Chandra, Fire of Kaladesh -- 1x Nissa, Vastwood Seer -- 2x Gaea's Revenge Spell 24 -- 2x Animist's Awakening -- 3x Ravaging Blaze -- 4x Fiery Impulse -- 4x Twin Bolt -- 4x Telling Time -- 4x Nissa's Pilgrimage -- 3x Zendikar's Roil Land 28 -- 4x Evolving Wilds -- 2x Rootbound Crag -- 2x Hinterland Harbor -- 2x Sulfur Falls -- 2x Island -- 4x Mountain -- 12x Forest Looks very similar to a build I wanted to make. I would be a little worried about card draw here, when red is your main source of removal you don't always trade 1 for 1 but at least you are using card filtering to get there. From what i heard from a friend is that Sigiled Starfish is not pulling its weight and Nissa's Pilgrimage has been a bit underwhelming in the ipad version (flipping Chandra may also prove challenging in this setup since you need at least 2 red spells if she can't go unblocked). You could probably shave off 2 more lands on that list, even with chant I never needed that much lands. Zendikar's Roil is definitely a card I would like to build around too, may be you could make use of Evolutionary Leap. |
Author: | InFaMoUsGeMiNi [ Thu Jul 23, 2015 5:44 pm ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
Evolutionary Leap was a great idea! I could use 2/2's made from Zendikar's Roil to tutor for my planeswalkers and Gaea's Revenge. I was concerned with the 12 Forest over the fact I had 28 lands listed. I shaved 1 Mountain and a Telling Time (restriction) for 2x Evolutionary Leaps. |
Author: | Auunj [ Sun Aug 09, 2015 6:37 am ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
So after playing covertgo's jund ramp and getting myself killed by my own Kothophed, Soul Hoarder for the Xth time in row I decided to ditch black and try blue to keep a sweeper which with my ramp should work pretty well and put me in less disadvantage than the opponent. Here's the list, it's still work in progress and definitely can be polished: 4 x Gatecreeper Vine 4 x Disperse 2 x Displacement Wave 3 x Jorubai Murk Lurker 1 x Nissa, Vastwood Seer 4 x Nissa's Pilgrimage 3 x Zendikar Incarnate 2 x Mwonvuli Acid-Moss 1 x Disciple of the Ring 2 x Embermaw Hellion 2 x Outland Colossus 2 x Chandra's Ignition 2 x Alhammarret, High Arbiter 2 x Gaea's Revenge 2 x Nissa's Revelation 2 x Island 2 x Mountain 1 x Swamp 8 x Forest 6 x Check Land 1 x Izzet Guildgate 4 x Evolving Wilds So, for those that didn't know lifelink+ Chandra's Ignition stack. I swept a board today with a lifelinked Incarnate and gained 56 life ;-) I also love Disciple's ability to recycle my spells to protect my big creatures. Cards I'm not sure about and need testing: Acid-Moss - dunno yet if it's really necessary Embermaw Hellion - added as something to ramp into and meat for Revelation Nissa's Revelation - still testing, I might replace it with telling time to get a smoother early game. |
Author: | rogueassassin [ Sun Aug 09, 2015 8:42 am ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
Auunj wrote: So after playing covertgo's jund ramp and getting myself killed by my own Kothophed, Soul Hoarder for the Xth time in row I decided to ditch black and try blue to keep a sweeper which with my ramp should work pretty well and put me in less disadvantage than the opponent. Here's the list, it's still work in progress and definitely can be polished: 4 x Gatecreeper Vine 4 x Disperse 2 x Displacement Wave 3 x Jorubai Murk Lurker 1 x Nissa, Vastwood Seer 4 x Nissa's Pilgrimage 3 x Zendikar Incarnate 2 x Mwonvuli Acid-Moss 1 x Disciple of the Ring 2 x Embermaw Hellion 2 x Outland Colossus 2 x Chandra's Ignition 2 x Alhammarret, High Arbiter 2 x Gaea's Revenge 2 x Nissa's Revelation 2 x Island 2 x Mountain 1 x Swamp 8 x Forest 6 x Check Land 1 x Izzet Guildgate 4 x Evolving Wilds So, for those that didn't know lifelink+ Chandra's Ignition stack. I swept a board today with a lifelinked Incarnate and gained 56 life ;-) I also love Disciple's ability to recycle my spells to protect my big creatures. Cards I'm not sure about and need testing: Acid-Moss - dunno yet if it's really necessary Embermaw Hellion - added as something to ramp into and meat for Revelation Nissa's Revelation - still testing, I might replace it with telling time to get a smoother early game. You could almost follow my Jund fattie deck for some ideas in these colors. Don't forget Conclave Naturalists is great meta card and T3 Pilgrimage T4 Naturalist strong versus Evo Leaps/Tutelages/Etc. And the 4/4 nice fat for Revelation. I am personally a big fan of revelation and I run 12 big creatures and it only rarely misses and even on misses dont forget you still got scry 5 and chances are you got your answer on top anyways. Having 12 cards I think is about the minimum to statistically hit good creature on a revelation. I am no math wiz, but scry 5 is 1/12 of a 60 card deck so if the 12 creatures were spread out perfectly even that is a guarantee hit (now of course we know this will never happen, but you can see my point) |
