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PostPosted: Thu Nov 26, 2015 8:09 am 
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um... might of the masses is a 3 of...


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PostPosted: Thu Nov 26, 2015 8:15 am 
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um... might of the masses is a 3 of...


Chorus of Might gives Trample where Might of the Masses does not. That's why I thought of it seeing you only have Vile Aggregate to get damage through blockers. You don't need to add a lot of Chorus, but it can be nice in some situations. Might on the other hand has the advantage of being ridiculously cheap. I guess it depends on your playstyle.


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PostPosted: Thu Nov 26, 2015 8:35 am 
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Considering the amount of fliers and how wide her deck goes, I don't think Chrous of Might in a deck with lots of Great 4 drops comes close in any way shape or form to Might of the masses


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PostPosted: Thu Nov 26, 2015 8:41 am 
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deck goes to wide and like to spend all of it's mana, spending :3: on just trample isn't exactly what I'd consider a great play when that could be used to toss a 9/5 vile aggregate over the top of my opponents board for the w


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PostPosted: Sun Dec 06, 2015 6:38 am 
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Would like someone to propose help with the following deck, I haven't found a temur deck that would be not better served by doing it naya or gruul and going BIG.

I'd like to end up with a beat-down deck that plays always slightly above curve threats, with some tempo elements and some reach.
I would like to top out at plated crusher but I'm pretty sure it would be a mistake to go that high up on the curve + triple unless I start including moss. theres plenty green though. Could maybe go -1 Drowner of Hope + 1 Plated Crusher?

So far has been performing well enough. tempo-ing out red decks and often being just fast enough to finish off bigger decks. My first loss was vs gruul LD. It took the gruul mosstard 3 acid moss and 2 into the maw to win the game at 3 life, and I had like 6 outs to finish him from top of the deck. Considering Moss seems like a weakness to this deck, I'll take that as acceptable performance.


Mid-range temur

3 x Undercity Troll
4 x Snapping Gnarlid
3 x Skyrider Elf

1 x Nissa, Vastwood Seer
3 x Bounding Krasis

4 x Natural Connection
2 x Wildsize
1 x Exquisite Firecraft

1 x Radiant Flames

1 x Akoum Firebird
2 x Woodland Wanderer
2 x Zendikar Incarnate

1 x Kiora, Master of the Depths

2 x Outland Colossus
2 x Chandra's Ignition

2 x Drowner of Hope

2 x Plated Crusher

1 x Plains
2 x Island
4 x Mountain
4 x Forest
2 x Lumbering Falls
2 x Cinder Glade
2 x Rootbound Crag
2 x Hinterland Harbor
2 x Sulfur Falls
4 x Evolving Wilds


EDIT: WIP list, updating weekly.


Last edited by Goblin Rabblemaster on Sat Dec 26, 2015 8:25 am, edited 5 times in total.

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PostPosted: Sun Dec 06, 2015 7:22 am 
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I would sooner cut the Oblivion Sower. You don't need to ramp any higher, so it's mostly just a 5/8 for 6.
Hard to imagine how the decks runs without being able to play with it.


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PostPosted: Sun Dec 06, 2015 7:37 am 
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I agree Sower is not at its best in this deck. However,he's more than a 5/8. at six mana, if he hits 2 land, (average should be 1.5), he allows you to add a 2 drop after playing sower. Also synergy with snapping gnarlid and retreat to Kazandu. Finally, and imo the most relevant : It can bring you from 6 to 8, which is only 1 land away from 4drop + ignition (which is a way more powerful play than T4 4 drop, T5 ignition). Then again, so does drowner of Hope, in a more fragile way. So you are probably right. Other point of discussion could be wether the retreats and elemental bond are worth it or if they should just be Natural Connection.


Last edited by Goblin Rabblemaster on Sun Dec 06, 2015 7:58 am, edited 1 time in total.

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PostPosted: Sun Dec 06, 2015 7:46 am 
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If you're running Zendikar Incarnate and Outland Colossus in Temur.. you should probably be running Whirler Rogue. That combo tends to win games.

