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PostPosted: Fri Oct 16, 2015 2:38 pm 
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sounds like a weird way to downplay a competitive player but ok.


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PostPosted: Fri Oct 16, 2015 2:49 pm 
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sounds like a weird way to downplay a competitive player but ok.


Not what was intended.. more like poking at someone who won't try outside the box ideas unless someone else proves it first.. bc the 'competitive player's' ego can't stand to lose during the development process.

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PostPosted: Fri Oct 16, 2015 2:56 pm 
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sounds like a weird way to downplay a competitive player but ok.


Quote:
bc the 'competitive player's' ego can't stand to lose during the development process.


That is so me. So much ego damage testing stupid decks...

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PostPosted: Fri Oct 16, 2015 4:29 pm 
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I skip that part, it's the opposite of fun for me. I’m not an explorer or entrepreneur-type.


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PostPosted: Thu Oct 22, 2015 2:36 pm 
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I wanted to update my Temur list. I cut the Chandra's Ignition and one Gaea for 3x Fiery Conclusion.. and it's been pretty great so far. The feedback I kept getting was that there wasn't enough interaction/removal in the deck.. so they wanted Ignition.. but Ignition was such a nonbo with the 'go wide' strategy, and it killed all my Evoleap fodder.. so I tried Conclusion and it fits the bill nicely. We have sacrificial creatures in Elvish Visionary, Gatecreeper Vine and Thopters.. and Conclusion also blanks opponent's removal in addition to Evoleap. So.. now we have some instant speed removal, for cheap.. and we can hold Firecraft as a finisher. With Rec Sage+Bellower and a single Conclave Naturalists.. we have 3 draws to enchantment destruction as well.. making for a pretty solid removal package. I like it Conclusion here better than Twin Bolt because I can simply trade with one toughness dudes.. it's the bigger guys that are problematic. Here's the list:

Edit: After further testing.. the deck simply cannot afford to forgo Chandra's Ignition. It just wins on the spot so often.. and gives us an out to our worse matchup (Thopters). -1 Simic Guildgate, -1 Fiery Conclusion +2 Chandra's Ignition.

4 x Gatecreeper Vine
4 x Elvish Visionary
2 x Evolutionary Leap
2 x Fiery Conclusion

3 x Thopter Engineer
1 x Nissa, Vastwood Seer
1 x Reclamation Sage
3 x Bounding Krasis
2 x Exquisite Firecraft

3 x Whirler Rogue
2 x Pia and Kiran Nalaar
2 x Zendikar Incarnate

2 x Outland Colossus
1 x Conclave Naturalists
2 x Chandra's Ignition

1 x Woodland Bellower

1 x Gaea's Revenge

2 x Island
3 x Mountain
5 x Forest
2 x Rootbound Crag
2 x Hinterland Harbor
2 x Sulfur Falls
2 x Gruul Guildgate
1 x Izzet Guildgate
1 x Simic Guildgate
4 x Evolving Wilds


Note: Hakeem had in 3x Sigiled Starfish, but I felt it was too slow.. didn't do enough, was a terrible lategame topdeck and generally sucked. I ran it for about 10 games.. it just wasn't very good.

Edit: I am fairly certain that this is the final list. I'll be submitting it to DJ for the master deck list.

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Last edited by megabeast37215 on Mon Oct 26, 2015 1:00 am, edited 1 time in total.

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PostPosted: Sun Oct 25, 2015 11:10 am 
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OK beastie I finally have all your decks cards, I'll take it for a spin. Thanks !


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PostPosted: Sun Oct 25, 2015 11:56 am 
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OK beastie I finally have all your decks cards, I'll take it for a spin. Thanks !


Enjoy. I've played it about 80-90 games and lost a grand total of 5 times.. it's great vs all the meta has to offer.

Two packs to go for you? Congrats early!

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PostPosted: Sun Oct 25, 2015 12:47 pm 
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K, I went 2-1, it was very good. Beat boros with my eyes closed. Elves was slightly tougher but not a problem.

Thopters got me. I was unable to deal with an unblockable flier using Sigil.


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PostPosted: Sun Oct 25, 2015 1:06 pm 
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1 Jace, Vryn’s Prodigy
2 Abbot of Keral Keep
1 Undercity Troll
4 Gatecreeper Vine
2 Jhessian Thief
1 Nissa, Vastwood Seer
2 Reclamation Sage
3 Bounding Krasis
3 Kird Chieftain
2 Outland Colossus

2 Fiery Impulse
2 Disperse
1 Ravaging Blaze
4 Twin Bolt
3 Calculated Dismissal
2 Wildsize
2 Exquisite Firecraft
1 Chandra’s Ignition

2 Island
3 Mountain
3 Forest
2 Rootbound Crag
2 Hinterland Harbor
2 Sulfur Falls
1 Rogue’s Passage
2 Gruul Guildgate
1 Izzet Guildgate
1 Simic Guildgate
3 Evolving Wilds

Temur is my name and Tempo is my game. I could see going Simic once I get two Harbinger and 3 whirler rogue, but for now having access red helps out a lot. I havn’t seen much love for Kird Chieftain in this thread, but he has been so good to me. He often allows me to attack with my whole squad and put my opponent in a tough spot since I can pump something after they declare blockers, often I don’t even have to actually do it and can just play some spells in my 2nd main phase. I’d never consider using zendikar incarnate over him.

