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Temur offers a unique mix of colors that lend to several different strategies and tactics. For this deck, the focus is going to be on Timmy-er side of the wedge in casting big spells for splashes of tremendous value!
Our deck's motto is "Go big or go home" so we are going to start off by ramping hard (with Rampant Growth, Cultivate, Kodama's Reach, Circuitous Route, Explosive Vegetation, and Hour of Promise, followed by Gruul Signet/Izzet Signet/Simic Signet, Chromatic Lantern, Vessel of Endless Rest and Darksteel Ingot. Shaman of Forgotten Ways and Farhaven Elf are the creatures helping us with mana, while Zendikar Resurgent functionally doubles our mana production from our lands and Frontier Siege gives us 4 green mana per turn for free), and then playing a number of our big creatures to tear chunks out of our opponent's life total.
Our Commander for this deck is Riku of Two Reflections. Riku serves two functions in the deck:
1.) Create additional copies of the creatures we play, multiplying the intensity of the threats this deck carries
2.) Double the ramp/utility spells we run get as much utility as possible.
Let's take a closer look at the different parts that make this flesh-pulper of a deck.
::Spell Interaction (Arcane Denial, Negate, Temur Charm): Because this deck wants to focus mostly on attacking our opponents and being offensive in the late game, we are going to keep our counterspell line up as light as possible to ensure that we are leaving enough space for offensive threats.
:: Artifact/Enchantment Removal (Acidic Slime, Hull Breach, Indrik Stomphowler, Naturalize): Keeping removal a little light, but with some of it being creature based we can simply turn some of our creatures into removal spells.
:: Creature Removal (Prey Upon, Ulvenwald Tracker): Considering the size of our main offensive threats, these two cards can use them as forms of creature removal in colors that don't normally get spot removal of this variety.
:: Draw (Colossal Majesty, Kumena's Awakening, Garruk's Packleader, Zendikar Resurgent): Most of the additional draw is creature-focused, which is great for a deck with 29 creatures (of which only 4 non-clone creatures don't cause you to draw from the power-based draw)
:: Combat Advantage (Anger, Archetype of Imagination, Brawn, Fervor, Goblin War Drums, Stampeding Elk Herd, Sun Quan, Lord of Wu, Wonder) Haste is one of the best combat-based keywords in the game and helps keep pressure on the board. Menace, flying, horsemanship, and trample makes blocking difficult,
:: Combat Finisher (End-Raze Forerunners, Overwhelming Stampede, Relentless Assault, Teleportal, Triumph of the Hordes) Every deck needs a way to finish the game, and with this deck being a combat-based deck we are running a few spells to give them a lethal edge to finish the game and/or make blockers irrelevant if they didn't already have flying/horsemanship.
:: Clone (Altered Ego, Bramble Sovereign, Clever Impersonator, Dack's Duplicate, Progenitor Mimic, Quicksilver Gargantuan): The only thing worse than a nasty creature is a clone of a nasty creature, especially if that creature has an added benefit (Uncounterable and X +1/+1 counters per Ego, Haste and Dethrone from Duplicate, a base 7/7 from Gargantuan, cost only 1G to play from Sovereign's effect, or making a token copy of it each turn from Mimic)
:: Utility non-lands (Angrath's Marauders; Elder Deep-Fiend; Elvish Piper; Fierce Empath; Goreclaw, Terror of Qal Sisma; Inferno Titan; Lurking Predators; Rhonas the Indomitable; Reason // Believe; Regrowth; Surrak, Caller of the Hunter; Surrak Dragonclaw; Warstorm Surge) One-shot effects that provide a niche benefit to the deck. A creature (that can be cloned) that doubles the damage YOU are dealing (a rare effect, considering that normal damage doubling effects show up in cards like Furnace of Rath and Dictate of the Twin Gods) is a solid way to help close out games without a finisher spell. Elder Deep-Fiend is a way to to slow down an opponent off for a turn as it has flash and can tap down lands (like Gaea's Cradle, Cabal Coffers, and Itlimoc, Cradle of the Sun). Fierce Empath finds us a big creature from the deck (including 2 of our clones). Inferno Titan is a widely popular card in the EDH format and since making clones of it is straight value and is affordable, there isn't a reason why we wouldn't run it. Elvish Piper, Goreclaw and Lurking Predators can help get our expensive creatures out without paying full price. Rhonas and both Surraks give our creatures a benefit to make them even deadlier. Reason // Believe is a very unique card in that if played early on you can filter out some unfavorable future draws (or setting up a Predators), but in later games you can spend 4UG in casting two spells to put a creature into play for free.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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» | Revision 23 | March 1, 2019 | EDHAcademy | |||
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Revision 2 | February 18, 2019 | EDHAcademy | ||||
Revision 1 | February 18, 2019 | EDHAcademy |