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PostPosted: Sun Dec 06, 2015 8:00 am 
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I understand. Manawise though this deck can accomodate double green and double red T5 but not double blue. Including whirler rogue would probably harm the consistency of the deck; and make it even more fragile to land destruction. replacing the value chants for natural connection / playing gates would make it possible, but then we are increasing the amount of 'im not pressuring you' early plays, and you would probably end up better playing Simic/gruul/selesnya. I'm not saying that this deck is better than either 3 this way, mind you; I'm just trying to see if we can make a competitive temur beatdown deck instead of always going 'ramp ramp play Ulamog'.

Current proposed changes that seem good are : Ditch Sower for either Drowner nr2 or Plated Crusher. Test performance of the 3cmc enchants, test replacement by Natural Connection, in which case find place for 2X Whirler rogue (probably -1 land -1 Incarnate +2 Rogue)


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PostPosted: Sun Dec 06, 2015 8:48 am 
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Small update; Did not see any rogues yet, but slapping in 3 Natural Connection allowed me to slog through this annoying BS online:

RIP MOSSLIFEGAINTARD:

Spoiler


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PostPosted: Sun Dec 06, 2015 9:56 am 
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This version is doing pretty well for me so far, the Skyriders become an instant removal magnet when a turn four 4/4 with flying stares your opponent down. Leaves less to deal with your Wanderers/Incarnates which is always a plus. I'm ditching Bond/Retreat for 2 Natural Connections though.

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PostPosted: Sun Dec 06, 2015 9:59 am 
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I likes

good one Rabble

:)


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PostPosted: Sun Dec 06, 2015 1:46 pm 
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Preferred Pronoun Set: Xhir/xhim, depending on Moon phase
I'm playing something like that, Rabblemaster (I'd quote you, but somehow I f** up the tags...sigh...) just in Simic...but I arrived at some of your choices, like the Bond, or the Kazandu, which is awesome with the trolls etc besides the lifegain.


2 x Perilous myr
3 x Gatecreeper Vine
3 x Undercity Troll
3 x Alchemist's vial
2 x Telling time
1 x Jace, Vryn's Prodigy

1 x Nissa, Vastwood Seer
3 x Esperzoa
3 x Bounding Krasis

1 x Retreat to Kazandu
1 x Elemental Bond

1 x Whirler Rogue
4 x Mwonvuli Acid-Moss
1 x Kiora, Master of the Depths

2 x Outland Colossus
2 x Guardian of Tazeem

1 x Drowner of Hope

2 x Gaea's Revenge

4 x Evolving Wilds
land till 24


With all the tap effects, Gaea's become particularly deadly...3 Zoas are an aberration, I know, I know...but the sinergy with Bond and Vials is just too good, and the big flyers theme rock, and you can use them as deadly blockers till a Vial arrives...I'm particularly impressed with the Guardians, those are a beast, in body and in tempo...make even worse the Moss too hehe

Suggestions? Btw, has anybody tried Strider Harness? would it work here?


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PostPosted: Sun Dec 06, 2015 2:00 pm 
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strider harness is poop. forget the esperzoa tech just run ramp


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PostPosted: Sun Dec 06, 2015 3:11 pm 
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Preferred Pronoun Set: Xhir/xhim, depending on Moon phase
strider harness is poop. forget the esperzoa tech just run ramp


Ok, nice to know about the harness

I haven't cards to ramp :( I still haven't even the complete Origins, and barely half a dozen of BFZ... I have like 80% of Origins and, funnily enough, just one Pilgrimage...

Anyways, cut one Zoa and added one more Myr...although I'm already doing really well against RDW, zero loses in 4 matchs, the little guy it's just too good to shut down red swarm, it's welcomed in my opening hand almost always...and the zoas really go with the theme, I want draw and/or removal spent on them...both of those help a lot the Guardians, who are probably the most effective card of the deck...with Krasis, moss, Wilds, vines etc etc you really can tap down most of opponent's critters, two turns half the time


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PostPosted: Sun Dec 06, 2015 3:37 pm 
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Would like to thank for the feedback. I think Connection probably earns its spot in this deck as a 3 of. Still going 'lalala, not hearing it' about whirler rogue.