I had wanted to find a deck that could best use calculated dismissal, and I feel like temur tempo is the best fit as you have plenty instants to hold up if you don’t need the dismissal, specifically the all-star Bounding Krasis.

If I obtain more copies of undercity troll, fiery impulse, and id definitely consider running more copies.

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PostPosted: Mon Oct 26, 2015 9:10 am 
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After 100+ games.. the above list is my final list for this deck. It's been a fun ride.. but I can hang my hat on that list.. it's very powerful, and it matches up well with the top 3 decks.. only Thopters gives it fits bc their flyers are pumped by lords.

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PostPosted: Mon Oct 26, 2015 9:35 am 
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Your ignition is going to help a ton with that.

Thanks for providing the updated list. I'll tweak mine tomorrow and see how she rolls.


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PostPosted: Mon Oct 26, 2015 8:26 pm 
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Beast your list definitely looks pretty sweet, my only question is why no jace? He has been excellent for me, flashing back exquisite firecraft is especially juicy

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PostPosted: Mon Oct 26, 2015 10:04 pm 
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Manbaby17 wrote:
Beast your list definitely looks pretty sweet, my only question is why no jace? He has been excellent for me, flashing back exquisite firecraft is especially juicy


Because I only have 6 spells I can flash back.. the looting could be cool though. The biggest advantage of flipped Jace would be that people go bonkers trying to remove him.

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PostPosted: Mon Oct 26, 2015 10:17 pm 
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Your deck is nuts beast, and its pretty fun too.

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PostPosted: Mon Oct 26, 2015 10:35 pm 
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WeCoexist wrote:
Your deck is nuts beast, and its pretty fun too.


This warms my heart :cloud9:

Have you been playing it? How has it been performing for you?

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PostPosted: Mon Oct 26, 2015 10:48 pm 
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I guess I'll play your list Beast. :cool: Pass the time.

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PostPosted: Mon Oct 26, 2015 11:11 pm 
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WeCoexist wrote:
Your deck is nuts beast, and its pretty fun too.


This warms my heart :cloud9:

Have you been playing it? How has it been performing for you?


Whenever i feel like going on an undefeated run I play it :D

Its been doing really well for me so far, has a bit of trouble with thopters here and there but I've been winning the tough games for the most part.

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PostPosted: Tue Oct 27, 2015 12:22 am 
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WeCoexist wrote:
WeCoexist wrote:
Your deck is nuts beast, and its pretty fun too.


This warms my heart :cloud9:

Have you been playing it? How has it been performing for you?


Whenever i feel like going on an undefeated run I play it :D

Its been doing really well for me so far, has a bit of trouble with thopters here and there but I've been winning the tough games for the most part.


Yeah.. that's the worst matchup. They have lords.. we don't.. but it's not like we roll over and die to Thopters. We can win.. or at the very least, give them hell. I love how it just wrecks Golgari Control though.. and it's not the least bit scared of Gruul Monsters.

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PostPosted: Thu Oct 29, 2015 3:00 pm 
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I figure it's only fair to follow up with my feedback on Beast's deck since he did me a solid of play testing mine (well that and to hopefully bring him back to the right thread since he can't seem to help himself from spilling over into all the other threads :D)

Beast combined two of the most prominent archatypes in the card pool (Izzet Thopters, Gruul Monsters with a hint of Control/tempo found in either Simic or Golgari) and did a great job of taking the core cards out of each. The deck can play several different variations where one game it's actually playing an archatype (say Thopters) and then can be a totally different feel the next game. There are some subtle cross-overs and synergies in the archatypes and he did a great job of capturing them here. He also did a good job of incorporating cards to play against the meta without diluting the deck while still having quite a few 'answer' cards available.

Toughest match ups were fast aggro that went wide but I still felt; even in those games, that I had outs (my own tokens going wide or things like the 5 mana sweeper etc) so it really came down to the decks own tempo that cost me matches (see below).

I don't have any concerns or complaints that could be considered constructive to help improve the deck. Having said that, my one issue was it being a three color deck with double casting costs. Potential :r::r: on T3, :u::u: on T4 and :g::g: on T5. Even though six of the dual lands have the potential to come in untapped, realistically they should be viewed as tapped lands due to so few basics (and early/mid game were often played as tap lands to ensure colors on correct turns). That then is potentially 14 tap lands and can range down to 8 tap lands depending on when you find/hit basics. I'm not saying that I didn't eventually find/tutor the lands I needed or have games were I had timely colors but I often found myself behind in the early stages of the game or had hands that the mana didn't support (I often could play a portion of my hand/draws but had to sit on other cards until the colors came around). The deck did have enough strength/recovery to compensate most of the time but it did cost me a game or two.

Unfortunately the way Wizards built our mana base, I don't see any other options to try and improve it. If we had access to other fetch lands it would be smoother but would be even more powerful than it already is (and there needs to be some sort of stabilizing factor here right? ;)). This is why I felt the fast aggro/ wide aggro were challenging match ups. Not that I couldn't deal with them (the deck does have answers) but I couldn't consistently curve or play answers timely to interrupt their momentum.

Anyway, it's a great deck (with a good win percentage), I've really enjoyed it and I'll be keeping it in my play list for future games/ variety.

Nice job Beast.


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PostPosted: Thu Oct 29, 2015 3:16 pm 
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The double red is the least urgent even though it looks like T3. You won't be playing Firecraft early. But you'd very much like to drop Engineer on turn 3 if possible. The early evolving wilds and gatecreeper fetches are really important.


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