Sideboard


Maybeboard


Temur Prowess

Have you ever wanted to play Storm and Infect at once? To get the sensation of storming off to make giant monsters out of small creatures? To get the feeling of a hardy combo deck that can win on t2 (more consistently t3/4.) Well Temur Prowess might be right for you, this strange deck even comes with a set of bolts!

Mainboard

This deck is still currently in testing so if you have any suggestions regarding card choice, count or new recommendations it would be greatly appreciated.

Creatures

  • Monastery Swiftspear : The all star of our deck. 1cmc prowess haste is a great combination of abilities. We will win most of our games off of Swiftspear. She is the fastest card we have and can even do 13 damage t1 when the cards align.

  • Soul-Scar Mage : Soul Scar is our other 1cmc prowess. Without haste he isn't as good to our game plan as Swiftspear however he does provide more utility. Soul-Scars second ability helps a lot with problematic creatures that our bolts can't kill normally. It provides a way to whittle down huge creatures so we can finish them off and remove them.

  • Stormchaser Mage : Stormchaser is a turn slower then our other two creatures, however his abilities make him extremely good. For two mana we get a prowess flyer with haste. The evasion is what makes this card great for us being able to get the damage through unopposed usually. As well as haste makes this a decent card in the later game if we end up lasting that long.

Spells

  • Atarka's Command : Good card for us even at 2cmc. The burn damage can help us speed up our clock, and the pump mode gives our creatures +2/+2. We rarely use the other two modes but in certain match ups they can come in handy.

  • Blossoming Defense : This is a card I debated on for awhile. Ultimately I went with it over VoV. VoV is a nice pump spell that also protects however you need to cast it for 2 mana to pump your creature. This provides both pump and protections for 1 mana, which can be relevant when we want to cast lots of spells in one turn to maximise prowess.

  • Lightning Bolt : Red mana, smalls spells, aggro..

  • Manamorphose : Often this card is fools gold. Looks real shiny and good, but won't perform in the deck as well as you think. In this case however, every part of it is relevant as we get value out of spells. This card fixes our mana, especially under a Blood Moon, draws cards, and gives a free spell to pump our creatures. This card can help us combo and can give us enough damage to win.

  • Mutagenic Growth : This card is stupid good for us. This is one of our most important cards, it is what will help us combo out to massive amounts of damage and close out the game.

  • Noxious Revival : This card is a free spell for prowess. But it also allows us to retrieve a card from the graveyard to generate value. Ideally we would play it before Manamorphose , being able to cast the spell the same turn.

  • Opt : Cheap spell which replaces itself, fixes our draw and helps mitigate flooding/no mana.

  • Slip Through Space : A great card to get damage through as it gives unblockable. The advantage of STS is that is replaces itself with card draw making it useful to keep comboing.

  • Temur Battle Rage : A great card which will usually help close the game out when it is played. This is one of the easiest ways to get to insane amounts of damage as well as trample. However it is only relevant when we can play multiple spells and has a higher cmc making it harder to combo on the early turns. However trample is relevant and helps us get damage through chump blockers. The instant speed is a really nice bonuse, and it does play well with the free spells in the deck. This can help us win t2 with the right hand/draws.

Enchantments

  • Rancor : With this deck being Prowess and not Pyromancer Rancor will trigger all of our creatures. This also provides us a way to push our damage through blockers. As well as a permanent form of pump.

Lands

  • Fetches and Shocks should be pretty explanatory, I have four Wooded Foothills and Misty Rainforest for mostly budget reasons, as well as Misty helps us get non red basics while Blood Moon is a threat.

  • Fast lands are included because we have some painful spells, so reducing self harm is always a plus. I'm debating on going up on them to reduce this pain further.

  • Basics are included because of things like Blood Moon , Path to Exile , and Ghost Quarter .

  • I used only 18 lands because our spells don't exceed 2cmc and we like to have mana to cast many spells by turns 3/4.

Sideboard

The sideboard is one of the parts I need the most help with. I want to design it for an open meta such as MTGO so others can use it and edit the side to fit their own meta. I definitely need help with some of these choices as they are a waste of a slot but I can't think of a better alternative.

