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The Temur Frontier – Khans of Tarkir

Unknown RUG (Temur)

thespian


Sideboard


Please note: This is a 98% copy from the reddit user "LordWrithen". I have made some changes which slightly increase the power level. I had a very similar idea in mind and would like to share this great format. https://www.reddit.com/r/mtgvorthos/comments/8104gh/custom_themed_decks_clans_of_tarkir/

Temur:

Dragon Aspect: Savagery (Dragon Claw)

Archetype: Tempo Control

Commentary: This deck has the most gameplay variance of the five. The Temur's ability to survive at all costs gives the deck an answer to almost any situation, but that doesn't mean you always draw them when you need them. If all goes well, this deck will counter (not strictly "counter target spell") your opponents' actions and then swing in with a few high-power creatures.

Rule Bends/Breaks: None

Background:

Deck Building Constraints: In order to best embody each Clan's flavor, I imposed some constraints on my deckbuilding:

There will be one 59-card deck for each clan.

    If you've already looked at the decklists, you'll immediately notice that they're all 62-card decks. More on this later.

All cards must be from the Khans of Tarkir block print run (e.g. can't use a Cancel from M15 or Taigam, Sidisi's Hand from Commander 2017).

A card can't go in a deck if it's art, watermark, mechanics, or flavor text doesn't fit that Clan.

To ensure diversity, each deck can only have up to two copies of any nonland card.

    That being said, prioritize 1-ofs as much as possible. 2-ofs should only be used to better call out a theme/mechanic or if the card epitomizes the Clan.

Each Clan must feature one copy of each of its Khans (one from KTK, one for FRF).

Each Clan must have two copies of it's Charm.

Each Clan must have one copy of it's Ascendancy.

Each Clan must have one copy of it's Banner.

Each Clan's manabase follows the same template:

    4 wedge-lands

    2 of each gainland (6 total)

At least one of the decks should make use of the manifest/morph mechanics.

New Game Format: As I was building the decks, I realized that there were some problems with the gameplay. The banners, while super flavorful, are just bad cards most of the time. I also wanted the Khans to show up consistently, which was not happening with only one copy of each. With these things in mind, I took inspiration from the EDH format and decided to create a few gameplay rules to help fix these issues:

Each player chooses a Clan deck to play. (2 - 5 players)

Each player starts with both Khans from the Clan to place them in his or her Command Zone as Partner Commanders. Every Khan can only be cast once from the Command Zone.

Each game begins with the Clan's banner on the Battlefield. This helps players get access to all three colors in the early game and allows players to cycle through their decks a bit better in the very late game when hands are light and mana is abundant.

Players start with 30 life.

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75% Casual

25% Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is Unknown legal.

Rarity (main - side)

2 - 0 Mythic Rares

15 - 0 Rares

17 - 3 Uncommons

11 - 7 Commons

Cards 62
Avg. CMC 3.00
Tokens Bear 4/4 G, Manifest 2/2 C, Morph 2/2 C
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