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I've been playing a lot of best of one and was having great success. I have found recently I'm playing against far more mono blue and Esper control than ever before. The amount of games I'm playing against these decks is off the charts. To me, it appears the meta has been set.
My Grixis midrange deck has done decently well, but against blue I have to deal with the first creature quickly or I have trouble coming back. Against Esper I have found that whoever gets their hand disruption and card draw engines going first wins pretty much every game. Not exactly revolutionary analysis, just facts I guess.
I have decided I need to put together a deck that is tooled to have success against these two matchups. After doing some thinking i decided to return to an old deck I toyed around with that did not do great against the older meta, but would do well now: Temur Rhythm, formerly Gruul Rhythm.
Why Rhythm of the Wild now?
1) Haste.
Both the mono blue and esper control decks start out pretty slow. I want to be able to mash some heavy face early on. The haste also provides a quality way to kill planewswalkers and to put heavy pressure on the mono blue deck.
2) Uncounterable creatures.
Neither deck is built around counterspells, however both decks run them. Turning that off is a nice bonus. There are also still some Drake's decks out there that struggle with this effect as well.
Why play Temur?
1) Hexproof (green)
Playing green allows me to play hexproof creatures. Not an issue versus mono blue, but is a big deal against esper. They will be dependent on Kaya's Wrath to win in a lot of games.
2) Quick counterspells (blue)
Playing quick counters is excellent for this aggressive deck as it first protects my own creatures, but also counters win cons for the other two decks.
3) Haste (red)
It is essential to not totally rely on Rhythm. Playing red creatures gives the deck other ways to be aggressive and catch the opponents off-guard.
Downside of this deck:
a) Go wide strategies.
The deck struggled originally because the format went very wide. The deck lacks a lot of ways to deal with decks that just spew creatures onto the board.
b) Needs a quick start.
The deck is much better if you are on the play or if you have Llanowar Elves. You want Rhythm early or to at least play your bombs early.
c) Mortify and Thought Erasure
If the opponent can get to your Rhythm then your deck is much weaker.
Alterations to the original deck:
a) Temur
Blue addition is simply to add answers for our opponents removal.
b) Hexproof
Just smart in a control heavy meta.
c) Bigger creatures
It might be smarter to go wide, however I want my creatures to not be suspect to removal such as Cry of the Carnarium and Moment of Craving.
Below is an overview of the individual cards
Dorks:
1) Llanowar Elves
getting out the Elf on turn 1 changes your win percentage in a big way.
a turn two Rhythm is so much more effective than a turn three one.
2) Incubation Druid
not a good attacker in any way, but the deck wants a fifth mana dork.
not a bad play after a Rhythm to add the +1/+1 counter.
Attackers:
3) Kraul Harpooner
being able to kill a flyer can be a bonus against a lot of decks, especially mono blue.
has a nice trick with Rhythm and haste, some pretty big swings late in games.
4) Growth-Chamber Guardian
chaining them off Rhythm is pretty back breaking for opponents.
possible flex creature slot.
5) Gruul Spellbreaker
*it has hexproof on your turn, forces the opponent to play removal on their own turn if they want to kill it.
6) Rekindling Phoenix
*the all-star versus control, has to be removed twice or it returns with haste.
7) Vine Mare
*I want some hexproof and Nullhide Ferox turns off our own counterspells.
8) Skarrgan Hellkite
*the haste possibilities are where the main danger lies.
9) Carnage Tyrant
stretching the mana base a bit, but we have lots of ways to ramp up here,
just says f-off to control.
The rest:
11) Domri, Chaos Bringer
ramp and card draw.
weak against mono blue as you tick down and then they have an unblockable creature to finish it off.
12) Spell Pierce/ Quench
*we hit fast and they rarely will have two mana left up.
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