Rough / Tumble

Rough / Tumble

Sorcery

Rough:

Rough deals 2 damage to each creature without flying.


Tumble:

Tumble deals 6 damage to each creature without flying.

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Rough / Tumble Discussion

5dollarMTG on $5 Budget Dragons

1 year ago

That will depend on your meta Ninokun, but if you're going to play a budget sweeper I would recommend Flame Sweep or the Rough side of Rough / Tumble rather than Fiery Cannonade.

5dollarMTG on $5 Budget Dragons

1 year ago

That will depend on your meta Ninokun, but if you're going to play a budget sweeper I would recommend Pyroclasm or the Rough side of Rough / Tumble rather than Fiery Cannonade.

HalbrechtHalbrecht on Official missing/incorrect card/token thread

2 years ago

Alright, so I own the Planar Chaos version of Rough / Tumble and was attempting to add it to my T/O inventory, but whereas C13 has Rough , Tumble , and Rough / Tumble , PLC only has Rough and Tumble — no full card name, which is how I'd prefer to add it.

So I attempted to add a new card from the Planar Chaos edition page, but since Gatherer ID 376475 is already in use for the single-named versions, it won't let me add the card. This was obviously possible for C13 (i.e. three T/O card pages sharing a single Gatherer ID), so what do I have to do to get this done on Planar Chaos? Or is this a task that can only be completed by site developers?

Durkle on Temur Cannon

4 years ago

Hey there. Super long comment incoming, I have experience with playing a similar deck at my LGS and I have a lot to say.

21 Lands is too many. This deck is basically Jeskai Prowess that subs white for green, and they all get away with 18. Probe being gone is a little sad and probably hurts a little with hitting lands, but I think 19 is more than safe.

It seems threat-light, going to anywhere between 16-20 creatures would probably better. Jori En seems underwhelming at the top end, I think a more efficient threat would do better in that slot rather than one that tries to draw you cards. Savage Knuckleblade seems much better, as it can give itself haste if the game drags on, protect itself by bounding, and even become a 6/6. It's a MUCH more effeicient threat if realistically playing against something like Jund.

I think the creature base would look much better at 4 Goblin Guide, 4 Monastery Swiftspear, 2-4 Snapcaster Mage, 3-4 Stormchaser Mage, 2-3 Savage Knuckleblade, and maybe some abbots if you're in love with them. I think they're a little overrated personally, but they will help hit land drops and such, which helps you get away with fewer.

Manamorphose doesn't do anything. I understand why it's here, but they're just underwhelming. you want all your spells to actively help you win the game, and manamorphose pumps your guy once at best, and does nothing on an interactive board.

Vines is greedy. Double green won't be incredibly easy, and to be honest, you dont really need to protect your threats much, as ridiculous as that sounds. Just play more of them. Outpace your opponents removal with more guys and more cantrips. Easier said than done, especially in a fatal push meta, but thats what sideboarding is for. Game 1 you want to be as fast and efficient as possible, and banking on protecting a single guy with Vines isn't really where you want to be. Not in love with 3 Simic Charms for the same reason. Pumping your guy isnt something you'll need to do too much since they do it for you, hexproof isn't usually necessary, and it's a very inefficient bounce spell. I like playing like 1 just for the options, but 3 is overkill. I'm also not the biggest fan of titan's strength since it's only good if you already have a creature. In general it's better to have spells that function outside of just winning. Mutagenic growth is an exception because it protects all of your creatures from Bolt, while this only gives +1 to toughness, so it's not great.

Serum Visions is a bit of a sacred cow in decks like this. "Is it a blue deck that draw cards? Well You have to play Serum Visions!" In a deck like this though, it's not great. It's the worst turn 1 play by a LOT. Getting down Swiftspear or Guide and getting in immediately will always be better. It's not just me though. Go back and look at any winning Jeskai Prowess deck recently, like Jim Davis's list from a while back (http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=109496). They usually skip out on serum visions just because it's not where you want to be in a deck like this. It's certainly not bad, especially with probe gone, I just would discourage playing 4. I'd probably drop that down to like 2.

With that out of the way, I'm gonna talk about what would be good to add. 1: Atarka's Command. Absolutely incredible in an aggro deck like this, I think it's the single best reason to play temur over jeskai tbh. Counters lifegain, pumps your guys to protect from an anger, deals 3 to the dome, this thing does everything. It's by FAR the most efficient 2 mana spell you could be playing, which is why i suggest you drop stuff like Simic Charm and Vines to make way for it, since most of your spells should cost 1.

2: Vapor Snag. You honestly don't need to clear threats permanently, and it's a wonderful tempo card, especially in conjunction with Snapcaster Mage. It also double as protection for your guys if you need to. I actually find myself using it like this quite a bit. The 1 life will almost always be more impactful on your opponent than you, so it's hardly a drawback.

3: Twisted Image. While it seems odd, this card does a lot, even in the main. Kills of plenty of pesky creatures like Noble Hierarch, Birds of Paradise, and Spellskite, it actually pumps your own Swiftspears and Stormchaser mages since they both have higher toughness than power, and at worst they're just a cantrip, which isn't horrible. 1 or 2 in the main and a couple in the side could be a big help.

4: Rancor. You don't have to only play instants and sorceries as long as you're not playing delver, this thing is still a noncreature spell that pumps. As long as you're expecting resistance, Rancor is great. Helps you get through pesky blockers and is a recurring spell to cast if things die. You do want more of your spells to be instants though, so you would probably only want a couple of these.

5: Fastlands. Why aren't you playing fastlands? You'll never want more than like 3 lands ever, so playing a full 4 Spirebluff Canal and a few Copperline Gorge seems like a shoe-in. I think you're at way too many basics right now. You can't be worried about fetching to deal with things like Blood Moon. Just go faster. You could easily get away with something like 1 of each basic, 4 canal, 3 gorge, 4 tarn, 2 foothills, 1 pool, 1 vents, 1 stomping ground. It's more efficient while also being less painful.

6: Probably a single Become Immense as a silver bullet and also for the memes

7: Sideboard. Anger is bad, not where you want to be, especially with dredge on the decline. A good alternative to it is Rough // Tumble. Kills your opponent's ground creatures while keeping your Swiftspears and Stormchaser Mages alive. Gut Shot is great for dealing with any decks that play early dorks, like any tribal deck or Infect or something. It's also just a free spell, which is nice. Ancient Grudge is certainly nice, but I'd cut that to 2 and play a couple Destructive Revelry as well. Clears enchantments (like moon or ghostly prison) and deals damage, what's not to love? Spell Pierce is probably your best defense for protecting early guys over Apostles Blessing. You don't care about countering creature spells since you can just run over them, so spell pierce is your most efficient 1 mana answer. Counters tough cards like Liliana of the Veil and stops your opponent from doing unfair things in a pinch. Twisted Image is great as mentioned previously. Artful Dodge and Zada seem unnecessary, I don't know when or why you'd ever want to board those in. Feed the Clan is pretty nice for your ironically abysmal Burn matchup, especially since you get ferocious off of Savage Knuckleblade. Thrun, the Last Troll is a wonderful silver bullet against UW control or something if they game drags on long. The only way they can really clear it is Blessed Alliance, so just play around that and you'll win off this guy alone.

Anyway, that's about it. Hopefully I didn't bore you off. Not trying to tell you how to play your deck, I highly encourage you playing the deck and testing things for yourself. I found myself with a similar list to yours several months ago and I did a lot of trial and error to get where I am with it now, so I just wanted to share. :)

(Temur Prowess <---my list if you're interested. It's basically everything I told you l0l)