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PostPosted: Wed Aug 13, 2014 8:39 pm 
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The only build I didn't feel even a little bit confident in with the 3 I ended up getting in my tournament was Temur. I've tried a few different things, a couple different surge builds, one a more fatty type build, another more like Bob's as I mentioned earlier. I tried a land destroy type build and a "burn" build, all with varying levels of next to no success to decent success. Then I tried this "Jalira" build. I went 5-0 with 2 of the 3 games mulling down to 5 cards! I'm pretty happy with this one but still think I may be able to tweak it to run slightly better. Here it is and I will go over a couple things after I list the build:

[manapie 90 -w u -b r g][/manapie]

Morphing Masses

A one vs. one deck for Magic 2015.

60 Cards (20 :creature: , 16 :instant: , 24 :land:)

Cost 14 cards
■■■
Jade Mage2/1
■■■
Ground Assault
■■■■
Krenko's Command
■■■■
Think Twice
Cost 7 cards
■■
Chasm Skulker1/1
■■■
Guard Gomazoa1/3
■■■■
Cultivate
Cost 2 cards
■■
Jalira, Master Polymorphist2/2
Cost 4 cards
Stormbreath Dragon4/4
■■■
Switcheroo
Cost 4 cards
Inferno Titan6/6
Soul of Ravnica6/6
■■
Terra Stomper8/8
Cost 5 cards
■■■
Pelakka Wurm7/7
■■
Siege Dragon5/5
Land24 cards
■■■■
Gruul Guildgate
■■■■
Izzet Guildgate
■■■■
Simic Guildgate
4
Forest
4
Island
4
Mountain


To my surprise this deck can be very fast and has the potential to do a lot of damage early on via tokens through krenko's and jade mage. It almost makes me want to fit in Beastmaster Ascension but fitting it in may hurt either the early survivability or late game bombs.

Jalira works great with all the fatties when she sticks, lol. The great thing about this build is if the tokens are not being used as fodder for Jalira they still work great with Switcheroo. Between the 2 this deck is very mean mid-late game.

What is also great about this build is that if the opponent deals with the early tokens or the mid-game Jalira/Switch it can start hard casting any bombs you have in hand. I've also found that the Guard Gomazoas have been defensive/stalling all-stars as well. Of course Ground Assault is amazing, whether it is early on to kill off an early threat or a late-game bomb.

The only change I have made from my very original build was -2 Talrand for +2 Inspiration. Talrand just came out slightly too late to make much of a difference and the extra draw is fairly useful. Of course playing blue you can be "holding back for a counter" and instead use Think Twice or Inspiration on the end step or pump out a token with Jade Mage.

For the most part, I start any tri-color deck with 4 of each normal land and 4 of each gate and tweak from there. Of course 5 games only gives me so much of an idea of what to tweak, but so far the 4 of each has worked just fine but it may be best to alter this at some point.

Anyway, this is the best Temur build I have tried by far. Any ideas/suggestions are welcome and I would love for others to try this out and see what they think/might change as well!

Edit: -2 Inspiration, +2 Cultivate.

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Last edited by minddrifter on Wed Oct 01, 2014 5:49 pm, edited 4 times in total.

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PostPosted: Thu Aug 14, 2014 1:10 am 
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I just played 3 games with it, and I won all of them! :) I haven't even drawn Jalira yet though lol. I can't wait to see how it runs when you actually draw her :P


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PostPosted: Thu Aug 14, 2014 1:33 am 
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How frequently does Jalira work out for you? In my Jalira/Counterlash deck, I have to supplement her and Talran with a lot of Negates and Vapor Snags to let them untap. The Negates also help protect whatever fatty I bring in.


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PostPosted: Thu Aug 14, 2014 8:28 am 
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Overmaster wrote:
How frequently does Jalira work out for you? In my Jalira/Counterlash deck, I have to supplement her and Talran with a lot of Negates and Vapor Snags to let them untap. The Negates also help protect whatever fatty I bring in.

Well, the testing has only been the 5 games I played so far, so I really can't go into too much detail, lol. In the 5 games I played I got Jalira, Master Polymorphist on the board twice. One time I was playing vs. :g::w: tokens and they literally had no answer for her. The other game I was playing against a :r::u: goblin deck that did shock her but not before I was able to use her to grab a Terra Stomper (they must have top-decked it). A couple turns later I hard cast Siege Dragon and it was game over. She is vulnerable, but she isn't the only threat with Switcheroos at the 5 spot and enough tokens and defense from the Guard Gomazoas and Ground Assaults to get me to the late game with or without Jalira.