Author: | HenWen [ Sun Aug 09, 2015 9:22 am ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
I basically like the deck Auunj but I don't like disperse here. The problem here is that you are already running 4 ramp cards, just imagine how bad a hand with 2 ramp 2 disperse would be. I would instead recommend twinbolt, telling time, or anchor to the aether if you really want a similar effect. |
Author: | Gifts Ungiven [ Sun Aug 09, 2015 2:20 pm ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
Here's a Temur list utilizing all the best creatures and card advantage engines available in the colors. 2x Simic Guildgate 3x Gruul Guildgate 3x Izzet Guildgate 4x Evolving Wilds 2x Rootbound Crag 2x Hinterland Harbor 2x Sulfur Falls 2x Mountain 2x Island 2x Forest 4x Fiery Impulse 2x Evolutionary Leap 2x Telling Time 1x Disperse 2x Fiery Conclusion 2x Exquisite Firecraft 2x Thopter Spy Network 1x Jace, Vryn's Prodigy 4x Perilous Myr 4x Elvish Mystic 1x Chandra, Fire of Kaladesh 1x Nissa, Vastwood Seer 3x Chief of the Foundry 2x Thopter Engineer 3x Whirler Rogue 2x Pia and Kiran Nalaar This deck is insane. All your creatures provide value coming in or going out, you have the two best incremental value engines in the game between Leap and Spy Network, excellent removal, decent burn/reach, and a really good curve that tops out at 4 cmc. I only wish i could run Foundry of the Consuls too, but the mana won't allow it. You end up with plenty to do with your mana anyways, so it's not too much of a loss. |
Author: | Reiku [ Sun Aug 09, 2015 10:18 pm ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
Gifts Ungiven wrote: There's no Elvish Mystic in this card pool. |
Author: | Gifts Ungiven [ Sun Aug 09, 2015 10:57 pm ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
Reiku wrote: Eh, Elvish Visionary, my bad. Both have magical occupations I guess |
Author: | Garlando [ Thu Aug 20, 2015 1:33 pm ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
Hey guys; I've been playing the following Deck rather successfully: 9-2 (starting from rank 29). It's a land destruction deck with a ramp subtheme. Its style is comparable to the deck posted earlier by Auunj. ------------------------------------ Creatures (16): ------------------------------------ 1 x Jace, Vryn's Prodigy 1 x Nissa, Vastwood Seer 3 x Perilous Myr 2 x Sigiled Starfish 3 x Gatecreeper Vine 3 x Zendikar Incarnate 2 x Alhammarret, High Arbiter 1 x Conclave Naturalists ------------------------------------ Other (21): ------------------------------------ 4 x Mwonvuli Acid-Moss 3 x Into the Maw of Hell 3 x Anchor to the AEther 3 x Ravaging Blaze 2 x Displacement Wave 2 x Chandra's Ignition 2 x Nissa's Revelation 2 x Animist's Awakening ------------------------------------ Lands (23): ------------------------------------ 1 x Rogue's Passage 4 x Forest 4 x Island 4 x Mountain 2 x Rootbound Crag 2 x Hinterland Harbor 2 x Sulfur Falls 1 x Gruul Guildgate 1 x Izzet Guildgate 1 x Simic Guildgate 1 x Evolving Wilds ------------------------------------ The only real problem I had so far was a BU Mill deck that milled all of my threats. A remark on the card choices: ** Anchor to the AEther ** The main reason for playing blue in this deck. The other being Displacement Wave. Depending on the game this may take a crucial spot in the mana curve: In turn 3 you can prevent the opponent from drawing another land. Having one or two of these in a starting hand will save you enough time to get to the mana needed to cast a LD spell. The scry is a nice bonus, helping you with bad hands or to get to 6 mana for Into the Maw of Hell. ** Chandra's Ignition ** This card can serve as both a finisher when cast on Zendikar Incarnate or as mass removal. Wins roughly 30% of the games. ** Alhammarret, High Arbiter ** Debatable choice: I choose this one because Gaea's Revenge does not work with Chandra's Ignition and the other fatties like Outland Colossus provide less card advantage. ** Nissa's Revelation ** Debatable choice: Due to the low number of fatties this might fail but It helps to get out of the range of red burn spells. It also let's you re-ignite the engines after ramping out. ** Jace, Vryn's Prodigy ** I find him to be hard to flip midgame but should he resolve, he let's you recycle your LD. He also helped me win two games where I had to mulligan down to 5 cards by providing some mana sculpting. ** Animist's Awakening ** I find it most useful in two situations: Turn 3 to prevent mana screw and to lift you into the ramp provided by Mwonvuli Acid-Moss or midgame after you established some control over the board. Lategame I only play this if there is nothing else to do and I'm waiting for a finisher. Also helps to get Rogue's Passage. ------------------------------------------------- ** Disciple of the Ring ** Currently not part of the deck but I think it should be. Either remove Jace, Vryn's Prodigy or one of the Sigiled Starfishs. This would also make Nissa's Revelation work better in the deck. What do you think? |
