|Commander / EDH||Legal|
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|Khans of Tarkir (KTK)||Rare|
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- If there is an ability on your field increasing the power of creatures you control, is a new creature entering the battlefield considered to have the increased power upon entry, or does the effect apply after the card enters?
- when are you considered to control a creature?
- What resolves first when casting Genesis Hydra?
- Does Nissa's ult trigger Temur ascendancy's card draw?
- Temur Ascendancy + morph
Creatures you control have haste.
Whenever a creature with power 4 or greater enters the battlefield under your control, you may draw a card.
Temur Ascendancy Discussion
3 days ago
This is really cool! Looks like a solid list to me. Lands like Cinder Glade and Canopy Vista might be useful since they are forests but make a second color. Same with Breeding Pool , Stomping Ground , Overgrown Tomb , and Temple Garden , though they are pricey. These might interest you too: Eladamri's Call , Elvish Piper , Temur Ascendancy , Grozoth , Shared Summons
1 week ago
15 "Elementals" 8 Tribal Bonuses
I see that you are trying to go competitive, but you missed the point of tribal decks. Instead of using cards that are perfect in your strategy, you are mostly restricted to a creature type so that your bonus providers matter.
With only 15 ways to get an Elemental, and two of those being land, it is highly unlikely that Omnath, Locus of the Roil will ever get more than three damage at best.
Risen Reef doesn't do much for you either. Because Nissa and your walking land don't enter as Elementals or make tokens, they can't trigger it. You might as well have built a weak Temur Landfall deck.
If you truly care about going Tribal, I strongly recommend ditching Rogue Refiner for Cloudkin Seer , Harnessed Lightning for Lightning Strike , Scorching Dragonfire , or Lava Coil (Because you lose Rogue Refiner ), and throw in Omnath, Locus of Rage to replace some Hydroid Krasis es.
Not many people know this, so be glad I'm telling you. If you have Omnath, Locus of Rage and 2-4x of Risen Reef out on the field, then by simply playing a land, you will draw/play your entire deck. You could abuse this by giving Elementals haste with Temur Ascendancy or Scampering Scorcher , or by using Omnath, Locus of the Roil to deal around 16-22 damage with the E.T.B. trigger.
Just some suggestions, but in the world of tribal, you need to maximize your bonuses. The lack of any +1/+1 or +1/+0 bonuses was odd. Not exactly sure what you are going for.
4 weeks ago
After looking at the deck, I do not think that I have enough instant/sorcery that I want to copy with Dualcaster Mage . I normally do not want to pay / and to copy a spell 4 times, think it’s a bit overkill. Thanks for the suggestions though. <3
2 months ago
Well, I've found that post- Paradox Engine 's ban, a lot of cEDH and/or "high power" players in the area have re-evaluated what they want to get out of the format, or in the cases of a few Sisay/Arcum decks, quit the format entirely, so games have slowed down a bit. Which of course has allowed me to focus more on Good Boi dragons vs speed/curve/go-wide considerations. It's also just a bit more fun to swing with some of these Good Bois than vanilla tokens, but it has made it just a little harder to get the old draw/value engine online. You?
And yes, I did cut Dragonlord Kolaghan again, as Temur Ascendancy remains a primary tutor target and there are at least 2x other haste enablers in the list. I never liked drawing her naturally and never tutored for her, so out she went.
As to Backdraft Hellkite , I'm definitely finding a slot for it. Right now I'm looking at perhaps cutting Dragon Broodmother or Scourge of the Throne for it. What will you cut to slot it in? Dragon Broodmother is a good card, of course, but even with "perfect" mana, her pip requirements have been really hard to satisfy.
Semi-related: As my local meta has slowed down a bit, graveyard value engines have become a problem, as have go-wide token strategies, so I've found a slot for Rakdos Charm for the times when Deathrite Shaman can't effectively be the Yard Police on his own (he's better for 1v1 policing, anyway). The flexibility there has been very good vs, say, Tormod's Crypt , and with Backdraft Hellkite , it's only going to get better.
2 months ago
Thanks for the reply, man. That pop off sounds insane!! Hadana's Climb Flip is pretty bonkers. I think this deck has all the tutors it needs tbh. In place of the +1/+1 counter cards is where I've included Heroic Intervention and countermagic. I also run Temur Ascendancy over Rhythm of the Wild currently though so I can just kill someone off a scapeshift/splendid reclamation with Field of the Dead + Vesuva + Thespian's Stage or Zendikar's Roil . If I find myself in a countermagic heavy meta again though, I'm definitely putting Rhythm back in.
