|Commander / EDH||Legal|
Printings View all
|Core Set 2020 (M20)||Rare|
Combos Browse all
Temple of Triumph
Temple of Triumph enters the battlefield tapped
When Temple of Triumph enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
: Gain or .
Temple of Triumph Discussion
1 month ago
1 month ago
One thing I would suggest is Temple of Triumph , as you're not really doing much on turn 1 and it can help smooth out your draws significantly. Also, Abrade in the mainboard is a pretty good thing to be running right now with how many Urza decks there are running around. Also, if you're going for a prison vibe, Gideon of the Trials and Gideon Jura are pretty good at controlling your opponent, and as of right now you don't have much game vs combo decks and little Gideon can help you not die to combo. I'm also not sure the miracle cards are good enough without a way to manipulate the top of your library for them, so you could probably swap those out with some number of Gideons.
2 months ago
Yeah, it's currently is some weird middle ground where the deck is standard legal now were you to remove Torbran, but you're right.
As for the Bags, as I explained in the description, I think it's fairly important we get one in our opening hand, and we can always rummage away the duplicates. Removing the Chandra's Regulator may be a good idea, though.
Marauding Raptor is our red version of ramp, since we play a lot of 4-drops that love to be played on turn 3.
2 months ago
Also your list seems to be pretty divided in how it wants to win the game. On one hand you are trying to ping everyone to death with cards like Guttersnipe . Yet on the other hand you are also trying to win via combat with cards like Prophetic Flamespeaker . Just remember that a deck that tries to do too many things will end up doing neither.
Since this isn't a cEDH list I am not too sure how far you want to take it competitively, but as a general rule I try to stay away from lands that enter tapped no matter what like Temple of Triumph in a deck that is really reliant on being fast.
2 months ago
You may just have to deal with the uncommon dual, Gain 1 life lands after rotation, with exception to Temple of Triumph
3 months ago
I get this can be long-term. Here is where I'd go (and remember, Boros Wins!) Landbase: -4 Stone Quarry for +4 Wind-Scarred Crag . Eventually -1 Gateway Plaza for +1 Sacred Foundry Eventually -2 Boros Guildgate for +2 Sacred Foundry Eventually -2 Boros Guildgate for +2 Temple of Triumph Eventually -2 Evolving Wilds for +2 Temple of Triumph
Rotation is coming so there will be changes I'm sure. I'd start here.
You have so many multicolored critters that Hero of Precinct One would be a big contributor to your deck.
3 months ago
Since you are playing Vampires with Daddy Markov at helm, you will find out that your deck will have a low curve (mostly 1-3 mana to get the most out Edgar Markov 's token creation) and will lean heavily on black (like 75%+ black). So it's better that your nonbasic lands enter the battlefield untapped and can generate black mana.
Some suggestions of cheap, untapped lands for Markov are Unclaimed Territory , Battlefield Forge , Caves of Koilos , Tainted Field , Tainted Peak , Foreboding Ruins , Smoldering Marsh , Graven Cairns , Concealed Courtyard .
6 months ago
The first thing I notice when looking at this list is that you run 41 lands. I strongly advise against this. In my experience, unless you’re a green landfall deck like Azusa, Lost but Seeking , there is little utility in running more than 34, maybe 35 lands. There are budget options for fetching, such as Evolving Wilds or Terramorphic Expanse , which you might find helpful for color fixing. Also, you might consider running the shock lands in your colors ( Hallowed Fountain , etc.). These can be grabbed by slow fetches like Flood Plain , and add a level of consistency to your mana base without breaking the bank. Hall of the Bandit Lord is also a consideration, though it can be pricey. Temple of Epiphany , Temple of Enlightenment and Temple of Triumph may be helpful to find more/fewer lands early, before Narset is down, and remove ‘dud’ lands from the top of your deck after she is ready to attack. Command Tower , Mana Confluence and City of Brass are also good additions.
My second piece of advice is to add top deck manipulation. While many of these kind of cards are expensive, like Jace, the Mind Sculptor , Scroll Rack and Sensei's Divining Top , card’s like Ponder , Brainstorm and Preordain are very affordable. I especially advise the first two, as they permit stacking up to two spells on top of your deck before attacking with Narset, where Preordain only stacks one. However, all three are great in an opening hand looking for lands or action cards, and I would run all three in virtually all blue decks. Telling Time and Serum Visions are also contenders for this slot, though I don’t think as highly of them.
Mystical Tutor , Enlightened Tutor and Personal Tutor are also great ways to stack cards you need on top of your deck before a Narset trigger resolves. These are in the $20-$30 range though, so they may not be super accessible.
Strionic Resonator copies your generals ability... just sayin’.
If you don’t want to run counter magic, you should at least consider counter counter magic measures like Defense Grid or Price of Glory . These will make it way more difficult for your opponent to counter your general on her way down, or your free spells during the resolution of her trigger. Silence is also a good card from that view. Some interaction is always good, though. Here, I recommend Wrath of God , Supreme Verdict and/or Swords to Plowshares . The first two are board wipes that will hold back wide decks and give you time to cast your general; Swords is just the best spot removal in the game. Wear / Tear is another great piece of interaction in RUW.
With respect to your ramp: I see you’re running all three cluestones. I think the signets ( Azorius Signet , Boros Signet and Izzet Signet ) are better. In my experience there is a tremendous difference between 2- and 3-mana rocks in EDH. Similarly, I advise Talisman of Progress , Mind Stone , and Thought Vessel as ramp options. Coldsteel Heart is also a good idea.
Depending on your board presence during each game, you might consider Restore Balance , as a Narset trigger allows you to cast it immediately. This may be helpful if you can’t go off that turn, and just want to keep opposing boards in check.
Card draw and selection is a premium in EDH and decides most games. Chart a Course , Faithless Looting and Dack Fayden all come to mind when viewing your list. Ancestral Vision is about $10 these days, and is a fun flip off a Narset trigger, though Concentrate may be just straight better, as you can cast it from your hand as well. Mystic Remora is a good enchantment for drawing cards. If you choose to run a counter counter magic package, Dictate of Kruphix or Howling Mine may help; however, be weary of playing them when you have no counter protection, as they are symmetrical effects.
Finally, depending on how mean you are, Ravages of War , Armageddon and Cataclysm are possibilities. Nuke-ing all the lands means that Narset is very likely to take over the game, and resolving one of these spells may win the game on its own. Cataclysm is, in my experience, even more brutal than the other two, as it kills walkers and removes armies of blockers.
I hope you find this helpful; let me know if you need clarification on any of my comments.
Good luck with deck building!
Temple of Triumph occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
RW (Boros): 3.43%
RBW (Mardu): 0.57%