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Best Build Search: Rhythm of the Wild #3 (Temur) (Standard)

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I've been taking a look at the Ravnica Allegiance spoilers closely and a few individual cards have stood out. The fun part of this set is that it opens up equal possibilities to all mana bases, so deck builders can really explore and experiment. I'm going to do a series of "Best Builds" where I attempt to take a card I find interesting and find it a home.

Best Build Card #1: Rhythm of the Wild.

I have seen multiple pro's use this card to build gruul decks over the past week. My logic is that with this mana base we do not need to limit ourselves to two color decks. Three colored decks are easily made with the release of RA.

Here is my third attempt (Temur)

Why temur?
In truth, I initially thought there was no real point to do temur as I never felt blue added much to this stompy build. After further evaluation I have noticed a few cards worth playing, and one in particular "Sphinx of Foresight".
Sphinx of Foresight gives me an increased chance of starting the game with Llanowar Elves and Rhythm of the Wild. The more I play versions of this deck the more I realize that the difference in outcome of games that start with that sequence is overwhelming favorable to games with only one.

Deck Construction:

a) Rhythm of the Wild
*the deck is built around maximizing this card, however I do not want to play a full set. While the card is not wasted in multiples, you still would rather see more creatures over a second copy.
I increased the number to 4 in all versions of the deck. Your winning is just so built around if you draw this card. You can certainly win without it, but you do so much better when it is out there.

b) Llanowar Elves
*my past experience playing stompy aggro (an archetype that I do very well with) is that games that you play a 1cmc mana dork and it is not killed before you get to use it on turn 2 have a far better win percentage then games where you don't draw it or it is killed. I don't have the exact numbers on this, but it feels significant.

c) Growth-Chamber Guardian
I'm on the bandwagon for its inclusion in any deck that can easily put +1/+1 counters on it, and Rhythm does that. Getting 3/3's that get you another copy for your hand without extra work is pretty sweet.
At worst it is a bear that has the potential to draw another bear as a mana sink mid to late game.
*GCG is one of those sweet combat trick creatures that can keep an opponent on edge during attacks, they always have to consider the pump when blocking if it has no +1/+1 counters.

d) Gruul Spellbreaker
having its own riot is nice, especially since it stacks.
gaining hexproof on your turn and shutting down Settle the Wreckage is very beneficial to the deck.

e) Kraul Harpooner
*at first I was looking at this as a sideboard card, but it has so much potential in this deck. The format is heavy with flyers, making this not only strong removal but also a card that can pump itself. A Harpooner with haste could be a very big unsuspected swing for only a 2cmc commitment.

OK, to this point the list is pretty stock with other lists I've seen online. here is where I move into my own direction.

  1. I'm not playing Pelt Collector. I'm not a huge fan of playing 1 drops in stompy decks. PC does grow and has the potential to hit 3/3 consistently and sometimes grow even bigger, however it is an awful top deck. I'd much rather play x4 copies of a real threat on an increased curve. I want to maximize Llanowar Elves by hitting a 3cmc creature into a 4cmc creature as often as possible.

  2. I'm not playing Steel Leaf Champion. It is powerful but I want to have more flexibility to play certain 4/5cmc creatures. SLC is a serious strain on the mana base.

  3. Thrash//Threat is a card which has its uses, but the token does not work with Rhythm. I'm avoiding all token generators (apologies also to Regisaur Alpha).

  4. No Carnage Tyrant in the main. I prefer to cap out at 5cmc in stompy. That is just how I prefer the decks to play.

Now for the rest of my list:

f) Rekindling Phoenix
*even better in this deck. Hello haste. Oh you killed it...hello 5/4 with haste.

g) Sharrgan Hellkite
blue just doesn't bring a quality top end creature to the deck.
Hellkite gives the deck another flyer that has built in riot.
*nice mana sink if you don't have a creature to play late or you are playing against tokens.

h) Sphinx of Foresight
big time card to have in your opening hand for the scry 3.
scrying in the mid game is more important then I gave it credit for. I can't tell you the number of times I drew a land when I really need one last creature or that I just needed one more land to finish a game. Scrying just helps make that problem go away.

i) Hydroid Krasis
flexibility is nice
I have to test it as a one of. I'm not sold on it, but in this deck it gains a little extra from Rhythm and card draw is exactly what you need a lot of times in the mid game.
cast for 4- it is a 3/3 and draws two cards. Cast for 6 may be the target however as it nets you a 5/5 and totally restocks your hand.
would you rather have Carnage Tyrant or Ravager Wurm over this?

*I have 5 remaining slots available to bolster the decks removal. I would prefer that these slots be versatile, having an alternate purpose other than being spot removal would be nice.

*I also want removal that can kill three creatures in particular in the early game: Tocatli Honor Guard, Wildgrowth Walker, Adanto Vanguard.

j) Lava Coil
*it is still the most dependable way to kill of the trouble cards early in games, while also offering utility in killing of a solid number of mid game threats as well.

k) Incubation // Incongruity
Incubation is a sweet back up plan to having Llanowar Elves turn one. Digging 5 deep is almost a guarantee of hitting a relevant creature. I wanted to include Adventurous Impulse in the other versions of the deck, but the limited noncreature slots are needed desperately for removal.
Incongruity is that removal piece that people think looks underwhelming but in the situations where you need it is so worth it. You would trade a 3/3 all day for any of the trouble creatures, especially since you will go over the top of it so easily.

Sideboard:

1) Replacement for Lava Coil
*In this format even the control decks play a decent amount of creatures. I want to be able to reach higher than Lava Coil to target Doom Whisperer and Niv-Mizzet.

Replacement- Spell Pierce
*stompy can benefit from a great tempo card like Spell Pierce. If timed correctly it can singlehandedly win games.

2) Fiery Cannonade
*instant speed sweeper for creatures that go below this deck.

3) Deathgorge Scavenger
really strong in this deck with the possibility of haste as you can trigger it twice on entry.
graveyard shenanigans exist in the format, it is nice to have an option to answer it that still comes on a strong body.

4) Incubation // Incongruity
sometimes you need removal that can hit bigger than Lava Coil. It's not perfect removal, but if your looking to kill a Doom Whisperer, Lyra, or other creatures of this class you can live with a 3/3.
Also comes with the whole dig for a creature thing as an upside.

5) Shock
*quick cheap removal with upside. never a dead card.

6) Disdainful Stroke
*a cheap mid to late game answer for problem cards.

7) Banefire
*a control finisher (I expect control to be everywhere in the new format).

In Naya I used my remaning two sideboard slots on Settle the Wreckage. This was mainly as an answer to hexproof creatures. Temur does not have a quality sweeper for bigger creatures, especially one that does not take all mine with it as well. Blue does however have Sleep.

9) Sleep
*tapping all your opponents creatures and then having those creatures stay tapped is just as good as a one sided sweeper in this deck. Major opportunity to smash some face.

Thoughts on the Temur version:

a) Sphinx's Foresight is a fantastic card to have in your opening hand. Really game changing.

b) Incubation // Incongruity is the perfect balance of set up your turn sequences or bail out your butt in a pinch. Big inclusion.

c) Solid sideboard editions. Disdainful Stroke and Sleep are some major sideboard cards for this deck to deal with problems cards. Spell Pierce is the perfect tempo card for this deck to help swing games as well.

d) Overall I would say that this version of the deck is very solid. You are far more likely to curve out correctly with this deck than any other version. Curving out for a stompy deck is exactly what wins or losses games.

.

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This deck appears to have been legal in Standard (Season Oct 2018 — Oct 2019).

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