3 months ago
Hey, nice version of causal The Ur-Dragon.
I know you don't want suggestions for the manabase, but 34 lands is low amount for Dragons. With an avg. CMC of 4.1 and only a few mana rocks and land ramp spells it's going to be difficult to consistently play cards from your hand especially Dragons even with Ur-Dragon's mana cost reduction. My advice is to consider 38 lands? For now just add more basic lands, 3x Snow Mountain and 1x Snow Forest? Also consider adding more low mana cost mana sources that are within the budget here:
Consider more tutors to get a Dragon especially Utvara Hellkite :
Temur Ascendancy has powerful effects with Dragons. Drakuseth, Maw of Flames is pretty ridiculous with haste. Vaevictis Asmadi, the Dire is underrated in multiplayer Commander and is also good with haste. Vizier of the Menagerie has a helpful ability when playing lots of creatures, five colors and it's good with Fist of Suns .
Demons and Angels are fun too, but I don't think you need or want them here. Cards to consider cutting:
- Embodiment of Agonies
- Rienne, Angel of Rebirth
- Golos, Tireless Pilgrim
- Ryusei, the Falling Star
- Archetype of Endurance
- Force of Despair
- Crucible of Fire
- Sword of Sinew and Steel
- Blackblade Reforged
- Altar of Dementia
- Jaya's Immolating Inferno
- All Suns' Dawn
I offer more advice including why I suggest to cut these cards and other manabase options. Good luck with your deck.
4 months ago
Either of these would fit the theme of your deck better and would assist you in casting and running the deck.
Altar of the Brood - Doesn't fit what you're doing and doesn't assist in your goal
Ghostfire Blade - Not good enough. You're running Eldrazi. They're big enough and powerful enough to take care of themselves
Mycosynth Lattice - This doesn't help you. Most of your stuff is colorless so this only helps your opponents cast spells and places a glaring weakness that a card like Vandalblast can easily exploit.
Bonds of Mortality - You're running annihilator and massive creatures. You're rarely worried about the occasional hexproof creature, and you shouldn't have an issue with the occasional enchantment or artifact. Eldrazi overwhelm. Don't sweat the small stuff.
Prismatic Omen - This doesn't help you enough. Most of your stuff is colorless so this doesn't do a crazy amount for you. In addition, you're running Chromatic Lantern which will do this and also produces mana on top of it.
Ashiok, Nightmare Weaver - Why? This has nothing to do with your deck
Despark - There are better removal options, but as an eldrazi tribal deck you'd be better off playing cards that protect and accelerate you rather than this.
Wear / Tear - While decent, you don't usually need to hit both at once and it's multiple colors. I'd run Naturalize or Krosan Grip instead.
Fathom Feeder - ...No. Just no.
Mist Intruder - While this and Fathom Feeder are both eldrazi, just because you're running a tribal deck doesn't mean you have to run every tribal card, nor only tribal cards. Cut this and see my suggestions for cards to replace it with.
Khenra Charioteer - There are better alternatives
Vile Aggregate - You're running eldrazi. You're going tall rather than wide so you're unlikely to ever really have enough creatures out at once to really make this card worth running.
Bojuka Bog - Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like Rest in Peace and such.
Gateway Plaza - Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
Ruins of Oran-Rief - You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.
Akroma's Memorial - This is a fantastic card that in your deck would be a win con. I would recommend running this over Eldrazi Monument as it does a lot more and doesn't force you to sacrifice your important eldrazi.
Privileged Position - An absolutely amazing card that I run in every deck that can run it. Full protection on ALL your permanents.
Sterling Grove - Protection for all your enchantments and allows you to fetch any that you need.
Krosan Grip - Guaranteed removal on artifacts or enchantments.
Ramos, Dragon Engine - You're running a five colored big boy deck. This enables it and since it's colorless it'll be relatively easy for you to cast.
Archetype of Endurance - Fantastic protection and a powerful creature to run. As a plus it fulfills some of the same roles as the cards you ran that removed hexproof.
Archetype of Aggression - Replaces your Khenra Charioteer as a much better, single color, alternative.
Kozilek, Butcher of Truth - Great card draw, annihilator, reshuffles your graveyard which prevents mill and keeps your deck running even after a board wipe, and a giant eldrazi god, all built into one card.
Kozilek, the Great Distortion - Card draw, counter protection, and a menacing eldrazi god. Who could ask for more?
Emrakul, the Promised End - Reduced costs, protection, flying, trample, steals a turn, and an eldrazi god. Nuff said.
