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@Traveler247 Exactly. Couldn't have summed it up better. Focus on the meta of your peers and practice answering their decks and plays.
@Forkbeard My build of Roon really doesn't rely on him being on the field much. Definitely an EDH faux pas, but I am okay with him sitting in the grave, awaiting recursion -or- if graveyard gets exiled, I can return him to CMD zone at that time.
If you are struggling to find where to make your cuts, the best advice I have received was eliminate cards with 1 answer only. (Such as if you have Naturalize in the deck, you would want to remove that for Beast Within as a more versatile card; or putting in Selesnya Charm for Raise the Alarm as another example)
Dude totally my mistake.. I was thinking this was running white as well.. I have been going over a lot of decks today. My apologies. Unravel the aether... yes.. what Abubroki said. i am curious as to how temur charm can kill three creatures though. I suppose if you have out a knuckleblade or a townshell, but wouldnt the fighting take its toll? Maybe it would die out before hand. I know that damn hornest nest is tough as nails to get around. If it had flying it would be ridiculous. Finally (and again sorry about the erase and deicide suggestion,,,kinda out of it) the plague is sorcery speed and it and the sage would be too slow. Jeskai combo needs to be stopped right when it gets firing off.So instant speed unravel would work wonders in the side. or Naturalize though as mentioned it will not get rid of indestructible.
Your basic Temur staples (that you aren't listing) are:
Temur Charger --maybe. This card isn't super great in my experience, but try it out and see.
Thanks Javaz! I agree, Garruk's Companion is so perfect for this deck, and I've been trying to figure out how to fit him in without weakening the whole Renegade Krasis thing (he doesn't trigger the krases). The questions is really what do you replace? Everyone's maybe gonna say Naturalize but I can't even tell you how many games I see a surprise destroy artifact/enchantment swing these days with all the various things it can remove.
What if someone has Naturalize ? Game over?
Krosan Grip , Destructive Revelry , Naturalize , Nature's Claim , Reclamation Sage , Slice in Twain , and Relic Crush are all good artifact or enchantment removal, and none of them are very expensive. Just my suggestions.
I don't think you need 4 rampers (not counting Xenagos, the Reveler , all with full playsets. I'd keep Mystics, Coursers, and Followers (because of the Nykthos, Shrine to Nyx , otherwise I'd say Sylvan). That'll give you more room for threats.
Fanatic of Xenagos is a great turn 2 or 3 drop to immediately apply the pressure.
Polis Crusher is great with so many decks relying on enchantments for either removal or buildup. Trample is icing for him and Fanatic.
Arbor Colossus is a really solid 5 drop, answers so much, I'd suggest +1. I might cut a planeswalker because you have so many and they are all top heavy too.
Unravel the Aether > Destructive Revelry and Naturalize ; really depends on what your meta/friends play but Unravel has the utility to send gods back into the deck to (hopefully) not be seen again, the other 2 cannot touch em.
|0.02 TIX||0.04 TIX|
|Avg. draft pick||10.06|
|Avg. cube pick||13.65|
|Commander / EDH||Legal|
|Khans of Tarkir||Common|
|2012 Core Set||Common|
|2011 Core Set||Common|
|Rise of the Eldrazi||Common|
|2010 Core Set||Common|
|Shards of Alara||Common|