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A tempo prowess deck that utilizes energy, prowess creatures, and the power of the new card Deeproot Champion to overwhelm and overpower your opponent.

Prowess Creatures

-Deeproot Champion: One of the few new cards added to the deck. This creature is excellent due to it retaining it's counters and being another 2 drop for the deck and being a good one at that.

-Soul-Scar Mage: A no-brainer for this deck, an excellent card that will help kill our opponents gods if need be.

-Spellweaver Eternal and Nimble-Blade Khenra: Mostly here as filler two drops. If we get another creature like Deeproot Champion, then they will probably be replaced.

Utility Cards

-Unsummon: An excellent card in any tempo strategy. Can make our opponent lose out on blowout turns when they try dropping Glorybringer or other big baddies. If need be we can also bounce back our Torrential Gearhulk for another activation.

-Opt: A cheap cantrip that buffs our creatures

-Glimmer of Genius: Adds energy, digs hard, and triggers prowess. Solid.

-Jace, Cunning Castaway: We wanna swing, he draws us cards for swinging, and is another non-creature spell.

-Vance's Blasting Cannons: An experimental card, might be taken out for better cards. Maybe Hour of Eternity?

Removal

-Harnessed Lightning: One of the best creature removal cards in standard and has synergies with the energy stuff in our deck. Very good.

-Magma Spray: Good against low cost creatures and great against Ranumap Excavator. Even kills 2 drops sometimes

-Lightning Strike: Excellent card that allows us to target planeswalkers and bolt our opponents face for the win sometimes.

Winning the Game

-Invigorated Rampage: Our weakest win condition, mostly to push past our opponents last little bit of defense after we've whittled them down.

-Torrential Gearhulk: I don't think this card needs explanation, it's just an amazing bomb that can cast whatever spell we need to finish the game.

Overall, this deck has been fun to playtest, and runs a lot of inexpensive cards besides the Gearhulks. If you have any suggestions or wanna share your experience playing the deck, please let me know.

Suggestions

Updates Add

-Removed Open Into Wonder too slow and non-impactful for some games. Can be a really dead card.

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Date added 6 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

18 - 4 Rares

16 - 0 Uncommons

16 - 11 Commons

Cards 60
Avg. CMC 2.00
Tokens Illusion 2/2 U w/ Phantasmal
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