Temur Ascendancy - Replaces or in addition to Fervor . Haste plus card draw and your creatures are almost all going to trigger it.
Demonic Tutor - Fantastic fetch card.
Vampiric Tutor - Fantastic fetch card.
Harsh Mercy - Tribal board wipe
Explosive Vegetation - Land fetch
Skyshroud Claim - Land fetch that comes in untapped. If you upgrade your landbase to include cards like Breeding Pool (see recommendations lower), you can use this and cards like Nature's Lore to fetch them and bring them in untapped.
Patriarch's Bidding - Full board wipe recovery, and/or a kill card if you have a haste enabler on the board.
Heroic Intervention - Top Tier instant speed protection.
Teferi's Protection - Top Tier instant speed protection
Cyclonic Rift - One of the best board wipes in the game. Cannot be protected against, reset's their entire board, and leaves you in a fantastic position.
Enlightened Tutor - Artifact/Enchantment Fetch
Worldly Tutor - Creature Fetch
Mystical Tutor - Instant/Sorcery Fetch
Urza's Incubator - Eldrazi cost reduction
Descendants' Path - Free Eldrazi casts
Rhystic Study - Fantastic card draw
Bloom Tender - In a 5-color deck this card is amazing ramp.
Birds of Paradise - Any color ramp for 1
Ugin, the Spirit Dragon - Does this require explanation in a colorless deck?
Beast Within - Destroys any permanent. This is a fantastic card to run as a mere 3/3 beast shouldn't bother you, and even if it would, it's likely far better than what they previously had.
Chaos Warp - Removes any permanent. Can be used on your own stuff to pull a new permanent out of your deck if needed. Bypasses indestructible.
See the Unwritten - Need I say more?
Tooth and Nail - Need I say more?
Exploration - Amazing ramp. Accelerates your turns
Burgeoning - See Exploration
Mana Reflection - The best mana doubler, bar none.
Zendikar Resurgent - Mana doubler plus card draw
Smothering Tithe - One of the best ramp cards
Oracle of Mul Daya - Fantastic acceleration. Combines with other accelerators such as Exploration and Burgeoning as they can now play lands off the top of your library as well.
Second Sunrise - Full boardwipe recovery
Defense of the Heart - Easy free creature drops
Mirari's Wake - Mana doubler plus anthem
Faith's Reward - Full, personal, boardwipe recovery
Seedborn Muse - One of the best cards you can run, bar none.
Commander's Sphere - 3 drop mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Darksteel Ingot - 3 drop indestructible mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Recommended Land Additions/Swaps:
Cavern of Souls
Urborg, Tomb of Yawgmoth - Mana coverage, allows your fetch and colorless lands to tap for colored if they need
Cabal Coffers - Combines with Urborg, Tomb of Yawgmoth to generates metric butt tons of mana
Fetch lands and shock lands are fantastic upgrades to your deck. Fetch lands let you pull the exact lands you need and let them come in untapped, and shock lands can both be fetched because they say the actual land type (ex. Breeding Pool is a Forest Island), and can come in untapped or tapped depending on what you need. Coming in untapped and generating multiple colors gives a distinct advantage over mono-colored lands and lands that must come in tapped.
Eldrazi Monument - Hurts you too much and doesn't generate enough benefit. If you can't get a weak creature out in time, or don't have one available, you'll either have a dead card in hand that you don't want to cast, or one that hurts you badly. If you want indestructible, look at cards like Boros Charm or Heroic Intervention .
From Beyond - Too slow and doesn't do enough.
A tribal deck isn't limited to only cards of its tribe, but rather is mostly one tribe and has several cards that accelerate and power up the tribe. Hence my recommendation is that you cut a few of the weaker cards that are unnecessary and instead run a few non-tribal cards that strengthen, accelerate, and assist your deck.
4 months ago
Hi! I was directed her from your forum post, so I'll just comment here if that's ok :)
I'm assuming you might run around 36 lands, which will put the decklist as 92 cards, giving you room for 8 more. I haven't really seen Temur Merfolk as a thing. So I was pretty surprised when I first saw it. But this looks cool. This list has the potential to be very, very explosive and quick, probably giving you the ability to knock 1-2 opponents out of the game very quickly.
I would say Vanquisher's Banner , Temur Ascendancy , Murkfiend Liege , Surgespanner , and added card draw for the late game will really help. You have access to Red, so you can use Reforge the Soul and Blasphemous Act and Vandalize effects.
Hope some of this gives you ideas! Good luck with the deck!!
Temur Ascendancy occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
RUG (Temur): 2.07%