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PostPosted: Thu Aug 14, 2014 11:03 am 
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Sorry for the double-post, but going over some new stuff and more testing merited more than just an edit I think.

So I played 5 more games and fared much less fortunate, lol. I went 2-3. However, I know how to fix what went wrong and I believe I would have went 4-1 with this one change: -2 Inspiration +2 Cultivate. I've yet to even cast Inspiration and had ample opportunities with Inspiration in hand on T3 with 3 lands out that literally would have won me 2 out of the 3 games I lost had it been Cultivate instead. One game I needed a blue source that I didn't get for like 4 or 5 turns with Inspiration sitting in my hand. The other one I was stuck at 3 lands, and of course, Inspiration was sitting in my hand, lol. While this isn't necessarily a "cure all" for any problem in the future I think this will help make the deck a lot more consistent. The other game I lost was against life-gaining Seance deck that didn't miss a beat.

So, 7-3 isn't too bad still and I think I can keep up a 70-80% win ratio with the change to Cultivate.

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PostPosted: Fri Aug 15, 2014 7:23 pm 
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My take on a Temur Control deck, focused on squeezing and suffocating the opponent of Land, then bouncing their creatures back into their hands so that they can't cast them.


:g::u::r:Land Locked:r::u::g:


7 x Island
8 x Forest
6 x Mountain
1 x Gruul Guildgate
2 x Simic Guildgate

4 x Elvish Visionary
4 x Archaeomancer
4 x Mold Shambler
3 x Species Gorger

2 x Anger The Gods
3 x Tectonic Rift
4 x Demolish
4 x Cultivate

3 x Vapor Snag
2 x Voyagers End

3 x Elixer of Immortality

:g::u::r:Land Locked:r::u::g:



This deck doesn't look amazingly deadly at first glance, but trust me, once it takes control of the board it's nigh on impossible to make a comeback.

Be careful about using Elixer of Immortality with Archaeomancer, you want to leave your Land Destruction and Bounce spells in your Graveyard so you can target them. Also don't be afraid to Bounce your own creatures to your hand, not just your opponents, the EtB effects are worth it if it deprives your opponent of a Land, and the Bounce Spells can always be recycled with the aforementioned Elixer of Immortality(if need be) and Archaeomancer.


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PostPosted: Sat Aug 16, 2014 4:53 pm 
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I like the build Thead. I have been playing an Izzet land destruction deck and I am curious why no Goblin Electromancer in this build to speed up the initial land destruction. In my experience the earlier you start removing the land the harder it is for them to catch up. It wouldn't really mess with your curve if you replaced Elvish Visionary. Thoughts?


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PostPosted: Sun Aug 17, 2014 2:39 am 
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I see a bunch of Warstorm Surge decks in here.. but no Phytotitan.

The land destruction decks look really interesting as well. Might give that a go tomorrow.

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PostPosted: Sun Aug 17, 2014 5:26 am 
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I like the build Thead. I have been playing an Izzet land destruction deck and I am curious why no Goblin Electromancer in this build to speed up the initial land destruction. In my experience the earlier you start removing the land the harder it is for them to catch up. It wouldn't really mess with your curve if you replaced Elvish Visionary. Thoughts?



Thud, you're right, the sooner you can start destroying lands the better, the Goblin Electromancer just hadn't crossed my mind, I'll give it a go.

My whole thought process behind the deck was to get your Land Destruction recycled as much as possible, which meant including Archeaomancer. Mold Shambler was my other Land Destruction available, which meant Species Gorger had to be included because it combos so well with Archeomancer and Mold Shambler. Now that the base of the deck was there, what was missing was an early creature, and card draw, Elvish Visionary suited the purpose perfectly, as well as being a suitable target for Species Gorger.

I'll switch them out for the Electromancers, and edit the land base a bit to see how they work for me.


Last edited by Thead on Sun Aug 17, 2014 10:28 am, edited 4 times in total.

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PostPosted: Sun Aug 17, 2014 9:57 am 
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I've been meaning to build Bant Species Gorger for some time now but perhaps Temur is the place because I really like the Warstorm Surge interaction.

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PostPosted: Sun Aug 17, 2014 11:44 am 
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Yeah Hakeem, the pair can be really deadly.

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PostPosted: Mon Aug 18, 2014 11:37 pm 
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I've been tinkering with a token build based off of Goblin Rabblemaster, Ogre Battledriver, and Beastmaster Ascension today. It started off as a Naya deck, as white has quite a bit of token support in it, but I've since switched over to Temur.

