Looking for help with my RGB Temur Deck

Deck Help forum

Posted on March 10, 2018, 3:17 p.m. by Bitterbub

Hey, so I'm looking for help in this deck, here http://tappedout.net/mtg-decks/terum-counters-too-many-counters/ I'm posting this here because I can't get any help with this deck, and I'm not sure what else I can do to either improve it, or if the idea should be thrown out the window.

What is the intent of this deck?

The basic idea, I'm trying to run with is use creatures in GB (splashing red) that excel with +1/1 counters while trying to protect them. For example: Plaxcaster Frogling but I'm having a bit of trouble getting advice on the deck. Most people I've talked to think it's a deck that runs really well, but I'm thinking about changing things like mainboarding Kalonian Hydra and that's the issue I'm not sure if I should, or what I should do to make it run better. And I am considering throwing out Asceticism

To clarify This deck has not seen competitive play yet, but I'm hoping to take it to tournaments, but so far among my friends this deck hasn't lost, who both play competitive Zombies and things like Goblins (Vintage) and RG Wolves.

TypicalTimmy says... #2

Hey, I'll check out the deck in a minute but for future reference, you can link decks (and users) the same way you do cards. In the double [ ] brackets.

See? Catalog9000

And for decks, you want the part after the forward-slash, including the slashes themselves. For you, that'd be /terum-counters-too-many-counters/

And it'll look like this Terum -- Counters, too many counters!

March 10, 2018 3:24 p.m.

Bitterbub says... #3

http://tappedout.net/mtg-decks/terum-counters-too-many-counters/ Weird. Thanks. I'll greatly appreciate the criticism, the deck seems to run pretty well, and my bad I guess I messed up.

The criticism, whether bad or good will just be appreciated, because I haven't been able to get any here.

March 10, 2018 3:34 p.m.

TypicalTimmy says... #4

Okay, so if you're wanting to make guys bigger, a key feature is Evolve.

Anytime a creature enters the battlefield under your control, if that creature has greater power OR toughness than the one with Evolve, the guy with Evolve gets a +1/+1 counter.

Here's a Gatherer list of all creatures with Evolve.


Now, some creatures! One of my absolute favorites (That sees no play) is Scute Mob. Seriously, this guy gets out of control. Many players will say he's pointless as he dies to basically any and all removal. But consider this - You force them to waste removal on a huge threat, meaning other guys are safe.

He pairs really well with your Slumbering Dragon, but you'll want to run only 2 of them at most. They rely on your opponent attacking. No attack / no counters. You'd have to ninja counters on him another way. In a (Naya) deck, that's easy. White loves counters. But in Temur? A bit harder.

There's also Scavenging Ooze, who gets bigger by exiling dud cards in your graveyard. He also can exile cards in your opponent's graveyards, so if they are using an archetype like Dredge or some sort of Recursion, you can really screw them over.

There's an aura - Forced Adaptation, really nice card. One of these on your Slumbering Dragon is a sure-fire way to get him going.

You should also consider at least one Rubblebelt Raiders, as she gets a +1/+1 counter when she attacks for EACH attacking creature. This includes herself. So even if she attacks alone, she gets a +1/+1 counter.

I'm more use to , , and so I'm not entirely sure how to help you with the part. That's my least-used color.

I do know, however, of Skyrider Elf. He will come out as a 3/3 since you can also use in his casting cost.

Lastly, a staple of any and all +1/+1 counter decks is Managorger Hydra.

Hope these suggestions help :)

March 10, 2018 3:36 p.m.

TypicalTimmy says... #5

Oh, and a nice alternative to Savageborn Hydra is Apocalypse Hydra.

The reason is, while Savageborn has Doublestrike, if you pay a minimum of 5 mana into X on Apocalypse, he grows twice as big.

So = 10/10

And with his ability to remove a counter and shoot off some damage, that can be useful.

Remember, when you attack / block, damage stays marked on the creature until end of turn. So if your opponent swings with a 4/4 and you block with a 3/3, if you can nail 1 more point of damage to that creature before the turn ends, it will die. I find people often forget that little rule.

March 10, 2018 3:43 p.m.

Bitterbub says... #6


To clarify, the deck isn't intended to just make them bigger, that's just a portion of the deck. It's why in the deck I have certain guys like Sage of Hours. Also, it's why I got lands like Llanowar Reborn I was trying to run what you suggested except with Graft, and to abuse it to power creatures. Mostly the Slumbering Dragon was intended as a deterrent to attack.

I do, however greatly appreciate the criticism you had to offer.

March 10, 2018 3:44 p.m.

TypicalTimmy says... #7

You can go infinite with Sage of Hours in Bant.

Citadel Siege naming Khans. You put the two counters on Sage.

Than Ajani, Mentor of Heroes and +1 all three counters onto Sage.

Enjoy endless turns.

If you mix in Conqueror's Flail, Dragonlord Dromoka, or Grand Abolisher you entirely lock your opponent out of the game forever (lest activated / triggered abilities)

Enjoy Bant Super-Control

March 10, 2018 3:56 p.m.

Bitterbub says... #8

@Catalog9000 So, are you suggesting I should drop the red entirely? I'm asking as I'm not sure, but I want to stick with the Colors I have now, unless it's simply not optimal. But I guess I could consider splashing white as well, with things like Mana Confluence (and other such lands).

March 10, 2018 4:01 p.m.

Bitterbub says... #9

Oh and to clarify, I was considering adding this guy for his Suspend ability: Fungal Behemoth

March 10, 2018 4:16 p.m.

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