  • Assault Strobe : Strobe is a cheap spell that gives double strike. This can let us double our damage and win the game as early as turn 2! The cheaper spell also lets us play another 1CMC spell increasing the ease of comboing and triggering prowess. It also allows us to hold up mana for protection. However it doesn't give trample and it is sorcery speed, forcing us to start the combo during our main. Strobe however brings our cost down and allows us to combo faster.

  • Bedlam Reveler Is included for midrange match ups where we will be forced to play a card advantage game. Bedlam is a bit too slow for our main game plan, but when forced to slow down he shines. His large body, and card refill are enough for us to include him. Prowess is just the bomb.com.

  • Destructive Revelry : Good card against decks with Enchantments and Artifacts. The shock damage is a bonus.

  • Echoing Truth : I included this card for use against token decks as it can be very potent against those. It also has a nice side bonus of helping slightly against Hollow One.

  • Tormod's Crypt : This is the card I included for use against graveyard strategies. I originally had Grafdigger's Cage in it's place but with Dredge and other graveyard decks. I figured it would be better to just nuke the graveyard. It also has the plus side of being a free spell that'll trigger prowess.

  • Hurkyl's Recall : Amazing card against pretty much all artifact decks. Being able to return their field to their hand can help a lot in slowing them down enough for you to win.

  • Spell Pierce : Spell Pierce is a great card early game, it helps us against decks combo decks or decks with heavy removal.

  • Vines of Vastwood : With very few creatures this card helps us protect them from the removal of modern. However this card becomes a massive pump spell when it is kicked becoming even more useful. It is for this I added it to the sideboard for more removal heavy match ups. The massive pump can help us close out a game.

Maybeboard

This are cards I plan to test or are other decent options for the deck.

  • Distortion Strike : One of the unblockable cards to consider. Distortion strikes advantage is it has rebound being able to trigger the next turn and give a creature unblockable twice. However this telegraphs the turn I'm combing and it is sorcery speed unfortunately.

  • Grafdigger's Cage : This is also a card I had in the sideboard originally. It provided a way to prevent most graveyard shenanigans. However with the rise of more graveyard strategies I decided it would be better to nuke the graveyard with Tormod's Crypt . However if graveyard decks start to decline in popularity again, I might switch back.

  • Gut Shot : This card is a maybe for one big reason. It can be a free spell to help us go off. It also has the upside of being a small bit of removal or a wee bit of damage.

  • Mission Briefing : This card is good for this deck because it's a spell based snapcaster with draw fixing. The fact it's a spell is great for our game plan, as well as the ability to flashback a spell. The card is amazing when you have a Mutagenic Growth in the 'yard. But besides that you need 3 mana to play it with some of our cheap spells. Making it slower then what we want.

  • Simic Charm : This card is a maybe due to it's versatility. It has protection, pump, and bounce. However it is a bit slower and we have access to cards that do all of those things better or for cheaper. A strong card to pair with Assault Strobe

  • Temur Battle Rage : A great card which will usually help close the game out when it is played. This is one of the easiest ways to get to insane amounts of damage as well as trample. However it is only relevant when we can play multiple spells and has a higher cmc making it harder to combo on the early turns. However instant speed and evasion are really nice bonuses. I would replace Assault Strobe for this in a more fair grindier meta.

  • Thing in the Ice  : A card for grindy match ups and creature based match ups like humans. Most of our cards have haste so the bounce wont slow us down much, but it will help clear a path for damage, and get rid of an opposing army. However the card itself can be slow needing four spells to be cast to flip it, this isn't to much of a issue due to our entire strategy being play lots of spells.

  • Vapor Snag : Added for more creature based match ups and soft removal. The 1 damage is nice and can help whittle down the opponent. This also helps clear blockers to get through damage as well as triggers our prowess.

Farewell

I hope you like the deck. Any critiques, comments, or recommendations are greatly appreciated. If you want to help test out the deck or have your own version, please share. Any ways cheers and thanks for checking it out!

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Revision 16 See all

(4 years ago)

+1 Fiery Islet main
+1 Misty Rainforest main
+1 Scale Up main
+1 Spirebluff Canal main
+2 Waterlogged Grove main
Top Ranked
  • Achieved #34 position overall 5 years ago
Date added 5 years
Last updated 4 years
Legality

This deck is Modern legal.

Rarity (main - side)

23 - 4 Rares

25 - 5 Uncommons

10 - 6 Commons

Cards 60
Avg. CMC 1.29
Folders Modern Decks
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