Also whish to add that matches vs Red aggro with this deck really allow you to see who's actually decent at magic and who's just running red, cause reasons . Most of situations they think they are the beatdown. Cuzz you know. Red Aggro, you are the beatdown. I feel I would lose way more matches vs red decks if their pilots would correctly identify the fact that, no, you stopped being beatdown since T3, you're getting raced by blue, deal with it. Bounding Krasis is such a pet <3. To be fair, gates and skyriders also worked great vs Call of the Full moon when I tested them. But I'm not running gates in this deck. I'll just tap/race those auraboys.


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PostPosted: Sun Dec 13, 2015 11:23 am 
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Hey guys !
So after spending some time on InfamousGemini's Twitch watching/building some decks i came out with something interesting i believe. Here's the list with comments :

Temur Value

3x Blisterpod, provides 2x chump blocker, helps with ramp after 1 block (hello T2 Nissa, T3 Acid Moss / Kiora !)
2x Clutch of Currents, helps with tempo. The 5CMC "Dispel+3/3 haste is ridiculous. Even better cast on a hexproof Lumbering Falls

3x Skyrider Elf Flying, polishes the curve with its 2/3/4 mana cost. Instapick
3x Undercity Troll, played on T2, with 3 lands on T3 its value skyrockets. In late game it's a nice sticky chump blocker.
2x Evolutionary Leap

1x Nissa, Vastwood Seer <3
3x Bounding Krasis, very versatile, to either calm down aggro or help the colossus get the damage through
3x Spell Shivel, anti dispels/counters/sweepers if ahead in the game, Anti fatties if behind.

2x Adverse Conditions, good disable, lets Trolls and Colossus hit the face while easing mana management
4x Mwonvuli Acid-Moss, screw the opponent's mana, Improve yours. Pick bilands. Too good to pass on that one.
1x Kiora, Master of the Depths, basically 2x Brilliant Spectrum for 4CMC. Her +1 and ultimate ain't bad either ^^ Removal magnet right before the biggest threat come on curve.
1x Akoum Firebird <3
2x Woodland Wanderer, so good value... even cast with only 2 colors it's still a 4/4 trample vigilance...
2x Brutal Expulsion, either aggro hate, or Fatty hate +2 face damage.

2x Outland Colossus, huge body for 5CMC, even better value in this deck with the multiple tap/removals.
2x Guardian of Tazeem, good flying body, landfall ability makes it epic.

5 x Island
6 x Forest
3 x Mountain
2 x Lumbering Falls
2 x Cinder Glade
2 x Canopy Vista
2 x Hinterland Harbor
2 x Evolving Wilds


Considered changes :

-2 Abbot of Keral Keep, Not totally convinced because of its randomness... just won a game where it exiled Ulamog on T2 for the opponent :D
+2 Evolutionary leap / +1 Reclamation Sage +1 Woodland Bellower


Still trying to figure out the best land list as well.

Suggestions warmly welcome !


Last edited by hopop on Tue Dec 15, 2015 4:14 am, edited 1 time in total.

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PostPosted: Mon Dec 14, 2015 7:52 pm 
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Last edited by DaRkStAr on Tue Dec 15, 2015 10:59 am, edited 1 time in total.

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PostPosted: Tue Dec 15, 2015 2:02 am 
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Preferred Pronoun Set: Xhir/xhim, depending on Moon phase
hopop wrote:
2x Abbot of Keral Keep, ideally you get a land from him on T2.


Excuse me?


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PostPosted: Tue Dec 15, 2015 4:11 am 
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Yeah that was dumb. Forgot to edit.
I'm testing 2x evoleap right now, might go for 2x Lynx or Rec sage+Bellower since i'm not totally convinced. Evoleap works wonder on the Blisterpods, helps keeping pressure on the board, but there's not a whole bunch of creatures i'm willing to sac in this deck.

I'm facing a growing number of enchant based decks (From beyond and Tutelage mostly), enchant hate might prove usefull.


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