Author: | Nevius [ Thu Aug 20, 2015 2:45 pm ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
@Garlando Here would be my suggestions: Not a big fan of Animist's Awakening, card just seems really bad. Also not really a big fan of Displacement Wave in this deck. Are you using it mostly to take off pressure from aggresive decks? Sigiled Starfish has also been underperforming for me personally, alltough it should technically be a decent card. It feels to me that this deck could really use some additional big creatures as win conditions if your opponent is heavy on removals and also to make Nissa's Revelation more consistent. Outland Colossus, Gaea's Revenge or Kird Chieftain come to mind. |
Author: | babassoonist [ Thu Aug 20, 2015 4:17 pm ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
nissa's revelation can't be consistent (for the forseeable future) scry has a bug currently making it so you can't sort the cards if you want more then 1 |
Author: | Garlando [ Thu Aug 20, 2015 6:26 pm ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
@babassoonist: are you sure? it seemed to work for me. but maybe i was mistaken. ~ it DID freeze the game or cause a desync more than once, though. @Nevius: Agreed, Animist's Awakening performed really badly. Sigiled Starfish did perform pretty good in some games. I think running two is fine. I like it because it can block Perilous Myr. Displacement Wave: It is great agains RDW since they usually don't have more than 3-4 lands. In case of missing mana you can bounce your Gatecreeper Vines and some of the enemies early creatures. It helps also against Thopters and Plainswalkers. It also helps against aura decks or renown. More than once I bounced the combination of Shadows of the Past and Evolutionary Leap, slowing the opponent by a round. It also resets Zendikar's Roil. I even used it once to bounce my own Nyssa to user her +1 for a second time. It's just very versatile. ----------------------------------- so: - 2x Animist's Awakening + 1x Disciple of the Ring This leaves one spot: My Ideas: Gaea's Revenge - Great card but it has two disadvantages in this deck: It does not work with both Chandra's Ignition and Into the Maw of Hell. Okay; The second one is very situational but it happened to me. Some semi-fat creature with CC < 5 to enable early / one turn sweeps with Chandra's Ignition. Candidates: Kird Chieftain - survives a Perilous Myr; Might save a Jace, Vryn's Prodigy from Twin Bolt or Fiery Impulse. Primal Huntbeast - Imune to burn and Perilous Myr. Reclamation Sage - Provides cheap artifact/enchantment hate. If it comes down to this we should replace Conclave Naturalists with Woodland Bellower. |
Author: | magaiti [ Tue Sep 15, 2015 4:12 am ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
Here is my whacky invention, an attempt to create combo-deck for 2HG funsies. Temur Combo-Ramp (60 cards, updated list) Creatures (14): 3 x Elvish Visionary 1 x Esperzoa 2 x Bounding Krasis 3 x Zendikar Incarnate 2 x Outland Colossus 1 x Woodland Bellower 2 x Gaea's Revenge Non-creature Permanents (9): 4 x Alchemist's Vial 3 x Sphinx's Tutelage 2 x Meteorite Sorceries (13): 2 x Displacement Wave 4 x Nissa's Pilgrimage 3 x Anchor to the Aether 2 x Chandra's Ignition 2 x Nissa's Revelation Lands (24): 2 x Mountain 2 x Island 8 x Forest 2 x Izzet guildgate 2 x Hinterland Harbor 2 x Rootbound Crag 2 x Sulfur Falls 4 x Evolving Wilds The idea is to ramp with Nissa's Pilgrimage and Meteorite, put large creatures out and beat face. Sometimes games are won by Chandra's Ignition, sometimes by Gaea's Revenge + Displacement Wave. In case plan A doesn't work, we can try to mill our opponents. For this matter we have lots of cantrips, which we can reuse with Esperzoa and Displacement Wave. Also we have the dream combo - Nissa's Revelation on Zendikar Incarnate, while having Sphinx's Tutelage(s) in play. If the situation calls for it we can even play Anchor to the Aether on our own creature to ensure the Revelation hits it. Anchor can also be used in conjunction with mill, to get rid of a threatening creature for good. Track of changes since the decklist was originally posted: * -1 Island, -1 Mountain, +2 Izzet Guildgate * -2 Esperzoa, -1 Visionary, -1 Forest, +2 Bounding Krasis (went from 62 to 60 cards; there was too much Zoa) * -1 Meteorite, +1 Elvish Visionary (found 3 Meteorites to be too clunky, also I think 7x 2-drops is optimal) |
Author: | -DarkShock- [ Tue Sep 15, 2015 9:43 am ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
I like the idea of Tutelage and Nissa Revelation for uber mill. I will give this a go tonight to see how consistent it runs. |
Author: | babassoonist [ Tue Sep 15, 2015 10:51 am ] |
Post subject: | Re: Magic Origins - Temur (Blue/Green/Red) Decklists |
huh anchor on your own creature to hit with revelation... wow |
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