Lands (24)
Island x6
Mountain x6
Forest x6
Gruul Guildgate x2
Izzet Guildgate x2
Simic Guildgate x2

Spells
Shock x4
Military Intelligence x3
Krenko's Command x2
Jade Mage x2
Elvish Visionary x2
Ground Assault x3
Beastmaster Ascension x2
Reclamation Sage x2
Cultivate x2
Goblin Rabblemaster x2
Chasm Skulker x2
Bident of Thassa x1
Inspiration x4
Ogre Battledriver x2
Inferno Titan x1
Pelakka Wurm x3

The deck has two basic combos: 1) Goblin Rabblemaster, Ogre Battledriver, and Beastmaster Ascension; and 2) Chasm Skulker and the various card draw. The Rabblemaster does a really nice job support both combos (triggering Military Intelligence is easy when you have at least one attacker every turn) and I've had a lot of fun with this deck. That said, I don't think its finished quite yet, and I would welcome any suggestions you guys might have.


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PostPosted: Tue Aug 19, 2014 12:13 am 
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Hakeem928 wrote:
I've been meaning to build Bant Species Gorger for some time now but perhaps Temur is the place because I really like the Warstorm Surge interaction.

Fun deck check out mine on the last page


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PostPosted: Tue Aug 19, 2014 9:27 am 
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I wanted to build and playtest my own a little bit before checking out anyone else's, and here's what I came up with:

:r::u::g: Species Surger :g::u::r:

4 x Simic Guildgate
4 x Gruul Guildgate
4 x Izzet Guildgate
6 x Forest
3 x Island
3 x Mountain

4 x Elvish Visionary
4 x Think Twice
3 x Ground Assault
2 x Genesis Hydra

4 x Pestermite
4 x Frost Lynx

4 x Cultivate
3 x Saruli Gatekeepers
1 x Vengevine

3 x Species Gorger

2 x Warstorm Surge
1 x Soul of Zendikar
1 x Inferno Titan


Elvish Visionary and Think Twice keep you churning through your deck and hitting land drops. Quickling is a value card that lets you save key pieces of your combo or reuse beneficial EtBs. Genesis Hydra is a combo enabler because it lets you dig deep for your pieces and it's a great creature to recast every turn for immense value. Ground Assault is our removal for the opposing big guns because most of our Warstorm Surge triggers are only Shocks.

Frost Lynx and Pestermite let you annoy your opponent and slow him down until you get your pieces together.

Saruli Gatekeepers is stabilization against aggressive strategies and the Vengevine is just an amazing creature. In a Species Gorger deck, there's a good chance you can cast two creatures in a single turn to keep this guy coming back.

Then we have the two six-mana bombs, Soul of Zendikar and Inferno Titan; Titan has an amazing EtB and the Soul poops out dudes to flood the board or trigger Surge.

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Last edited by Hakeem928 on Tue Aug 19, 2014 10:24 am, edited 6 times in total.

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PostPosted: Tue Aug 19, 2014 9:38 am 
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hmm, funny I was just working on a Species Gorger deck.
I'll have to take this for a spin later. Looks like a good list.
As much fun as Im having with my Dimir and double dipping Dinrova, Species Gorger looked like another to play with in the same kinda way.
Didn't wanna go 3 color, but Warstorm Surge and Inferno Titan look hard to resist. Nice job.


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PostPosted: Tue Aug 19, 2014 9:47 am 
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Hakeem, you could probably make good use of Ogre Battledriver; assuming the cards trigger accordingly each creature entering the battlefield will do 2 extra damage with the Warstorm Surge plus it helps with he summoning sickness issue with all the bounce you got going. I think Bident of Thassa could also be a card to consider, its ability to force an opponent to attack into a bad situation is powerful plus it gives you amazing card draw.


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PostPosted: Tue Aug 19, 2014 9:51 am 
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I don't think I want Battledriver because of the early :r::r: cost, but I like the idea of adding a Bident because I have some fliers and ways to tap dudes down and force through damage. I'll cut a Gatekeeper for a Bident.

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PostPosted: Tue Aug 19, 2014 10:26 am 
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After some mana problems, I have to squeeze in the Cultivates:

-2 Quickling
-1 Volcanic Geyser
-1 Bident of Thassa

+4 Cultivate

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PostPosted: Tue Aug 19, 2014 11:43 am 
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I took it for a spin. Went 5-0.
But, I never got Species Gorger or Warstorm on the field or even ever in my hand. lol
Won each game simply with Pestermite, Frost lynx and Quickling.
And 3 of those games with an early Vengevine.

Play more after work.


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PostPosted: Tue Aug 19, 2014 12:21 pm 
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The deck is able to do some early damage with the little creatures, but if the game goes long your topdecks are worse than Prune's bomb-heavy version. It's a bit of fun but far from optimal, I feel. Let me know your thoughts.

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